babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /** Associative array from JSON sprite data file */
  11559. private _cellData;
  11560. /** Array of sprite names from JSON sprite data file */
  11561. private _spriteMap;
  11562. /** True when packed cell data from JSON file is ready*/
  11563. private _packedAndReady;
  11564. /**
  11565. * An event triggered when the manager is disposed.
  11566. */
  11567. onDisposeObservable: Observable<SpriteManager>;
  11568. private _onDisposeObserver;
  11569. /**
  11570. * Callback called when the manager is disposed
  11571. */
  11572. onDispose: () => void;
  11573. private _capacity;
  11574. private _fromPacked;
  11575. private _spriteTexture;
  11576. private _epsilon;
  11577. private _scene;
  11578. private _vertexData;
  11579. private _buffer;
  11580. private _vertexBuffers;
  11581. private _indexBuffer;
  11582. private _effectBase;
  11583. private _effectFog;
  11584. /**
  11585. * Gets or sets the spritesheet texture
  11586. */
  11587. texture: Texture;
  11588. /**
  11589. * Creates a new sprite manager
  11590. * @param name defines the manager's name
  11591. * @param imgUrl defines the sprite sheet url
  11592. * @param capacity defines the maximum allowed number of sprites
  11593. * @param cellSize defines the size of a sprite cell
  11594. * @param scene defines the hosting scene
  11595. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11596. * @param samplingMode defines the smapling mode to use with spritesheet
  11597. * @param fromPacked set to false; do not alter
  11598. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11599. */
  11600. constructor(
  11601. /** defines the manager's name */
  11602. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11603. private _makePacked;
  11604. private _appendSpriteVertex;
  11605. /**
  11606. * Intersects the sprites with a ray
  11607. * @param ray defines the ray to intersect with
  11608. * @param camera defines the current active camera
  11609. * @param predicate defines a predicate used to select candidate sprites
  11610. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11611. * @returns null if no hit or a PickingInfo
  11612. */
  11613. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11614. /**
  11615. * Render all child sprites
  11616. */
  11617. render(): void;
  11618. /**
  11619. * Release associated resources
  11620. */
  11621. dispose(): void;
  11622. }
  11623. }
  11624. declare module "babylonjs/Sprites/sprite" {
  11625. import { Vector3 } from "babylonjs/Maths/math.vector";
  11626. import { Nullable } from "babylonjs/types";
  11627. import { ActionManager } from "babylonjs/Actions/actionManager";
  11628. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11629. import { Color4 } from "babylonjs/Maths/math.color";
  11630. /**
  11631. * Class used to represent a sprite
  11632. * @see http://doc.babylonjs.com/babylon101/sprites
  11633. */
  11634. export class Sprite {
  11635. /** defines the name */
  11636. name: string;
  11637. /** Gets or sets the current world position */
  11638. position: Vector3;
  11639. /** Gets or sets the main color */
  11640. color: Color4;
  11641. /** Gets or sets the width */
  11642. width: number;
  11643. /** Gets or sets the height */
  11644. height: number;
  11645. /** Gets or sets rotation angle */
  11646. angle: number;
  11647. /** Gets or sets the cell index in the sprite sheet */
  11648. cellIndex: number;
  11649. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11650. cellRef: string;
  11651. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11652. invertU: number;
  11653. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11654. invertV: number;
  11655. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11656. disposeWhenFinishedAnimating: boolean;
  11657. /** Gets the list of attached animations */
  11658. animations: Animation[];
  11659. /** Gets or sets a boolean indicating if the sprite can be picked */
  11660. isPickable: boolean;
  11661. /**
  11662. * Gets or sets the associated action manager
  11663. */
  11664. actionManager: Nullable<ActionManager>;
  11665. private _animationStarted;
  11666. private _loopAnimation;
  11667. private _fromIndex;
  11668. private _toIndex;
  11669. private _delay;
  11670. private _direction;
  11671. private _manager;
  11672. private _time;
  11673. private _onAnimationEnd;
  11674. /**
  11675. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11676. */
  11677. isVisible: boolean;
  11678. /**
  11679. * Gets or sets the sprite size
  11680. */
  11681. size: number;
  11682. /**
  11683. * Creates a new Sprite
  11684. * @param name defines the name
  11685. * @param manager defines the manager
  11686. */
  11687. constructor(
  11688. /** defines the name */
  11689. name: string, manager: ISpriteManager);
  11690. /**
  11691. * Starts an animation
  11692. * @param from defines the initial key
  11693. * @param to defines the end key
  11694. * @param loop defines if the animation must loop
  11695. * @param delay defines the start delay (in ms)
  11696. * @param onAnimationEnd defines a callback to call when animation ends
  11697. */
  11698. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11699. /** Stops current animation (if any) */
  11700. stopAnimation(): void;
  11701. /** @hidden */
  11702. _animate(deltaTime: number): void;
  11703. /** Release associated resources */
  11704. dispose(): void;
  11705. }
  11706. }
  11707. declare module "babylonjs/Collisions/pickingInfo" {
  11708. import { Nullable } from "babylonjs/types";
  11709. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11710. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11711. import { Sprite } from "babylonjs/Sprites/sprite";
  11712. import { Ray } from "babylonjs/Culling/ray";
  11713. /**
  11714. * Information about the result of picking within a scene
  11715. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11716. */
  11717. export class PickingInfo {
  11718. /** @hidden */
  11719. _pickingUnavailable: boolean;
  11720. /**
  11721. * If the pick collided with an object
  11722. */
  11723. hit: boolean;
  11724. /**
  11725. * Distance away where the pick collided
  11726. */
  11727. distance: number;
  11728. /**
  11729. * The location of pick collision
  11730. */
  11731. pickedPoint: Nullable<Vector3>;
  11732. /**
  11733. * The mesh corresponding the the pick collision
  11734. */
  11735. pickedMesh: Nullable<AbstractMesh>;
  11736. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11737. bu: number;
  11738. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11739. bv: number;
  11740. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11741. faceId: number;
  11742. /** Id of the the submesh that was picked */
  11743. subMeshId: number;
  11744. /** If a sprite was picked, this will be the sprite the pick collided with */
  11745. pickedSprite: Nullable<Sprite>;
  11746. /**
  11747. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11748. */
  11749. originMesh: Nullable<AbstractMesh>;
  11750. /**
  11751. * The ray that was used to perform the picking.
  11752. */
  11753. ray: Nullable<Ray>;
  11754. /**
  11755. * Gets the normal correspodning to the face the pick collided with
  11756. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11757. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11758. * @returns The normal correspodning to the face the pick collided with
  11759. */
  11760. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11761. /**
  11762. * Gets the texture coordinates of where the pick occured
  11763. * @returns the vector containing the coordnates of the texture
  11764. */
  11765. getTextureCoordinates(): Nullable<Vector2>;
  11766. }
  11767. }
  11768. declare module "babylonjs/Events/pointerEvents" {
  11769. import { Nullable } from "babylonjs/types";
  11770. import { Vector2 } from "babylonjs/Maths/math.vector";
  11771. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11772. import { Ray } from "babylonjs/Culling/ray";
  11773. /**
  11774. * Gather the list of pointer event types as constants.
  11775. */
  11776. export class PointerEventTypes {
  11777. /**
  11778. * 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.
  11779. */
  11780. static readonly POINTERDOWN: number;
  11781. /**
  11782. * The pointerup event is fired when a pointer is no longer active.
  11783. */
  11784. static readonly POINTERUP: number;
  11785. /**
  11786. * The pointermove event is fired when a pointer changes coordinates.
  11787. */
  11788. static readonly POINTERMOVE: number;
  11789. /**
  11790. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11791. */
  11792. static readonly POINTERWHEEL: number;
  11793. /**
  11794. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11795. */
  11796. static readonly POINTERPICK: number;
  11797. /**
  11798. * The pointertap event is fired when a the object has been touched and released without drag.
  11799. */
  11800. static readonly POINTERTAP: number;
  11801. /**
  11802. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11803. */
  11804. static readonly POINTERDOUBLETAP: number;
  11805. }
  11806. /**
  11807. * Base class of pointer info types.
  11808. */
  11809. export class PointerInfoBase {
  11810. /**
  11811. * Defines the type of event (PointerEventTypes)
  11812. */
  11813. type: number;
  11814. /**
  11815. * Defines the related dom event
  11816. */
  11817. event: PointerEvent | MouseWheelEvent;
  11818. /**
  11819. * Instantiates the base class of pointers info.
  11820. * @param type Defines the type of event (PointerEventTypes)
  11821. * @param event Defines the related dom event
  11822. */
  11823. constructor(
  11824. /**
  11825. * Defines the type of event (PointerEventTypes)
  11826. */
  11827. type: number,
  11828. /**
  11829. * Defines the related dom event
  11830. */
  11831. event: PointerEvent | MouseWheelEvent);
  11832. }
  11833. /**
  11834. * This class is used to store pointer related info for the onPrePointerObservable event.
  11835. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11836. */
  11837. export class PointerInfoPre extends PointerInfoBase {
  11838. /**
  11839. * Ray from a pointer if availible (eg. 6dof controller)
  11840. */
  11841. ray: Nullable<Ray>;
  11842. /**
  11843. * Defines the local position of the pointer on the canvas.
  11844. */
  11845. localPosition: Vector2;
  11846. /**
  11847. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11848. */
  11849. skipOnPointerObservable: boolean;
  11850. /**
  11851. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11852. * @param type Defines the type of event (PointerEventTypes)
  11853. * @param event Defines the related dom event
  11854. * @param localX Defines the local x coordinates of the pointer when the event occured
  11855. * @param localY Defines the local y coordinates of the pointer when the event occured
  11856. */
  11857. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11858. }
  11859. /**
  11860. * This type contains all the data related to a pointer event in Babylon.js.
  11861. * 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.
  11862. */
  11863. export class PointerInfo extends PointerInfoBase {
  11864. /**
  11865. * Defines the picking info associated to the info (if any)\
  11866. */
  11867. pickInfo: Nullable<PickingInfo>;
  11868. /**
  11869. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. * @param pickInfo Defines the picking info associated to the info (if any)\
  11873. */
  11874. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11875. /**
  11876. * Defines the picking info associated to the info (if any)\
  11877. */
  11878. pickInfo: Nullable<PickingInfo>);
  11879. }
  11880. /**
  11881. * Data relating to a touch event on the screen.
  11882. */
  11883. export interface PointerTouch {
  11884. /**
  11885. * X coordinate of touch.
  11886. */
  11887. x: number;
  11888. /**
  11889. * Y coordinate of touch.
  11890. */
  11891. y: number;
  11892. /**
  11893. * Id of touch. Unique for each finger.
  11894. */
  11895. pointerId: number;
  11896. /**
  11897. * Event type passed from DOM.
  11898. */
  11899. type: any;
  11900. }
  11901. }
  11902. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11903. import { Observable } from "babylonjs/Misc/observable";
  11904. import { Nullable } from "babylonjs/types";
  11905. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11906. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11907. /**
  11908. * Manage the mouse inputs to control the movement of a free camera.
  11909. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11910. */
  11911. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11912. /**
  11913. * Define if touch is enabled in the mouse input
  11914. */
  11915. touchEnabled: boolean;
  11916. /**
  11917. * Defines the camera the input is attached to.
  11918. */
  11919. camera: FreeCamera;
  11920. /**
  11921. * Defines the buttons associated with the input to handle camera move.
  11922. */
  11923. buttons: number[];
  11924. /**
  11925. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11926. */
  11927. angularSensibility: number;
  11928. private _pointerInput;
  11929. private _onMouseMove;
  11930. private _observer;
  11931. private previousPosition;
  11932. /**
  11933. * Observable for when a pointer move event occurs containing the move offset
  11934. */
  11935. onPointerMovedObservable: Observable<{
  11936. offsetX: number;
  11937. offsetY: number;
  11938. }>;
  11939. /**
  11940. * @hidden
  11941. * If the camera should be rotated automatically based on pointer movement
  11942. */
  11943. _allowCameraRotation: boolean;
  11944. /**
  11945. * Manage the mouse inputs to control the movement of a free camera.
  11946. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11947. * @param touchEnabled Defines if touch is enabled or not
  11948. */
  11949. constructor(
  11950. /**
  11951. * Define if touch is enabled in the mouse input
  11952. */
  11953. touchEnabled?: boolean);
  11954. /**
  11955. * Attach the input controls to a specific dom element to get the input from.
  11956. * @param element Defines the element the controls should be listened from
  11957. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11958. */
  11959. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11960. /**
  11961. * Called on JS contextmenu event.
  11962. * Override this method to provide functionality.
  11963. */
  11964. protected onContextMenu(evt: PointerEvent): void;
  11965. /**
  11966. * Detach the current controls from the specified dom element.
  11967. * @param element Defines the element to stop listening the inputs from
  11968. */
  11969. detachControl(element: Nullable<HTMLElement>): void;
  11970. /**
  11971. * Gets the class name of the current intput.
  11972. * @returns the class name
  11973. */
  11974. getClassName(): string;
  11975. /**
  11976. * Get the friendly name associated with the input class.
  11977. * @returns the input friendly name
  11978. */
  11979. getSimpleName(): string;
  11980. }
  11981. }
  11982. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11983. import { Nullable } from "babylonjs/types";
  11984. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11985. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11986. /**
  11987. * Manage the touch inputs to control the movement of a free camera.
  11988. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11989. */
  11990. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11991. /**
  11992. * Defines the camera the input is attached to.
  11993. */
  11994. camera: FreeCamera;
  11995. /**
  11996. * Defines the touch sensibility for rotation.
  11997. * The higher the faster.
  11998. */
  11999. touchAngularSensibility: number;
  12000. /**
  12001. * Defines the touch sensibility for move.
  12002. * The higher the faster.
  12003. */
  12004. touchMoveSensibility: number;
  12005. private _offsetX;
  12006. private _offsetY;
  12007. private _pointerPressed;
  12008. private _pointerInput;
  12009. private _observer;
  12010. private _onLostFocus;
  12011. /**
  12012. * Attach the input controls to a specific dom element to get the input from.
  12013. * @param element Defines the element the controls should be listened from
  12014. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12015. */
  12016. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12017. /**
  12018. * Detach the current controls from the specified dom element.
  12019. * @param element Defines the element to stop listening the inputs from
  12020. */
  12021. detachControl(element: Nullable<HTMLElement>): void;
  12022. /**
  12023. * Update the current camera state depending on the inputs that have been used this frame.
  12024. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12025. */
  12026. checkInputs(): void;
  12027. /**
  12028. * Gets the class name of the current intput.
  12029. * @returns the class name
  12030. */
  12031. getClassName(): string;
  12032. /**
  12033. * Get the friendly name associated with the input class.
  12034. * @returns the input friendly name
  12035. */
  12036. getSimpleName(): string;
  12037. }
  12038. }
  12039. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12040. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12041. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12042. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12043. import { Nullable } from "babylonjs/types";
  12044. /**
  12045. * Default Inputs manager for the FreeCamera.
  12046. * It groups all the default supported inputs for ease of use.
  12047. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12048. */
  12049. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12050. /**
  12051. * @hidden
  12052. */
  12053. _mouseInput: Nullable<FreeCameraMouseInput>;
  12054. /**
  12055. * Instantiates a new FreeCameraInputsManager.
  12056. * @param camera Defines the camera the inputs belong to
  12057. */
  12058. constructor(camera: FreeCamera);
  12059. /**
  12060. * Add keyboard input support to the input manager.
  12061. * @returns the current input manager
  12062. */
  12063. addKeyboard(): FreeCameraInputsManager;
  12064. /**
  12065. * Add mouse input support to the input manager.
  12066. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12067. * @returns the current input manager
  12068. */
  12069. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12070. /**
  12071. * Removes the mouse input support from the manager
  12072. * @returns the current input manager
  12073. */
  12074. removeMouse(): FreeCameraInputsManager;
  12075. /**
  12076. * Add touch input support to the input manager.
  12077. * @returns the current input manager
  12078. */
  12079. addTouch(): FreeCameraInputsManager;
  12080. /**
  12081. * Remove all attached input methods from a camera
  12082. */
  12083. clear(): void;
  12084. }
  12085. }
  12086. declare module "babylonjs/Cameras/freeCamera" {
  12087. import { Vector3 } from "babylonjs/Maths/math.vector";
  12088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12089. import { Scene } from "babylonjs/scene";
  12090. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12091. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12092. /**
  12093. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12094. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12095. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12096. */
  12097. export class FreeCamera extends TargetCamera {
  12098. /**
  12099. * Define the collision ellipsoid of the camera.
  12100. * This is helpful to simulate a camera body like the player body around the camera
  12101. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12102. */
  12103. ellipsoid: Vector3;
  12104. /**
  12105. * Define an offset for the position of the ellipsoid around the camera.
  12106. * This can be helpful to determine the center of the body near the gravity center of the body
  12107. * instead of its head.
  12108. */
  12109. ellipsoidOffset: Vector3;
  12110. /**
  12111. * Enable or disable collisions of the camera with the rest of the scene objects.
  12112. */
  12113. checkCollisions: boolean;
  12114. /**
  12115. * Enable or disable gravity on the camera.
  12116. */
  12117. applyGravity: boolean;
  12118. /**
  12119. * Define the input manager associated to the camera.
  12120. */
  12121. inputs: FreeCameraInputsManager;
  12122. /**
  12123. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12124. * Higher values reduce sensitivity.
  12125. */
  12126. /**
  12127. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12128. * Higher values reduce sensitivity.
  12129. */
  12130. angularSensibility: number;
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12133. */
  12134. keysUp: number[];
  12135. /**
  12136. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12137. */
  12138. keysDown: number[];
  12139. /**
  12140. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12141. */
  12142. keysLeft: number[];
  12143. /**
  12144. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12145. */
  12146. keysRight: number[];
  12147. /**
  12148. * Event raised when the camera collide with a mesh in the scene.
  12149. */
  12150. onCollide: (collidedMesh: AbstractMesh) => void;
  12151. private _collider;
  12152. private _needMoveForGravity;
  12153. private _oldPosition;
  12154. private _diffPosition;
  12155. private _newPosition;
  12156. /** @hidden */
  12157. _localDirection: Vector3;
  12158. /** @hidden */
  12159. _transformedDirection: Vector3;
  12160. /**
  12161. * Instantiates a Free Camera.
  12162. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12163. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12164. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12165. * @param name Define the name of the camera in the scene
  12166. * @param position Define the start position of the camera in the scene
  12167. * @param scene Define the scene the camera belongs to
  12168. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12169. */
  12170. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12171. /**
  12172. * Attached controls to the current camera.
  12173. * @param element Defines the element the controls should be listened from
  12174. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12175. */
  12176. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12177. /**
  12178. * Detach the current controls from the camera.
  12179. * The camera will stop reacting to inputs.
  12180. * @param element Defines the element to stop listening the inputs from
  12181. */
  12182. detachControl(element: HTMLElement): void;
  12183. private _collisionMask;
  12184. /**
  12185. * Define a collision mask to limit the list of object the camera can collide with
  12186. */
  12187. collisionMask: number;
  12188. /** @hidden */
  12189. _collideWithWorld(displacement: Vector3): void;
  12190. private _onCollisionPositionChange;
  12191. /** @hidden */
  12192. _checkInputs(): void;
  12193. /** @hidden */
  12194. _decideIfNeedsToMove(): boolean;
  12195. /** @hidden */
  12196. _updatePosition(): void;
  12197. /**
  12198. * Destroy the camera and release the current resources hold by it.
  12199. */
  12200. dispose(): void;
  12201. /**
  12202. * Gets the current object class name.
  12203. * @return the class name
  12204. */
  12205. getClassName(): string;
  12206. }
  12207. }
  12208. declare module "babylonjs/Gamepads/gamepad" {
  12209. import { Observable } from "babylonjs/Misc/observable";
  12210. /**
  12211. * Represents a gamepad control stick position
  12212. */
  12213. export class StickValues {
  12214. /**
  12215. * The x component of the control stick
  12216. */
  12217. x: number;
  12218. /**
  12219. * The y component of the control stick
  12220. */
  12221. y: number;
  12222. /**
  12223. * Initializes the gamepad x and y control stick values
  12224. * @param x The x component of the gamepad control stick value
  12225. * @param y The y component of the gamepad control stick value
  12226. */
  12227. constructor(
  12228. /**
  12229. * The x component of the control stick
  12230. */
  12231. x: number,
  12232. /**
  12233. * The y component of the control stick
  12234. */
  12235. y: number);
  12236. }
  12237. /**
  12238. * An interface which manages callbacks for gamepad button changes
  12239. */
  12240. export interface GamepadButtonChanges {
  12241. /**
  12242. * Called when a gamepad has been changed
  12243. */
  12244. changed: boolean;
  12245. /**
  12246. * Called when a gamepad press event has been triggered
  12247. */
  12248. pressChanged: boolean;
  12249. /**
  12250. * Called when a touch event has been triggered
  12251. */
  12252. touchChanged: boolean;
  12253. /**
  12254. * Called when a value has changed
  12255. */
  12256. valueChanged: boolean;
  12257. }
  12258. /**
  12259. * Represents a gamepad
  12260. */
  12261. export class Gamepad {
  12262. /**
  12263. * The id of the gamepad
  12264. */
  12265. id: string;
  12266. /**
  12267. * The index of the gamepad
  12268. */
  12269. index: number;
  12270. /**
  12271. * The browser gamepad
  12272. */
  12273. browserGamepad: any;
  12274. /**
  12275. * Specifies what type of gamepad this represents
  12276. */
  12277. type: number;
  12278. private _leftStick;
  12279. private _rightStick;
  12280. /** @hidden */
  12281. _isConnected: boolean;
  12282. private _leftStickAxisX;
  12283. private _leftStickAxisY;
  12284. private _rightStickAxisX;
  12285. private _rightStickAxisY;
  12286. /**
  12287. * Triggered when the left control stick has been changed
  12288. */
  12289. private _onleftstickchanged;
  12290. /**
  12291. * Triggered when the right control stick has been changed
  12292. */
  12293. private _onrightstickchanged;
  12294. /**
  12295. * Represents a gamepad controller
  12296. */
  12297. static GAMEPAD: number;
  12298. /**
  12299. * Represents a generic controller
  12300. */
  12301. static GENERIC: number;
  12302. /**
  12303. * Represents an XBox controller
  12304. */
  12305. static XBOX: number;
  12306. /**
  12307. * Represents a pose-enabled controller
  12308. */
  12309. static POSE_ENABLED: number;
  12310. /**
  12311. * Represents an Dual Shock controller
  12312. */
  12313. static DUALSHOCK: number;
  12314. /**
  12315. * Specifies whether the left control stick should be Y-inverted
  12316. */
  12317. protected _invertLeftStickY: boolean;
  12318. /**
  12319. * Specifies if the gamepad has been connected
  12320. */
  12321. readonly isConnected: boolean;
  12322. /**
  12323. * Initializes the gamepad
  12324. * @param id The id of the gamepad
  12325. * @param index The index of the gamepad
  12326. * @param browserGamepad The browser gamepad
  12327. * @param leftStickX The x component of the left joystick
  12328. * @param leftStickY The y component of the left joystick
  12329. * @param rightStickX The x component of the right joystick
  12330. * @param rightStickY The y component of the right joystick
  12331. */
  12332. constructor(
  12333. /**
  12334. * The id of the gamepad
  12335. */
  12336. id: string,
  12337. /**
  12338. * The index of the gamepad
  12339. */
  12340. index: number,
  12341. /**
  12342. * The browser gamepad
  12343. */
  12344. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12345. /**
  12346. * Callback triggered when the left joystick has changed
  12347. * @param callback
  12348. */
  12349. onleftstickchanged(callback: (values: StickValues) => void): void;
  12350. /**
  12351. * Callback triggered when the right joystick has changed
  12352. * @param callback
  12353. */
  12354. onrightstickchanged(callback: (values: StickValues) => void): void;
  12355. /**
  12356. * Gets the left joystick
  12357. */
  12358. /**
  12359. * Sets the left joystick values
  12360. */
  12361. leftStick: StickValues;
  12362. /**
  12363. * Gets the right joystick
  12364. */
  12365. /**
  12366. * Sets the right joystick value
  12367. */
  12368. rightStick: StickValues;
  12369. /**
  12370. * Updates the gamepad joystick positions
  12371. */
  12372. update(): void;
  12373. /**
  12374. * Disposes the gamepad
  12375. */
  12376. dispose(): void;
  12377. }
  12378. /**
  12379. * Represents a generic gamepad
  12380. */
  12381. export class GenericPad extends Gamepad {
  12382. private _buttons;
  12383. private _onbuttondown;
  12384. private _onbuttonup;
  12385. /**
  12386. * Observable triggered when a button has been pressed
  12387. */
  12388. onButtonDownObservable: Observable<number>;
  12389. /**
  12390. * Observable triggered when a button has been released
  12391. */
  12392. onButtonUpObservable: Observable<number>;
  12393. /**
  12394. * Callback triggered when a button has been pressed
  12395. * @param callback Called when a button has been pressed
  12396. */
  12397. onbuttondown(callback: (buttonPressed: number) => void): void;
  12398. /**
  12399. * Callback triggered when a button has been released
  12400. * @param callback Called when a button has been released
  12401. */
  12402. onbuttonup(callback: (buttonReleased: number) => void): void;
  12403. /**
  12404. * Initializes the generic gamepad
  12405. * @param id The id of the generic gamepad
  12406. * @param index The index of the generic gamepad
  12407. * @param browserGamepad The browser gamepad
  12408. */
  12409. constructor(id: string, index: number, browserGamepad: any);
  12410. private _setButtonValue;
  12411. /**
  12412. * Updates the generic gamepad
  12413. */
  12414. update(): void;
  12415. /**
  12416. * Disposes the generic gamepad
  12417. */
  12418. dispose(): void;
  12419. }
  12420. }
  12421. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12422. import { Nullable } from "babylonjs/types";
  12423. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12424. import { Scene } from "babylonjs/scene";
  12425. module "babylonjs/Engines/engine" {
  12426. interface Engine {
  12427. /**
  12428. * Creates a raw texture
  12429. * @param data defines the data to store in the texture
  12430. * @param width defines the width of the texture
  12431. * @param height defines the height of the texture
  12432. * @param format defines the format of the data
  12433. * @param generateMipMaps defines if the engine should generate the mip levels
  12434. * @param invertY defines if data must be stored with Y axis inverted
  12435. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12436. * @param compression defines the compression used (null by default)
  12437. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12438. * @returns the raw texture inside an InternalTexture
  12439. */
  12440. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12441. /**
  12442. * Update a raw texture
  12443. * @param texture defines the texture to update
  12444. * @param data defines the data to store in the texture
  12445. * @param format defines the format of the data
  12446. * @param invertY defines if data must be stored with Y axis inverted
  12447. */
  12448. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12449. /**
  12450. * Update a raw texture
  12451. * @param texture defines the texture to update
  12452. * @param data defines the data to store in the texture
  12453. * @param format defines the format of the data
  12454. * @param invertY defines if data must be stored with Y axis inverted
  12455. * @param compression defines the compression used (null by default)
  12456. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12457. */
  12458. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12459. /**
  12460. * Creates a new raw cube texture
  12461. * @param data defines the array of data to use to create each face
  12462. * @param size defines the size of the textures
  12463. * @param format defines the format of the data
  12464. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12465. * @param generateMipMaps defines if the engine should generate the mip levels
  12466. * @param invertY defines if data must be stored with Y axis inverted
  12467. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12468. * @param compression defines the compression used (null by default)
  12469. * @returns the cube texture as an InternalTexture
  12470. */
  12471. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12472. /**
  12473. * Update a raw cube texture
  12474. * @param texture defines the texture to udpdate
  12475. * @param data defines the data to store
  12476. * @param format defines the data format
  12477. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12478. * @param invertY defines if data must be stored with Y axis inverted
  12479. */
  12480. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12481. /**
  12482. * Update a raw cube texture
  12483. * @param texture defines the texture to udpdate
  12484. * @param data defines the data to store
  12485. * @param format defines the data format
  12486. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12487. * @param invertY defines if data must be stored with Y axis inverted
  12488. * @param compression defines the compression used (null by default)
  12489. */
  12490. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12491. /**
  12492. * Update a raw cube texture
  12493. * @param texture defines the texture to udpdate
  12494. * @param data defines the data to store
  12495. * @param format defines the data format
  12496. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12497. * @param invertY defines if data must be stored with Y axis inverted
  12498. * @param compression defines the compression used (null by default)
  12499. * @param level defines which level of the texture to update
  12500. */
  12501. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12502. /**
  12503. * Creates a new raw cube texture from a specified url
  12504. * @param url defines the url where the data is located
  12505. * @param scene defines the current scene
  12506. * @param size defines the size of the textures
  12507. * @param format defines the format of the data
  12508. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12509. * @param noMipmap defines if the engine should avoid generating the mip levels
  12510. * @param callback defines a callback used to extract texture data from loaded data
  12511. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12512. * @param onLoad defines a callback called when texture is loaded
  12513. * @param onError defines a callback called if there is an error
  12514. * @returns the cube texture as an InternalTexture
  12515. */
  12516. 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;
  12517. /**
  12518. * Creates a new raw cube texture from a specified url
  12519. * @param url defines the url where the data is located
  12520. * @param scene defines the current scene
  12521. * @param size defines the size of the textures
  12522. * @param format defines the format of the data
  12523. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12524. * @param noMipmap defines if the engine should avoid generating the mip levels
  12525. * @param callback defines a callback used to extract texture data from loaded data
  12526. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12527. * @param onLoad defines a callback called when texture is loaded
  12528. * @param onError defines a callback called if there is an error
  12529. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @returns the cube texture as an InternalTexture
  12532. */
  12533. 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;
  12534. /**
  12535. * Creates a new raw 3D texture
  12536. * @param data defines the data used to create the texture
  12537. * @param width defines the width of the texture
  12538. * @param height defines the height of the texture
  12539. * @param depth defines the depth of the texture
  12540. * @param format defines the format of the texture
  12541. * @param generateMipMaps defines if the engine must generate mip levels
  12542. * @param invertY defines if data must be stored with Y axis inverted
  12543. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12544. * @param compression defines the compressed used (can be null)
  12545. * @param textureType defines the compressed used (can be null)
  12546. * @returns a new raw 3D texture (stored in an InternalTexture)
  12547. */
  12548. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12549. /**
  12550. * Update a raw 3D texture
  12551. * @param texture defines the texture to update
  12552. * @param data defines the data to store
  12553. * @param format defines the data format
  12554. * @param invertY defines if data must be stored with Y axis inverted
  12555. */
  12556. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12557. /**
  12558. * Update a raw 3D texture
  12559. * @param texture defines the texture to update
  12560. * @param data defines the data to store
  12561. * @param format defines the data format
  12562. * @param invertY defines if data must be stored with Y axis inverted
  12563. * @param compression defines the used compression (can be null)
  12564. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12565. */
  12566. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12567. }
  12568. }
  12569. }
  12570. declare module "babylonjs/Materials/Textures/rawTexture" {
  12571. import { Scene } from "babylonjs/scene";
  12572. import { Texture } from "babylonjs/Materials/Textures/texture";
  12573. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12574. /**
  12575. * Raw texture can help creating a texture directly from an array of data.
  12576. * This can be super useful if you either get the data from an uncompressed source or
  12577. * if you wish to create your texture pixel by pixel.
  12578. */
  12579. export class RawTexture extends Texture {
  12580. /**
  12581. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12582. */
  12583. format: number;
  12584. private _engine;
  12585. /**
  12586. * Instantiates a new RawTexture.
  12587. * Raw texture can help creating a texture directly from an array of data.
  12588. * This can be super useful if you either get the data from an uncompressed source or
  12589. * if you wish to create your texture pixel by pixel.
  12590. * @param data define the array of data to use to create the texture
  12591. * @param width define the width of the texture
  12592. * @param height define the height of the texture
  12593. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12594. * @param scene define the scene the texture belongs to
  12595. * @param generateMipMaps define whether mip maps should be generated or not
  12596. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12597. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12598. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12599. */
  12600. constructor(data: ArrayBufferView, width: number, height: number,
  12601. /**
  12602. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12603. */
  12604. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12605. /**
  12606. * Updates the texture underlying data.
  12607. * @param data Define the new data of the texture
  12608. */
  12609. update(data: ArrayBufferView): void;
  12610. /**
  12611. * Creates a luminance texture from some data.
  12612. * @param data Define the texture data
  12613. * @param width Define the width of the texture
  12614. * @param height Define the height of the texture
  12615. * @param scene Define the scene the texture belongs to
  12616. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12617. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12618. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12619. * @returns the luminance texture
  12620. */
  12621. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12622. /**
  12623. * Creates a luminance alpha texture from some data.
  12624. * @param data Define the texture data
  12625. * @param width Define the width of the texture
  12626. * @param height Define the height of the texture
  12627. * @param scene Define the scene the texture belongs to
  12628. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @returns the luminance alpha texture
  12632. */
  12633. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12634. /**
  12635. * Creates an alpha texture from some data.
  12636. * @param data Define the texture data
  12637. * @param width Define the width of the texture
  12638. * @param height Define the height of the texture
  12639. * @param scene Define the scene the texture belongs to
  12640. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12641. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12642. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12643. * @returns the alpha texture
  12644. */
  12645. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12646. /**
  12647. * Creates a RGB texture from some data.
  12648. * @param data Define the texture data
  12649. * @param width Define the width of the texture
  12650. * @param height Define the height of the texture
  12651. * @param scene Define the scene the texture belongs to
  12652. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12653. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12654. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12655. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12656. * @returns the RGB alpha texture
  12657. */
  12658. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12659. /**
  12660. * Creates a RGBA texture from some data.
  12661. * @param data Define the texture data
  12662. * @param width Define the width of the texture
  12663. * @param height Define the height of the texture
  12664. * @param scene Define the scene the texture belongs to
  12665. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12666. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12667. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12668. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12669. * @returns the RGBA texture
  12670. */
  12671. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12672. /**
  12673. * Creates a R 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. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12682. * @returns the R texture
  12683. */
  12684. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12685. }
  12686. }
  12687. declare module "babylonjs/Maths/math.size" {
  12688. /**
  12689. * Interface for the size containing width and height
  12690. */
  12691. export interface ISize {
  12692. /**
  12693. * Width
  12694. */
  12695. width: number;
  12696. /**
  12697. * Heighht
  12698. */
  12699. height: number;
  12700. }
  12701. /**
  12702. * Size containing widht and height
  12703. */
  12704. export class Size implements ISize {
  12705. /**
  12706. * Width
  12707. */
  12708. width: number;
  12709. /**
  12710. * Height
  12711. */
  12712. height: number;
  12713. /**
  12714. * Creates a Size object from the given width and height (floats).
  12715. * @param width width of the new size
  12716. * @param height height of the new size
  12717. */
  12718. constructor(width: number, height: number);
  12719. /**
  12720. * Returns a string with the Size width and height
  12721. * @returns a string with the Size width and height
  12722. */
  12723. toString(): string;
  12724. /**
  12725. * "Size"
  12726. * @returns the string "Size"
  12727. */
  12728. getClassName(): string;
  12729. /**
  12730. * Returns the Size hash code.
  12731. * @returns a hash code for a unique width and height
  12732. */
  12733. getHashCode(): number;
  12734. /**
  12735. * Updates the current size from the given one.
  12736. * @param src the given size
  12737. */
  12738. copyFrom(src: Size): void;
  12739. /**
  12740. * Updates in place the current Size from the given floats.
  12741. * @param width width of the new size
  12742. * @param height height of the new size
  12743. * @returns the updated Size.
  12744. */
  12745. copyFromFloats(width: number, height: number): Size;
  12746. /**
  12747. * Updates in place the current Size from the given floats.
  12748. * @param width width to set
  12749. * @param height height to set
  12750. * @returns the updated Size.
  12751. */
  12752. set(width: number, height: number): Size;
  12753. /**
  12754. * Multiplies the width and height by numbers
  12755. * @param w factor to multiple the width by
  12756. * @param h factor to multiple the height by
  12757. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12758. */
  12759. multiplyByFloats(w: number, h: number): Size;
  12760. /**
  12761. * Clones the size
  12762. * @returns a new Size copied from the given one.
  12763. */
  12764. clone(): Size;
  12765. /**
  12766. * True if the current Size and the given one width and height are strictly equal.
  12767. * @param other the other size to compare against
  12768. * @returns True if the current Size and the given one width and height are strictly equal.
  12769. */
  12770. equals(other: Size): boolean;
  12771. /**
  12772. * The surface of the Size : width * height (float).
  12773. */
  12774. readonly surface: number;
  12775. /**
  12776. * Create a new size of zero
  12777. * @returns a new Size set to (0.0, 0.0)
  12778. */
  12779. static Zero(): Size;
  12780. /**
  12781. * Sums the width and height of two sizes
  12782. * @param otherSize size to add to this size
  12783. * @returns a new Size set as the addition result of the current Size and the given one.
  12784. */
  12785. add(otherSize: Size): Size;
  12786. /**
  12787. * Subtracts the width and height of two
  12788. * @param otherSize size to subtract to this size
  12789. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12790. */
  12791. subtract(otherSize: Size): Size;
  12792. /**
  12793. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12794. * @param start starting size to lerp between
  12795. * @param end end size to lerp between
  12796. * @param amount amount to lerp between the start and end values
  12797. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12798. */
  12799. static Lerp(start: Size, end: Size, amount: number): Size;
  12800. }
  12801. }
  12802. declare module "babylonjs/Animations/runtimeAnimation" {
  12803. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12804. import { Animatable } from "babylonjs/Animations/animatable";
  12805. import { Scene } from "babylonjs/scene";
  12806. /**
  12807. * Defines a runtime animation
  12808. */
  12809. export class RuntimeAnimation {
  12810. private _events;
  12811. /**
  12812. * The current frame of the runtime animation
  12813. */
  12814. private _currentFrame;
  12815. /**
  12816. * The animation used by the runtime animation
  12817. */
  12818. private _animation;
  12819. /**
  12820. * The target of the runtime animation
  12821. */
  12822. private _target;
  12823. /**
  12824. * The initiating animatable
  12825. */
  12826. private _host;
  12827. /**
  12828. * The original value of the runtime animation
  12829. */
  12830. private _originalValue;
  12831. /**
  12832. * The original blend value of the runtime animation
  12833. */
  12834. private _originalBlendValue;
  12835. /**
  12836. * The offsets cache of the runtime animation
  12837. */
  12838. private _offsetsCache;
  12839. /**
  12840. * The high limits cache of the runtime animation
  12841. */
  12842. private _highLimitsCache;
  12843. /**
  12844. * Specifies if the runtime animation has been stopped
  12845. */
  12846. private _stopped;
  12847. /**
  12848. * The blending factor of the runtime animation
  12849. */
  12850. private _blendingFactor;
  12851. /**
  12852. * The BabylonJS scene
  12853. */
  12854. private _scene;
  12855. /**
  12856. * The current value of the runtime animation
  12857. */
  12858. private _currentValue;
  12859. /** @hidden */
  12860. _animationState: _IAnimationState;
  12861. /**
  12862. * The active target of the runtime animation
  12863. */
  12864. private _activeTargets;
  12865. private _currentActiveTarget;
  12866. private _directTarget;
  12867. /**
  12868. * The target path of the runtime animation
  12869. */
  12870. private _targetPath;
  12871. /**
  12872. * The weight of the runtime animation
  12873. */
  12874. private _weight;
  12875. /**
  12876. * The ratio offset of the runtime animation
  12877. */
  12878. private _ratioOffset;
  12879. /**
  12880. * The previous delay of the runtime animation
  12881. */
  12882. private _previousDelay;
  12883. /**
  12884. * The previous ratio of the runtime animation
  12885. */
  12886. private _previousRatio;
  12887. private _enableBlending;
  12888. private _keys;
  12889. private _minFrame;
  12890. private _maxFrame;
  12891. private _minValue;
  12892. private _maxValue;
  12893. private _targetIsArray;
  12894. /**
  12895. * Gets the current frame of the runtime animation
  12896. */
  12897. readonly currentFrame: number;
  12898. /**
  12899. * Gets the weight of the runtime animation
  12900. */
  12901. readonly weight: number;
  12902. /**
  12903. * Gets the current value of the runtime animation
  12904. */
  12905. readonly currentValue: any;
  12906. /**
  12907. * Gets the target path of the runtime animation
  12908. */
  12909. readonly targetPath: string;
  12910. /**
  12911. * Gets the actual target of the runtime animation
  12912. */
  12913. readonly target: any;
  12914. /** @hidden */
  12915. _onLoop: () => void;
  12916. /**
  12917. * Create a new RuntimeAnimation object
  12918. * @param target defines the target of the animation
  12919. * @param animation defines the source animation object
  12920. * @param scene defines the hosting scene
  12921. * @param host defines the initiating Animatable
  12922. */
  12923. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12924. private _preparePath;
  12925. /**
  12926. * Gets the animation from the runtime animation
  12927. */
  12928. readonly animation: Animation;
  12929. /**
  12930. * Resets the runtime animation to the beginning
  12931. * @param restoreOriginal defines whether to restore the target property to the original value
  12932. */
  12933. reset(restoreOriginal?: boolean): void;
  12934. /**
  12935. * Specifies if the runtime animation is stopped
  12936. * @returns Boolean specifying if the runtime animation is stopped
  12937. */
  12938. isStopped(): boolean;
  12939. /**
  12940. * Disposes of the runtime animation
  12941. */
  12942. dispose(): void;
  12943. /**
  12944. * Apply the interpolated value to the target
  12945. * @param currentValue defines the value computed by the animation
  12946. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12947. */
  12948. setValue(currentValue: any, weight: number): void;
  12949. private _getOriginalValues;
  12950. private _setValue;
  12951. /**
  12952. * Gets the loop pmode of the runtime animation
  12953. * @returns Loop Mode
  12954. */
  12955. private _getCorrectLoopMode;
  12956. /**
  12957. * Move the current animation to a given frame
  12958. * @param frame defines the frame to move to
  12959. */
  12960. goToFrame(frame: number): void;
  12961. /**
  12962. * @hidden Internal use only
  12963. */
  12964. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12965. /**
  12966. * Execute the current animation
  12967. * @param delay defines the delay to add to the current frame
  12968. * @param from defines the lower bound of the animation range
  12969. * @param to defines the upper bound of the animation range
  12970. * @param loop defines if the current animation must loop
  12971. * @param speedRatio defines the current speed ratio
  12972. * @param weight defines the weight of the animation (default is -1 so no weight)
  12973. * @param onLoop optional callback called when animation loops
  12974. * @returns a boolean indicating if the animation is running
  12975. */
  12976. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12977. }
  12978. }
  12979. declare module "babylonjs/Animations/animatable" {
  12980. import { Animation } from "babylonjs/Animations/animation";
  12981. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12982. import { Nullable } from "babylonjs/types";
  12983. import { Observable } from "babylonjs/Misc/observable";
  12984. import { Scene } from "babylonjs/scene";
  12985. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12986. import { Node } from "babylonjs/node";
  12987. /**
  12988. * Class used to store an actual running animation
  12989. */
  12990. export class Animatable {
  12991. /** defines the target object */
  12992. target: any;
  12993. /** defines the starting frame number (default is 0) */
  12994. fromFrame: number;
  12995. /** defines the ending frame number (default is 100) */
  12996. toFrame: number;
  12997. /** defines if the animation must loop (default is false) */
  12998. loopAnimation: boolean;
  12999. /** defines a callback to call when animation ends if it is not looping */
  13000. onAnimationEnd?: (() => void) | null | undefined;
  13001. /** defines a callback to call when animation loops */
  13002. onAnimationLoop?: (() => void) | null | undefined;
  13003. private _localDelayOffset;
  13004. private _pausedDelay;
  13005. private _runtimeAnimations;
  13006. private _paused;
  13007. private _scene;
  13008. private _speedRatio;
  13009. private _weight;
  13010. private _syncRoot;
  13011. /**
  13012. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13013. * This will only apply for non looping animation (default is true)
  13014. */
  13015. disposeOnEnd: boolean;
  13016. /**
  13017. * Gets a boolean indicating if the animation has started
  13018. */
  13019. animationStarted: boolean;
  13020. /**
  13021. * Observer raised when the animation ends
  13022. */
  13023. onAnimationEndObservable: Observable<Animatable>;
  13024. /**
  13025. * Observer raised when the animation loops
  13026. */
  13027. onAnimationLoopObservable: Observable<Animatable>;
  13028. /**
  13029. * Gets the root Animatable used to synchronize and normalize animations
  13030. */
  13031. readonly syncRoot: Nullable<Animatable>;
  13032. /**
  13033. * Gets the current frame of the first RuntimeAnimation
  13034. * Used to synchronize Animatables
  13035. */
  13036. readonly masterFrame: number;
  13037. /**
  13038. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13039. */
  13040. weight: number;
  13041. /**
  13042. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13043. */
  13044. speedRatio: number;
  13045. /**
  13046. * Creates a new Animatable
  13047. * @param scene defines the hosting scene
  13048. * @param target defines the target object
  13049. * @param fromFrame defines the starting frame number (default is 0)
  13050. * @param toFrame defines the ending frame number (default is 100)
  13051. * @param loopAnimation defines if the animation must loop (default is false)
  13052. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13053. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13054. * @param animations defines a group of animation to add to the new Animatable
  13055. * @param onAnimationLoop defines a callback to call when animation loops
  13056. */
  13057. constructor(scene: Scene,
  13058. /** defines the target object */
  13059. target: any,
  13060. /** defines the starting frame number (default is 0) */
  13061. fromFrame?: number,
  13062. /** defines the ending frame number (default is 100) */
  13063. toFrame?: number,
  13064. /** defines if the animation must loop (default is false) */
  13065. loopAnimation?: boolean, speedRatio?: number,
  13066. /** defines a callback to call when animation ends if it is not looping */
  13067. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13068. /** defines a callback to call when animation loops */
  13069. onAnimationLoop?: (() => void) | null | undefined);
  13070. /**
  13071. * Synchronize and normalize current Animatable with a source Animatable
  13072. * This is useful when using animation weights and when animations are not of the same length
  13073. * @param root defines the root Animatable to synchronize with
  13074. * @returns the current Animatable
  13075. */
  13076. syncWith(root: Animatable): Animatable;
  13077. /**
  13078. * Gets the list of runtime animations
  13079. * @returns an array of RuntimeAnimation
  13080. */
  13081. getAnimations(): RuntimeAnimation[];
  13082. /**
  13083. * Adds more animations to the current animatable
  13084. * @param target defines the target of the animations
  13085. * @param animations defines the new animations to add
  13086. */
  13087. appendAnimations(target: any, animations: Animation[]): void;
  13088. /**
  13089. * Gets the source animation for a specific property
  13090. * @param property defines the propertyu to look for
  13091. * @returns null or the source animation for the given property
  13092. */
  13093. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13094. /**
  13095. * Gets the runtime animation for a specific property
  13096. * @param property defines the propertyu to look for
  13097. * @returns null or the runtime animation for the given property
  13098. */
  13099. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13100. /**
  13101. * Resets the animatable to its original state
  13102. */
  13103. reset(): void;
  13104. /**
  13105. * Allows the animatable to blend with current running animations
  13106. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13107. * @param blendingSpeed defines the blending speed to use
  13108. */
  13109. enableBlending(blendingSpeed: number): void;
  13110. /**
  13111. * Disable animation blending
  13112. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13113. */
  13114. disableBlending(): void;
  13115. /**
  13116. * Jump directly to a given frame
  13117. * @param frame defines the frame to jump to
  13118. */
  13119. goToFrame(frame: number): void;
  13120. /**
  13121. * Pause the animation
  13122. */
  13123. pause(): void;
  13124. /**
  13125. * Restart the animation
  13126. */
  13127. restart(): void;
  13128. private _raiseOnAnimationEnd;
  13129. /**
  13130. * Stop and delete the current animation
  13131. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13132. * @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)
  13133. */
  13134. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13135. /**
  13136. * Wait asynchronously for the animation to end
  13137. * @returns a promise which will be fullfilled when the animation ends
  13138. */
  13139. waitAsync(): Promise<Animatable>;
  13140. /** @hidden */
  13141. _animate(delay: number): boolean;
  13142. }
  13143. module "babylonjs/scene" {
  13144. interface Scene {
  13145. /** @hidden */
  13146. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13147. /** @hidden */
  13148. _processLateAnimationBindingsForMatrices(holder: {
  13149. totalWeight: number;
  13150. animations: RuntimeAnimation[];
  13151. originalValue: Matrix;
  13152. }): any;
  13153. /** @hidden */
  13154. _processLateAnimationBindingsForQuaternions(holder: {
  13155. totalWeight: number;
  13156. animations: RuntimeAnimation[];
  13157. originalValue: Quaternion;
  13158. }, refQuaternion: Quaternion): Quaternion;
  13159. /** @hidden */
  13160. _processLateAnimationBindings(): void;
  13161. /**
  13162. * Will start the animation sequence of a given target
  13163. * @param target defines the target
  13164. * @param from defines from which frame should animation start
  13165. * @param to defines until which frame should animation run.
  13166. * @param weight defines the weight to apply to the animation (1.0 by default)
  13167. * @param loop defines if the animation loops
  13168. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13169. * @param onAnimationEnd defines the function to be executed when the animation ends
  13170. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13171. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13172. * @param onAnimationLoop defines the callback to call when an animation loops
  13173. * @returns the animatable object created for this animation
  13174. */
  13175. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13176. /**
  13177. * Will start the animation sequence of a given target
  13178. * @param target defines the target
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the animatable object created for this animation
  13189. */
  13190. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13191. /**
  13192. * Will start the animation sequence of a given target and its hierarchy
  13193. * @param target defines the target
  13194. * @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.
  13195. * @param from defines from which frame should animation start
  13196. * @param to defines until which frame should animation run.
  13197. * @param loop defines if the animation loops
  13198. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13199. * @param onAnimationEnd defines the function to be executed when the animation ends
  13200. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13201. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13202. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13203. * @param onAnimationLoop defines the callback to call when an animation loops
  13204. * @returns the list of created animatables
  13205. */
  13206. 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[];
  13207. /**
  13208. * Begin a new animation on a given node
  13209. * @param target defines the target where the animation will take place
  13210. * @param animations defines the list of animations to start
  13211. * @param from defines the initial value
  13212. * @param to defines the final value
  13213. * @param loop defines if you want animation to loop (off by default)
  13214. * @param speedRatio defines the speed ratio to apply to all animations
  13215. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13216. * @param onAnimationLoop defines the callback to call when an animation loops
  13217. * @returns the list of created animatables
  13218. */
  13219. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13220. /**
  13221. * Begin a new animation on a given node and its hierarchy
  13222. * @param target defines the root node where the animation will take place
  13223. * @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.
  13224. * @param animations defines the list of animations to start
  13225. * @param from defines the initial value
  13226. * @param to defines the final value
  13227. * @param loop defines if you want animation to loop (off by default)
  13228. * @param speedRatio defines the speed ratio to apply to all animations
  13229. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13230. * @param onAnimationLoop defines the callback to call when an animation loops
  13231. * @returns the list of animatables created for all nodes
  13232. */
  13233. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13234. /**
  13235. * Gets the animatable associated with a specific target
  13236. * @param target defines the target of the animatable
  13237. * @returns the required animatable if found
  13238. */
  13239. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13240. /**
  13241. * Gets all animatables associated with a given target
  13242. * @param target defines the target to look animatables for
  13243. * @returns an array of Animatables
  13244. */
  13245. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13246. /**
  13247. * Stops and removes all animations that have been applied to the scene
  13248. */
  13249. stopAllAnimations(): void;
  13250. }
  13251. }
  13252. module "babylonjs/Bones/bone" {
  13253. interface Bone {
  13254. /**
  13255. * Copy an animation range from another bone
  13256. * @param source defines the source bone
  13257. * @param rangeName defines the range name to copy
  13258. * @param frameOffset defines the frame offset
  13259. * @param rescaleAsRequired defines if rescaling must be applied if required
  13260. * @param skelDimensionsRatio defines the scaling ratio
  13261. * @returns true if operation was successful
  13262. */
  13263. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13264. }
  13265. }
  13266. }
  13267. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13268. /**
  13269. * Class used to override all child animations of a given target
  13270. */
  13271. export class AnimationPropertiesOverride {
  13272. /**
  13273. * Gets or sets a value indicating if animation blending must be used
  13274. */
  13275. enableBlending: boolean;
  13276. /**
  13277. * Gets or sets the blending speed to use when enableBlending is true
  13278. */
  13279. blendingSpeed: number;
  13280. /**
  13281. * Gets or sets the default loop mode to use
  13282. */
  13283. loopMode: number;
  13284. }
  13285. }
  13286. declare module "babylonjs/Bones/skeleton" {
  13287. import { Bone } from "babylonjs/Bones/bone";
  13288. import { Observable } from "babylonjs/Misc/observable";
  13289. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Nullable } from "babylonjs/types";
  13292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13293. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13294. import { Animatable } from "babylonjs/Animations/animatable";
  13295. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13296. import { Animation } from "babylonjs/Animations/animation";
  13297. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13298. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13299. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13300. /**
  13301. * Class used to handle skinning animations
  13302. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13303. */
  13304. export class Skeleton implements IAnimatable {
  13305. /** defines the skeleton name */
  13306. name: string;
  13307. /** defines the skeleton Id */
  13308. id: string;
  13309. /**
  13310. * Defines the list of child bones
  13311. */
  13312. bones: Bone[];
  13313. /**
  13314. * Defines an estimate of the dimension of the skeleton at rest
  13315. */
  13316. dimensionsAtRest: Vector3;
  13317. /**
  13318. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13319. */
  13320. needInitialSkinMatrix: boolean;
  13321. /**
  13322. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13323. */
  13324. overrideMesh: Nullable<AbstractMesh>;
  13325. /**
  13326. * Gets the list of animations attached to this skeleton
  13327. */
  13328. animations: Array<Animation>;
  13329. private _scene;
  13330. private _isDirty;
  13331. private _transformMatrices;
  13332. private _transformMatrixTexture;
  13333. private _meshesWithPoseMatrix;
  13334. private _animatables;
  13335. private _identity;
  13336. private _synchronizedWithMesh;
  13337. private _ranges;
  13338. private _lastAbsoluteTransformsUpdateId;
  13339. private _canUseTextureForBones;
  13340. private _uniqueId;
  13341. /** @hidden */
  13342. _numBonesWithLinkedTransformNode: number;
  13343. /** @hidden */
  13344. _hasWaitingData: Nullable<boolean>;
  13345. /**
  13346. * Specifies if the skeleton should be serialized
  13347. */
  13348. doNotSerialize: boolean;
  13349. private _useTextureToStoreBoneMatrices;
  13350. /**
  13351. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13352. * Please note that this option is not available if the hardware does not support it
  13353. */
  13354. useTextureToStoreBoneMatrices: boolean;
  13355. private _animationPropertiesOverride;
  13356. /**
  13357. * Gets or sets the animation properties override
  13358. */
  13359. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13360. /**
  13361. * List of inspectable custom properties (used by the Inspector)
  13362. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13363. */
  13364. inspectableCustomProperties: IInspectable[];
  13365. /**
  13366. * An observable triggered before computing the skeleton's matrices
  13367. */
  13368. onBeforeComputeObservable: Observable<Skeleton>;
  13369. /**
  13370. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13371. */
  13372. readonly isUsingTextureForMatrices: boolean;
  13373. /**
  13374. * Gets the unique ID of this skeleton
  13375. */
  13376. readonly uniqueId: number;
  13377. /**
  13378. * Creates a new skeleton
  13379. * @param name defines the skeleton name
  13380. * @param id defines the skeleton Id
  13381. * @param scene defines the hosting scene
  13382. */
  13383. constructor(
  13384. /** defines the skeleton name */
  13385. name: string,
  13386. /** defines the skeleton Id */
  13387. id: string, scene: Scene);
  13388. /**
  13389. * Gets the current object class name.
  13390. * @return the class name
  13391. */
  13392. getClassName(): string;
  13393. /**
  13394. * Returns an array containing the root bones
  13395. * @returns an array containing the root bones
  13396. */
  13397. getChildren(): Array<Bone>;
  13398. /**
  13399. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13400. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13401. * @returns a Float32Array containing matrices data
  13402. */
  13403. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13404. /**
  13405. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13406. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13407. * @returns a raw texture containing the data
  13408. */
  13409. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13410. /**
  13411. * Gets the current hosting scene
  13412. * @returns a scene object
  13413. */
  13414. getScene(): Scene;
  13415. /**
  13416. * Gets a string representing the current skeleton data
  13417. * @param fullDetails defines a boolean indicating if we want a verbose version
  13418. * @returns a string representing the current skeleton data
  13419. */
  13420. toString(fullDetails?: boolean): string;
  13421. /**
  13422. * Get bone's index searching by name
  13423. * @param name defines bone's name to search for
  13424. * @return the indice of the bone. Returns -1 if not found
  13425. */
  13426. getBoneIndexByName(name: string): number;
  13427. /**
  13428. * Creater a new animation range
  13429. * @param name defines the name of the range
  13430. * @param from defines the start key
  13431. * @param to defines the end key
  13432. */
  13433. createAnimationRange(name: string, from: number, to: number): void;
  13434. /**
  13435. * Delete a specific animation range
  13436. * @param name defines the name of the range
  13437. * @param deleteFrames defines if frames must be removed as well
  13438. */
  13439. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13440. /**
  13441. * Gets a specific animation range
  13442. * @param name defines the name of the range to look for
  13443. * @returns the requested animation range or null if not found
  13444. */
  13445. getAnimationRange(name: string): Nullable<AnimationRange>;
  13446. /**
  13447. * Gets the list of all animation ranges defined on this skeleton
  13448. * @returns an array
  13449. */
  13450. getAnimationRanges(): Nullable<AnimationRange>[];
  13451. /**
  13452. * Copy animation range from a source skeleton.
  13453. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13454. * @param source defines the source skeleton
  13455. * @param name defines the name of the range to copy
  13456. * @param rescaleAsRequired defines if rescaling must be applied if required
  13457. * @returns true if operation was successful
  13458. */
  13459. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13460. /**
  13461. * Forces the skeleton to go to rest pose
  13462. */
  13463. returnToRest(): void;
  13464. private _getHighestAnimationFrame;
  13465. /**
  13466. * Begin a specific animation range
  13467. * @param name defines the name of the range to start
  13468. * @param loop defines if looping must be turned on (false by default)
  13469. * @param speedRatio defines the speed ratio to apply (1 by default)
  13470. * @param onAnimationEnd defines a callback which will be called when animation will end
  13471. * @returns a new animatable
  13472. */
  13473. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13474. /** @hidden */
  13475. _markAsDirty(): void;
  13476. /** @hidden */
  13477. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13478. /** @hidden */
  13479. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13480. private _computeTransformMatrices;
  13481. /**
  13482. * Build all resources required to render a skeleton
  13483. */
  13484. prepare(): void;
  13485. /**
  13486. * Gets the list of animatables currently running for this skeleton
  13487. * @returns an array of animatables
  13488. */
  13489. getAnimatables(): IAnimatable[];
  13490. /**
  13491. * Clone the current skeleton
  13492. * @param name defines the name of the new skeleton
  13493. * @param id defines the id of the new skeleton
  13494. * @returns the new skeleton
  13495. */
  13496. clone(name: string, id: string): Skeleton;
  13497. /**
  13498. * Enable animation blending for this skeleton
  13499. * @param blendingSpeed defines the blending speed to apply
  13500. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13501. */
  13502. enableBlending(blendingSpeed?: number): void;
  13503. /**
  13504. * Releases all resources associated with the current skeleton
  13505. */
  13506. dispose(): void;
  13507. /**
  13508. * Serialize the skeleton in a JSON object
  13509. * @returns a JSON object
  13510. */
  13511. serialize(): any;
  13512. /**
  13513. * Creates a new skeleton from serialized data
  13514. * @param parsedSkeleton defines the serialized data
  13515. * @param scene defines the hosting scene
  13516. * @returns a new skeleton
  13517. */
  13518. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13519. /**
  13520. * Compute all node absolute transforms
  13521. * @param forceUpdate defines if computation must be done even if cache is up to date
  13522. */
  13523. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13524. /**
  13525. * Gets the root pose matrix
  13526. * @returns a matrix
  13527. */
  13528. getPoseMatrix(): Nullable<Matrix>;
  13529. /**
  13530. * Sorts bones per internal index
  13531. */
  13532. sortBones(): void;
  13533. private _sortBones;
  13534. }
  13535. }
  13536. declare module "babylonjs/Bones/bone" {
  13537. import { Skeleton } from "babylonjs/Bones/skeleton";
  13538. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13539. import { Nullable } from "babylonjs/types";
  13540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13541. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13542. import { Node } from "babylonjs/node";
  13543. import { Space } from "babylonjs/Maths/math.axis";
  13544. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13545. /**
  13546. * Class used to store bone information
  13547. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13548. */
  13549. export class Bone extends Node {
  13550. /**
  13551. * defines the bone name
  13552. */
  13553. name: string;
  13554. private static _tmpVecs;
  13555. private static _tmpQuat;
  13556. private static _tmpMats;
  13557. /**
  13558. * Gets the list of child bones
  13559. */
  13560. children: Bone[];
  13561. /** Gets the animations associated with this bone */
  13562. animations: import("babylonjs/Animations/animation").Animation[];
  13563. /**
  13564. * Gets or sets bone length
  13565. */
  13566. length: number;
  13567. /**
  13568. * @hidden Internal only
  13569. * Set this value to map this bone to a different index in the transform matrices
  13570. * Set this value to -1 to exclude the bone from the transform matrices
  13571. */
  13572. _index: Nullable<number>;
  13573. private _skeleton;
  13574. private _localMatrix;
  13575. private _restPose;
  13576. private _baseMatrix;
  13577. private _absoluteTransform;
  13578. private _invertedAbsoluteTransform;
  13579. private _parent;
  13580. private _scalingDeterminant;
  13581. private _worldTransform;
  13582. private _localScaling;
  13583. private _localRotation;
  13584. private _localPosition;
  13585. private _needToDecompose;
  13586. private _needToCompose;
  13587. /** @hidden */
  13588. _linkedTransformNode: Nullable<TransformNode>;
  13589. /** @hidden */
  13590. _waitingTransformNodeId: Nullable<string>;
  13591. /** @hidden */
  13592. /** @hidden */
  13593. _matrix: Matrix;
  13594. /**
  13595. * Create a new bone
  13596. * @param name defines the bone name
  13597. * @param skeleton defines the parent skeleton
  13598. * @param parentBone defines the parent (can be null if the bone is the root)
  13599. * @param localMatrix defines the local matrix
  13600. * @param restPose defines the rest pose matrix
  13601. * @param baseMatrix defines the base matrix
  13602. * @param index defines index of the bone in the hiearchy
  13603. */
  13604. constructor(
  13605. /**
  13606. * defines the bone name
  13607. */
  13608. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13609. /**
  13610. * Gets the current object class name.
  13611. * @return the class name
  13612. */
  13613. getClassName(): string;
  13614. /**
  13615. * Gets the parent skeleton
  13616. * @returns a skeleton
  13617. */
  13618. getSkeleton(): Skeleton;
  13619. /**
  13620. * Gets parent bone
  13621. * @returns a bone or null if the bone is the root of the bone hierarchy
  13622. */
  13623. getParent(): Nullable<Bone>;
  13624. /**
  13625. * Returns an array containing the root bones
  13626. * @returns an array containing the root bones
  13627. */
  13628. getChildren(): Array<Bone>;
  13629. /**
  13630. * Sets the parent bone
  13631. * @param parent defines the parent (can be null if the bone is the root)
  13632. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13633. */
  13634. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13635. /**
  13636. * Gets the local matrix
  13637. * @returns a matrix
  13638. */
  13639. getLocalMatrix(): Matrix;
  13640. /**
  13641. * Gets the base matrix (initial matrix which remains unchanged)
  13642. * @returns a matrix
  13643. */
  13644. getBaseMatrix(): Matrix;
  13645. /**
  13646. * Gets the rest pose matrix
  13647. * @returns a matrix
  13648. */
  13649. getRestPose(): Matrix;
  13650. /**
  13651. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13652. */
  13653. getWorldMatrix(): Matrix;
  13654. /**
  13655. * Sets the local matrix to rest pose matrix
  13656. */
  13657. returnToRest(): void;
  13658. /**
  13659. * Gets the inverse of the absolute transform matrix.
  13660. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13661. * @returns a matrix
  13662. */
  13663. getInvertedAbsoluteTransform(): Matrix;
  13664. /**
  13665. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13666. * @returns a matrix
  13667. */
  13668. getAbsoluteTransform(): Matrix;
  13669. /**
  13670. * Links with the given transform node.
  13671. * The local matrix of this bone is copied from the transform node every frame.
  13672. * @param transformNode defines the transform node to link to
  13673. */
  13674. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13675. /**
  13676. * Gets the node used to drive the bone's transformation
  13677. * @returns a transform node or null
  13678. */
  13679. getTransformNode(): Nullable<TransformNode>;
  13680. /** Gets or sets current position (in local space) */
  13681. position: Vector3;
  13682. /** Gets or sets current rotation (in local space) */
  13683. rotation: Vector3;
  13684. /** Gets or sets current rotation quaternion (in local space) */
  13685. rotationQuaternion: Quaternion;
  13686. /** Gets or sets current scaling (in local space) */
  13687. scaling: Vector3;
  13688. /**
  13689. * Gets the animation properties override
  13690. */
  13691. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13692. private _decompose;
  13693. private _compose;
  13694. /**
  13695. * Update the base and local matrices
  13696. * @param matrix defines the new base or local matrix
  13697. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13698. * @param updateLocalMatrix defines if the local matrix should be updated
  13699. */
  13700. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13701. /** @hidden */
  13702. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13703. /**
  13704. * Flag the bone as dirty (Forcing it to update everything)
  13705. */
  13706. markAsDirty(): void;
  13707. /** @hidden */
  13708. _markAsDirtyAndCompose(): void;
  13709. private _markAsDirtyAndDecompose;
  13710. /**
  13711. * Translate the bone in local or world space
  13712. * @param vec The amount to translate the bone
  13713. * @param space The space that the translation is in
  13714. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13715. */
  13716. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13717. /**
  13718. * Set the postion of the bone in local or world space
  13719. * @param position The position to set the bone
  13720. * @param space The space that the position is in
  13721. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13722. */
  13723. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13724. /**
  13725. * Set the absolute position of the bone (world space)
  13726. * @param position The position to set the bone
  13727. * @param mesh The mesh that this bone is attached to
  13728. */
  13729. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13730. /**
  13731. * Scale the bone on the x, y and z axes (in local space)
  13732. * @param x The amount to scale the bone on the x axis
  13733. * @param y The amount to scale the bone on the y axis
  13734. * @param z The amount to scale the bone on the z axis
  13735. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13736. */
  13737. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13738. /**
  13739. * Set the bone scaling in local space
  13740. * @param scale defines the scaling vector
  13741. */
  13742. setScale(scale: Vector3): void;
  13743. /**
  13744. * Gets the current scaling in local space
  13745. * @returns the current scaling vector
  13746. */
  13747. getScale(): Vector3;
  13748. /**
  13749. * Gets the current scaling in local space and stores it in a target vector
  13750. * @param result defines the target vector
  13751. */
  13752. getScaleToRef(result: Vector3): void;
  13753. /**
  13754. * Set the yaw, pitch, and roll of the bone in local or world space
  13755. * @param yaw The rotation of the bone on the y axis
  13756. * @param pitch The rotation of the bone on the x axis
  13757. * @param roll The rotation of the bone on the z axis
  13758. * @param space The space that the axes of rotation are in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Add a rotation to the bone on an axis in local or world space
  13764. * @param axis The axis to rotate the bone on
  13765. * @param amount The amount to rotate the bone
  13766. * @param space The space that the axis is in
  13767. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13768. */
  13769. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13770. /**
  13771. * Set the rotation of the bone to a particular axis angle in local or world space
  13772. * @param axis The axis to rotate the bone on
  13773. * @param angle The angle that the bone should be rotated to
  13774. * @param space The space that the axis is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13778. /**
  13779. * Set the euler rotation of the bone in local of world space
  13780. * @param rotation The euler rotation that the bone should be set to
  13781. * @param space The space that the rotation is in
  13782. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13783. */
  13784. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13785. /**
  13786. * Set the quaternion rotation of the bone in local of world space
  13787. * @param quat The quaternion rotation that the bone should be set to
  13788. * @param space The space that the rotation is in
  13789. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13790. */
  13791. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13792. /**
  13793. * Set the rotation matrix of the bone in local of world space
  13794. * @param rotMat The rotation matrix that the bone should be set to
  13795. * @param space The space that the rotation is in
  13796. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13797. */
  13798. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13799. private _rotateWithMatrix;
  13800. private _getNegativeRotationToRef;
  13801. /**
  13802. * Get the position of the bone in local or world space
  13803. * @param space The space that the returned position is in
  13804. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13805. * @returns The position of the bone
  13806. */
  13807. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13808. /**
  13809. * Copy the position of the bone to a vector3 in local or world space
  13810. * @param space The space that the returned position is in
  13811. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13812. * @param result The vector3 to copy the position to
  13813. */
  13814. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13815. /**
  13816. * Get the absolute position of the bone (world space)
  13817. * @param mesh The mesh that this bone is attached to
  13818. * @returns The absolute position of the bone
  13819. */
  13820. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13821. /**
  13822. * Copy the absolute position of the bone (world space) to the result param
  13823. * @param mesh The mesh that this bone is attached to
  13824. * @param result The vector3 to copy the absolute position to
  13825. */
  13826. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13827. /**
  13828. * Compute the absolute transforms of this bone and its children
  13829. */
  13830. computeAbsoluteTransforms(): void;
  13831. /**
  13832. * Get the world direction from an axis that is in the local space of the bone
  13833. * @param localAxis The local direction that is used to compute the world direction
  13834. * @param mesh The mesh that this bone is attached to
  13835. * @returns The world direction
  13836. */
  13837. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13838. /**
  13839. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13840. * @param localAxis The local direction that is used to compute the world direction
  13841. * @param mesh The mesh that this bone is attached to
  13842. * @param result The vector3 that the world direction will be copied to
  13843. */
  13844. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13845. /**
  13846. * Get the euler rotation of the bone in local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @returns The euler rotation
  13850. */
  13851. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13852. /**
  13853. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @param result The vector3 that the rotation should be copied to
  13857. */
  13858. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13859. /**
  13860. * Get the quaternion rotation of the bone in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @returns The quaternion rotation
  13864. */
  13865. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13866. /**
  13867. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13868. * @param space The space that the rotation should be in
  13869. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13870. * @param result The quaternion that the rotation should be copied to
  13871. */
  13872. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13873. /**
  13874. * Get the rotation matrix of the bone in local or world space
  13875. * @param space The space that the rotation should be in
  13876. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13877. * @returns The rotation matrix
  13878. */
  13879. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13880. /**
  13881. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13882. * @param space The space that the rotation should be in
  13883. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13884. * @param result The quaternion that the rotation should be copied to
  13885. */
  13886. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13887. /**
  13888. * Get the world position of a point that is in the local space of the bone
  13889. * @param position The local position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @returns The world position
  13892. */
  13893. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13894. /**
  13895. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13896. * @param position The local position
  13897. * @param mesh The mesh that this bone is attached to
  13898. * @param result The vector3 that the world position should be copied to
  13899. */
  13900. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13901. /**
  13902. * Get the local position of a point that is in world space
  13903. * @param position The world position
  13904. * @param mesh The mesh that this bone is attached to
  13905. * @returns The local position
  13906. */
  13907. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13908. /**
  13909. * Get the local position of a point that is in world space and copy it to the result param
  13910. * @param position The world position
  13911. * @param mesh The mesh that this bone is attached to
  13912. * @param result The vector3 that the local position should be copied to
  13913. */
  13914. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13915. }
  13916. }
  13917. declare module "babylonjs/Meshes/transformNode" {
  13918. import { DeepImmutable } from "babylonjs/types";
  13919. import { Observable } from "babylonjs/Misc/observable";
  13920. import { Nullable } from "babylonjs/types";
  13921. import { Camera } from "babylonjs/Cameras/camera";
  13922. import { Scene } from "babylonjs/scene";
  13923. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13924. import { Node } from "babylonjs/node";
  13925. import { Bone } from "babylonjs/Bones/bone";
  13926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13927. import { Space } from "babylonjs/Maths/math.axis";
  13928. /**
  13929. * 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.
  13930. * @see https://doc.babylonjs.com/how_to/transformnode
  13931. */
  13932. export class TransformNode extends Node {
  13933. /**
  13934. * Object will not rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_NONE: number;
  13937. /**
  13938. * Object will rotate to face the camera but only on the x axis
  13939. */
  13940. static BILLBOARDMODE_X: number;
  13941. /**
  13942. * Object will rotate to face the camera but only on the y axis
  13943. */
  13944. static BILLBOARDMODE_Y: number;
  13945. /**
  13946. * Object will rotate to face the camera but only on the z axis
  13947. */
  13948. static BILLBOARDMODE_Z: number;
  13949. /**
  13950. * Object will rotate to face the camera
  13951. */
  13952. static BILLBOARDMODE_ALL: number;
  13953. /**
  13954. * Object will rotate to face the camera's position instead of orientation
  13955. */
  13956. static BILLBOARDMODE_USE_POSITION: number;
  13957. private _forward;
  13958. private _forwardInverted;
  13959. private _up;
  13960. private _right;
  13961. private _rightInverted;
  13962. private _position;
  13963. private _rotation;
  13964. private _rotationQuaternion;
  13965. protected _scaling: Vector3;
  13966. protected _isDirty: boolean;
  13967. private _transformToBoneReferal;
  13968. private _isAbsoluteSynced;
  13969. private _billboardMode;
  13970. /**
  13971. * Gets or sets the billboard mode. Default is 0.
  13972. *
  13973. * | Value | Type | Description |
  13974. * | --- | --- | --- |
  13975. * | 0 | BILLBOARDMODE_NONE | |
  13976. * | 1 | BILLBOARDMODE_X | |
  13977. * | 2 | BILLBOARDMODE_Y | |
  13978. * | 4 | BILLBOARDMODE_Z | |
  13979. * | 7 | BILLBOARDMODE_ALL | |
  13980. *
  13981. */
  13982. billboardMode: number;
  13983. private _preserveParentRotationForBillboard;
  13984. /**
  13985. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13986. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13987. */
  13988. preserveParentRotationForBillboard: boolean;
  13989. /**
  13990. * 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
  13991. */
  13992. scalingDeterminant: number;
  13993. private _infiniteDistance;
  13994. /**
  13995. * Gets or sets the distance of the object to max, often used by skybox
  13996. */
  13997. infiniteDistance: boolean;
  13998. /**
  13999. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14000. * By default the system will update normals to compensate
  14001. */
  14002. ignoreNonUniformScaling: boolean;
  14003. /**
  14004. * 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
  14005. */
  14006. reIntegrateRotationIntoRotationQuaternion: boolean;
  14007. /** @hidden */
  14008. _poseMatrix: Nullable<Matrix>;
  14009. /** @hidden */
  14010. _localMatrix: Matrix;
  14011. private _usePivotMatrix;
  14012. private _absolutePosition;
  14013. private _absoluteScaling;
  14014. private _absoluteRotationQuaternion;
  14015. private _pivotMatrix;
  14016. private _pivotMatrixInverse;
  14017. protected _postMultiplyPivotMatrix: boolean;
  14018. protected _isWorldMatrixFrozen: boolean;
  14019. /** @hidden */
  14020. _indexInSceneTransformNodesArray: number;
  14021. /**
  14022. * An event triggered after the world matrix is updated
  14023. */
  14024. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14025. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14026. /**
  14027. * Gets a string identifying the name of the class
  14028. * @returns "TransformNode" string
  14029. */
  14030. getClassName(): string;
  14031. /**
  14032. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14033. */
  14034. position: Vector3;
  14035. /**
  14036. * 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)).
  14037. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14038. */
  14039. rotation: Vector3;
  14040. /**
  14041. * 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)).
  14042. */
  14043. scaling: Vector3;
  14044. /**
  14045. * 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).
  14046. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14047. */
  14048. rotationQuaternion: Nullable<Quaternion>;
  14049. /**
  14050. * The forward direction of that transform in world space.
  14051. */
  14052. readonly forward: Vector3;
  14053. /**
  14054. * The up direction of that transform in world space.
  14055. */
  14056. readonly up: Vector3;
  14057. /**
  14058. * The right direction of that transform in world space.
  14059. */
  14060. readonly right: Vector3;
  14061. /**
  14062. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14063. * @param matrix the matrix to copy the pose from
  14064. * @returns this TransformNode.
  14065. */
  14066. updatePoseMatrix(matrix: Matrix): TransformNode;
  14067. /**
  14068. * Returns the mesh Pose matrix.
  14069. * @returns the pose matrix
  14070. */
  14071. getPoseMatrix(): Matrix;
  14072. /** @hidden */
  14073. _isSynchronized(): boolean;
  14074. /** @hidden */
  14075. _initCache(): void;
  14076. /**
  14077. * Flag the transform node as dirty (Forcing it to update everything)
  14078. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14079. * @returns this transform node
  14080. */
  14081. markAsDirty(property: string): TransformNode;
  14082. /**
  14083. * Returns the current mesh absolute position.
  14084. * Returns a Vector3.
  14085. */
  14086. readonly absolutePosition: Vector3;
  14087. /**
  14088. * Returns the current mesh absolute scaling.
  14089. * Returns a Vector3.
  14090. */
  14091. readonly absoluteScaling: Vector3;
  14092. /**
  14093. * Returns the current mesh absolute rotation.
  14094. * Returns a Quaternion.
  14095. */
  14096. readonly absoluteRotationQuaternion: Quaternion;
  14097. /**
  14098. * Sets a new matrix to apply before all other transformation
  14099. * @param matrix defines the transform matrix
  14100. * @returns the current TransformNode
  14101. */
  14102. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14103. /**
  14104. * Sets a new pivot matrix to the current node
  14105. * @param matrix defines the new pivot matrix to use
  14106. * @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
  14107. * @returns the current TransformNode
  14108. */
  14109. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14110. /**
  14111. * Returns the mesh pivot matrix.
  14112. * Default : Identity.
  14113. * @returns the matrix
  14114. */
  14115. getPivotMatrix(): Matrix;
  14116. /**
  14117. * Prevents the World matrix to be computed any longer.
  14118. * @returns the TransformNode.
  14119. */
  14120. freezeWorldMatrix(): TransformNode;
  14121. /**
  14122. * Allows back the World matrix computation.
  14123. * @returns the TransformNode.
  14124. */
  14125. unfreezeWorldMatrix(): this;
  14126. /**
  14127. * True if the World matrix has been frozen.
  14128. */
  14129. readonly isWorldMatrixFrozen: boolean;
  14130. /**
  14131. * Retuns the mesh absolute position in the World.
  14132. * @returns a Vector3.
  14133. */
  14134. getAbsolutePosition(): Vector3;
  14135. /**
  14136. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14137. * @param absolutePosition the absolute position to set
  14138. * @returns the TransformNode.
  14139. */
  14140. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14141. /**
  14142. * Sets the mesh position in its local space.
  14143. * @param vector3 the position to set in localspace
  14144. * @returns the TransformNode.
  14145. */
  14146. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14147. /**
  14148. * Returns the mesh position in the local space from the current World matrix values.
  14149. * @returns a new Vector3.
  14150. */
  14151. getPositionExpressedInLocalSpace(): Vector3;
  14152. /**
  14153. * Translates the mesh along the passed Vector3 in its local space.
  14154. * @param vector3 the distance to translate in localspace
  14155. * @returns the TransformNode.
  14156. */
  14157. locallyTranslate(vector3: Vector3): TransformNode;
  14158. private static _lookAtVectorCache;
  14159. /**
  14160. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14161. * @param targetPoint the position (must be in same space as current mesh) to look at
  14162. * @param yawCor optional yaw (y-axis) correction in radians
  14163. * @param pitchCor optional pitch (x-axis) correction in radians
  14164. * @param rollCor optional roll (z-axis) correction in radians
  14165. * @param space the choosen space of the target
  14166. * @returns the TransformNode.
  14167. */
  14168. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14169. /**
  14170. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14171. * This Vector3 is expressed in the World space.
  14172. * @param localAxis axis to rotate
  14173. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14174. */
  14175. getDirection(localAxis: Vector3): Vector3;
  14176. /**
  14177. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14178. * localAxis is expressed in the mesh local space.
  14179. * result is computed in the Wordl space from the mesh World matrix.
  14180. * @param localAxis axis to rotate
  14181. * @param result the resulting transformnode
  14182. * @returns this TransformNode.
  14183. */
  14184. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14185. /**
  14186. * Sets this transform node rotation to the given local axis.
  14187. * @param localAxis the axis in local space
  14188. * @param yawCor optional yaw (y-axis) correction in radians
  14189. * @param pitchCor optional pitch (x-axis) correction in radians
  14190. * @param rollCor optional roll (z-axis) correction in radians
  14191. * @returns this TransformNode
  14192. */
  14193. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14194. /**
  14195. * Sets a new pivot point to the current node
  14196. * @param point defines the new pivot point to use
  14197. * @param space defines if the point is in world or local space (local by default)
  14198. * @returns the current TransformNode
  14199. */
  14200. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14201. /**
  14202. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14203. * @returns the pivot point
  14204. */
  14205. getPivotPoint(): Vector3;
  14206. /**
  14207. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14208. * @param result the vector3 to store the result
  14209. * @returns this TransformNode.
  14210. */
  14211. getPivotPointToRef(result: Vector3): TransformNode;
  14212. /**
  14213. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14214. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14215. */
  14216. getAbsolutePivotPoint(): Vector3;
  14217. /**
  14218. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14219. * @param result vector3 to store the result
  14220. * @returns this TransformNode.
  14221. */
  14222. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14223. /**
  14224. * Defines the passed node as the parent of the current node.
  14225. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14226. * @see https://doc.babylonjs.com/how_to/parenting
  14227. * @param node the node ot set as the parent
  14228. * @returns this TransformNode.
  14229. */
  14230. setParent(node: Nullable<Node>): TransformNode;
  14231. private _nonUniformScaling;
  14232. /**
  14233. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14234. */
  14235. readonly nonUniformScaling: boolean;
  14236. /** @hidden */
  14237. _updateNonUniformScalingState(value: boolean): boolean;
  14238. /**
  14239. * Attach the current TransformNode to another TransformNode associated with a bone
  14240. * @param bone Bone affecting the TransformNode
  14241. * @param affectedTransformNode TransformNode associated with the bone
  14242. * @returns this object
  14243. */
  14244. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14245. /**
  14246. * Detach the transform node if its associated with a bone
  14247. * @returns this object
  14248. */
  14249. detachFromBone(): TransformNode;
  14250. private static _rotationAxisCache;
  14251. /**
  14252. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14253. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14254. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14255. * The passed axis is also normalized.
  14256. * @param axis the axis to rotate around
  14257. * @param amount the amount to rotate in radians
  14258. * @param space Space to rotate in (Default: local)
  14259. * @returns the TransformNode.
  14260. */
  14261. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14262. /**
  14263. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14264. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14265. * The passed axis is also normalized. .
  14266. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14267. * @param point the point to rotate around
  14268. * @param axis the axis to rotate around
  14269. * @param amount the amount to rotate in radians
  14270. * @returns the TransformNode
  14271. */
  14272. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14273. /**
  14274. * Translates the mesh along the axis vector for the passed distance in the given space.
  14275. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14276. * @param axis the axis to translate in
  14277. * @param distance the distance to translate
  14278. * @param space Space to rotate in (Default: local)
  14279. * @returns the TransformNode.
  14280. */
  14281. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14282. /**
  14283. * Adds a rotation step to the mesh current rotation.
  14284. * x, y, z are Euler angles expressed in radians.
  14285. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14286. * This means this rotation is made in the mesh local space only.
  14287. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14288. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14289. * ```javascript
  14290. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14291. * ```
  14292. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14293. * 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.
  14294. * @param x Rotation to add
  14295. * @param y Rotation to add
  14296. * @param z Rotation to add
  14297. * @returns the TransformNode.
  14298. */
  14299. addRotation(x: number, y: number, z: number): TransformNode;
  14300. /**
  14301. * @hidden
  14302. */
  14303. protected _getEffectiveParent(): Nullable<Node>;
  14304. /**
  14305. * Computes the world matrix of the node
  14306. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14307. * @returns the world matrix
  14308. */
  14309. computeWorldMatrix(force?: boolean): Matrix;
  14310. protected _afterComputeWorldMatrix(): void;
  14311. /**
  14312. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14313. * @param func callback function to add
  14314. *
  14315. * @returns the TransformNode.
  14316. */
  14317. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14318. /**
  14319. * Removes a registered callback function.
  14320. * @param func callback function to remove
  14321. * @returns the TransformNode.
  14322. */
  14323. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14324. /**
  14325. * Gets the position of the current mesh in camera space
  14326. * @param camera defines the camera to use
  14327. * @returns a position
  14328. */
  14329. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14330. /**
  14331. * Returns the distance from the mesh to the active camera
  14332. * @param camera defines the camera to use
  14333. * @returns the distance
  14334. */
  14335. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14336. /**
  14337. * Clone the current transform node
  14338. * @param name Name of the new clone
  14339. * @param newParent New parent for the clone
  14340. * @param doNotCloneChildren Do not clone children hierarchy
  14341. * @returns the new transform node
  14342. */
  14343. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14344. /**
  14345. * Serializes the objects information.
  14346. * @param currentSerializationObject defines the object to serialize in
  14347. * @returns the serialized object
  14348. */
  14349. serialize(currentSerializationObject?: any): any;
  14350. /**
  14351. * Returns a new TransformNode object parsed from the source provided.
  14352. * @param parsedTransformNode is the source.
  14353. * @param scene the scne the object belongs to
  14354. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14355. * @returns a new TransformNode object parsed from the source provided.
  14356. */
  14357. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14358. /**
  14359. * Get all child-transformNodes of this node
  14360. * @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
  14361. * @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
  14362. * @returns an array of TransformNode
  14363. */
  14364. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14365. /**
  14366. * Releases resources associated with this transform node.
  14367. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14368. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14369. */
  14370. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14371. /**
  14372. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14373. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14374. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14375. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14376. * @returns the current mesh
  14377. */
  14378. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14379. private _syncAbsoluteScalingAndRotation;
  14380. }
  14381. }
  14382. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14383. import { Observable } from "babylonjs/Misc/observable";
  14384. import { Nullable } from "babylonjs/types";
  14385. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14386. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14387. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14388. import { Ray } from "babylonjs/Culling/ray";
  14389. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14390. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14391. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14392. /**
  14393. * Defines the types of pose enabled controllers that are supported
  14394. */
  14395. export enum PoseEnabledControllerType {
  14396. /**
  14397. * HTC Vive
  14398. */
  14399. VIVE = 0,
  14400. /**
  14401. * Oculus Rift
  14402. */
  14403. OCULUS = 1,
  14404. /**
  14405. * Windows mixed reality
  14406. */
  14407. WINDOWS = 2,
  14408. /**
  14409. * Samsung gear VR
  14410. */
  14411. GEAR_VR = 3,
  14412. /**
  14413. * Google Daydream
  14414. */
  14415. DAYDREAM = 4,
  14416. /**
  14417. * Generic
  14418. */
  14419. GENERIC = 5
  14420. }
  14421. /**
  14422. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14423. */
  14424. export interface MutableGamepadButton {
  14425. /**
  14426. * Value of the button/trigger
  14427. */
  14428. value: number;
  14429. /**
  14430. * If the button/trigger is currently touched
  14431. */
  14432. touched: boolean;
  14433. /**
  14434. * If the button/trigger is currently pressed
  14435. */
  14436. pressed: boolean;
  14437. }
  14438. /**
  14439. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14440. * @hidden
  14441. */
  14442. export interface ExtendedGamepadButton extends GamepadButton {
  14443. /**
  14444. * If the button/trigger is currently pressed
  14445. */
  14446. readonly pressed: boolean;
  14447. /**
  14448. * If the button/trigger is currently touched
  14449. */
  14450. readonly touched: boolean;
  14451. /**
  14452. * Value of the button/trigger
  14453. */
  14454. readonly value: number;
  14455. }
  14456. /** @hidden */
  14457. export interface _GamePadFactory {
  14458. /**
  14459. * Returns wether or not the current gamepad can be created for this type of controller.
  14460. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14461. * @returns true if it can be created, otherwise false
  14462. */
  14463. canCreate(gamepadInfo: any): boolean;
  14464. /**
  14465. * Creates a new instance of the Gamepad.
  14466. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14467. * @returns the new gamepad instance
  14468. */
  14469. create(gamepadInfo: any): Gamepad;
  14470. }
  14471. /**
  14472. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14473. */
  14474. export class PoseEnabledControllerHelper {
  14475. /** @hidden */
  14476. static _ControllerFactories: _GamePadFactory[];
  14477. /** @hidden */
  14478. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14479. /**
  14480. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14481. * @param vrGamepad the gamepad to initialized
  14482. * @returns a vr controller of the type the gamepad identified as
  14483. */
  14484. static InitiateController(vrGamepad: any): Gamepad;
  14485. }
  14486. /**
  14487. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14488. */
  14489. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14490. /**
  14491. * If the controller is used in a webXR session
  14492. */
  14493. isXR: boolean;
  14494. private _deviceRoomPosition;
  14495. private _deviceRoomRotationQuaternion;
  14496. /**
  14497. * The device position in babylon space
  14498. */
  14499. devicePosition: Vector3;
  14500. /**
  14501. * The device rotation in babylon space
  14502. */
  14503. deviceRotationQuaternion: Quaternion;
  14504. /**
  14505. * The scale factor of the device in babylon space
  14506. */
  14507. deviceScaleFactor: number;
  14508. /**
  14509. * (Likely devicePosition should be used instead) The device position in its room space
  14510. */
  14511. position: Vector3;
  14512. /**
  14513. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14514. */
  14515. rotationQuaternion: Quaternion;
  14516. /**
  14517. * The type of controller (Eg. Windows mixed reality)
  14518. */
  14519. controllerType: PoseEnabledControllerType;
  14520. protected _calculatedPosition: Vector3;
  14521. private _calculatedRotation;
  14522. /**
  14523. * The raw pose from the device
  14524. */
  14525. rawPose: DevicePose;
  14526. private _trackPosition;
  14527. private _maxRotationDistFromHeadset;
  14528. private _draggedRoomRotation;
  14529. /**
  14530. * @hidden
  14531. */
  14532. _disableTrackPosition(fixedPosition: Vector3): void;
  14533. /**
  14534. * Internal, the mesh attached to the controller
  14535. * @hidden
  14536. */
  14537. _mesh: Nullable<AbstractMesh>;
  14538. private _poseControlledCamera;
  14539. private _leftHandSystemQuaternion;
  14540. /**
  14541. * Internal, matrix used to convert room space to babylon space
  14542. * @hidden
  14543. */
  14544. _deviceToWorld: Matrix;
  14545. /**
  14546. * Node to be used when casting a ray from the controller
  14547. * @hidden
  14548. */
  14549. _pointingPoseNode: Nullable<TransformNode>;
  14550. /**
  14551. * Name of the child mesh that can be used to cast a ray from the controller
  14552. */
  14553. static readonly POINTING_POSE: string;
  14554. /**
  14555. * Creates a new PoseEnabledController from a gamepad
  14556. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14557. */
  14558. constructor(browserGamepad: any);
  14559. private _workingMatrix;
  14560. /**
  14561. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14562. */
  14563. update(): void;
  14564. /**
  14565. * Updates only the pose device and mesh without doing any button event checking
  14566. */
  14567. protected _updatePoseAndMesh(): void;
  14568. /**
  14569. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14570. * @param poseData raw pose fromthe device
  14571. */
  14572. updateFromDevice(poseData: DevicePose): void;
  14573. /**
  14574. * @hidden
  14575. */
  14576. _meshAttachedObservable: Observable<AbstractMesh>;
  14577. /**
  14578. * Attaches a mesh to the controller
  14579. * @param mesh the mesh to be attached
  14580. */
  14581. attachToMesh(mesh: AbstractMesh): void;
  14582. /**
  14583. * Attaches the controllers mesh to a camera
  14584. * @param camera the camera the mesh should be attached to
  14585. */
  14586. attachToPoseControlledCamera(camera: TargetCamera): void;
  14587. /**
  14588. * Disposes of the controller
  14589. */
  14590. dispose(): void;
  14591. /**
  14592. * The mesh that is attached to the controller
  14593. */
  14594. readonly mesh: Nullable<AbstractMesh>;
  14595. /**
  14596. * Gets the ray of the controller in the direction the controller is pointing
  14597. * @param length the length the resulting ray should be
  14598. * @returns a ray in the direction the controller is pointing
  14599. */
  14600. getForwardRay(length?: number): Ray;
  14601. }
  14602. }
  14603. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14604. import { Observable } from "babylonjs/Misc/observable";
  14605. import { Scene } from "babylonjs/scene";
  14606. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14607. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14608. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14609. /**
  14610. * Defines the WebVRController object that represents controllers tracked in 3D space
  14611. */
  14612. export abstract class WebVRController extends PoseEnabledController {
  14613. /**
  14614. * Internal, the default controller model for the controller
  14615. */
  14616. protected _defaultModel: AbstractMesh;
  14617. /**
  14618. * Fired when the trigger state has changed
  14619. */
  14620. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14621. /**
  14622. * Fired when the main button state has changed
  14623. */
  14624. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14625. /**
  14626. * Fired when the secondary button state has changed
  14627. */
  14628. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14629. /**
  14630. * Fired when the pad state has changed
  14631. */
  14632. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14633. /**
  14634. * Fired when controllers stick values have changed
  14635. */
  14636. onPadValuesChangedObservable: Observable<StickValues>;
  14637. /**
  14638. * Array of button availible on the controller
  14639. */
  14640. protected _buttons: Array<MutableGamepadButton>;
  14641. private _onButtonStateChange;
  14642. /**
  14643. * Fired when a controller button's state has changed
  14644. * @param callback the callback containing the button that was modified
  14645. */
  14646. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14647. /**
  14648. * X and Y axis corresponding to the controllers joystick
  14649. */
  14650. pad: StickValues;
  14651. /**
  14652. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14653. */
  14654. hand: string;
  14655. /**
  14656. * The default controller model for the controller
  14657. */
  14658. readonly defaultModel: AbstractMesh;
  14659. /**
  14660. * Creates a new WebVRController from a gamepad
  14661. * @param vrGamepad the gamepad that the WebVRController should be created from
  14662. */
  14663. constructor(vrGamepad: any);
  14664. /**
  14665. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14666. */
  14667. update(): void;
  14668. /**
  14669. * Function to be called when a button is modified
  14670. */
  14671. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14672. /**
  14673. * Loads a mesh and attaches it to the controller
  14674. * @param scene the scene the mesh should be added to
  14675. * @param meshLoaded callback for when the mesh has been loaded
  14676. */
  14677. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14678. private _setButtonValue;
  14679. private _changes;
  14680. private _checkChanges;
  14681. /**
  14682. * Disposes of th webVRCOntroller
  14683. */
  14684. dispose(): void;
  14685. }
  14686. }
  14687. declare module "babylonjs/Lights/hemisphericLight" {
  14688. import { Nullable } from "babylonjs/types";
  14689. import { Scene } from "babylonjs/scene";
  14690. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14691. import { Color3 } from "babylonjs/Maths/math.color";
  14692. import { Effect } from "babylonjs/Materials/effect";
  14693. import { Light } from "babylonjs/Lights/light";
  14694. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14695. /**
  14696. * The HemisphericLight simulates the ambient environment light,
  14697. * so the passed direction is the light reflection direction, not the incoming direction.
  14698. */
  14699. export class HemisphericLight extends Light {
  14700. /**
  14701. * The groundColor is the light in the opposite direction to the one specified during creation.
  14702. * 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.
  14703. */
  14704. groundColor: Color3;
  14705. /**
  14706. * The light reflection direction, not the incoming direction.
  14707. */
  14708. direction: Vector3;
  14709. /**
  14710. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14711. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14712. * The HemisphericLight can't cast shadows.
  14713. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14714. * @param name The friendly name of the light
  14715. * @param direction The direction of the light reflection
  14716. * @param scene The scene the light belongs to
  14717. */
  14718. constructor(name: string, direction: Vector3, scene: Scene);
  14719. protected _buildUniformLayout(): void;
  14720. /**
  14721. * Returns the string "HemisphericLight".
  14722. * @return The class name
  14723. */
  14724. getClassName(): string;
  14725. /**
  14726. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14727. * Returns the updated direction.
  14728. * @param target The target the direction should point to
  14729. * @return The computed direction
  14730. */
  14731. setDirectionToTarget(target: Vector3): Vector3;
  14732. /**
  14733. * Returns the shadow generator associated to the light.
  14734. * @returns Always null for hemispheric lights because it does not support shadows.
  14735. */
  14736. getShadowGenerator(): Nullable<IShadowGenerator>;
  14737. /**
  14738. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14739. * @param effect The effect to update
  14740. * @param lightIndex The index of the light in the effect to update
  14741. * @returns The hemispheric light
  14742. */
  14743. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14744. /**
  14745. * Computes the world matrix of the node
  14746. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14747. * @param useWasUpdatedFlag defines a reserved property
  14748. * @returns the world matrix
  14749. */
  14750. computeWorldMatrix(): Matrix;
  14751. /**
  14752. * Returns the integer 3.
  14753. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14754. */
  14755. getTypeID(): number;
  14756. /**
  14757. * Prepares the list of defines specific to the light type.
  14758. * @param defines the list of defines
  14759. * @param lightIndex defines the index of the light for the effect
  14760. */
  14761. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14762. }
  14763. }
  14764. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14765. /** @hidden */
  14766. export var vrMultiviewToSingleviewPixelShader: {
  14767. name: string;
  14768. shader: string;
  14769. };
  14770. }
  14771. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14772. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14773. import { Scene } from "babylonjs/scene";
  14774. /**
  14775. * Renders to multiple views with a single draw call
  14776. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14777. */
  14778. export class MultiviewRenderTarget extends RenderTargetTexture {
  14779. /**
  14780. * Creates a multiview render target
  14781. * @param scene scene used with the render target
  14782. * @param size the size of the render target (used for each view)
  14783. */
  14784. constructor(scene: Scene, size?: number | {
  14785. width: number;
  14786. height: number;
  14787. } | {
  14788. ratio: number;
  14789. });
  14790. /**
  14791. * @hidden
  14792. * @param faceIndex the face index, if its a cube texture
  14793. */
  14794. _bindFrameBuffer(faceIndex?: number): void;
  14795. /**
  14796. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14797. * @returns the view count
  14798. */
  14799. getViewCount(): number;
  14800. }
  14801. }
  14802. declare module "babylonjs/Maths/math.frustum" {
  14803. import { Matrix } from "babylonjs/Maths/math.vector";
  14804. import { DeepImmutable } from "babylonjs/types";
  14805. import { Plane } from "babylonjs/Maths/math.plane";
  14806. /**
  14807. * Reprasents a camera frustum
  14808. */
  14809. export class Frustum {
  14810. /**
  14811. * Gets the planes representing the frustum
  14812. * @param transform matrix to be applied to the returned planes
  14813. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14814. */
  14815. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14816. /**
  14817. * Gets the near frustum plane transformed by the transform matrix
  14818. * @param transform transformation matrix to be applied to the resulting frustum plane
  14819. * @param frustumPlane the resuling frustum plane
  14820. */
  14821. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14822. /**
  14823. * Gets the far frustum plane transformed by the transform matrix
  14824. * @param transform transformation matrix to be applied to the resulting frustum plane
  14825. * @param frustumPlane the resuling frustum plane
  14826. */
  14827. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14828. /**
  14829. * Gets the left frustum plane transformed by the transform matrix
  14830. * @param transform transformation matrix to be applied to the resulting frustum plane
  14831. * @param frustumPlane the resuling frustum plane
  14832. */
  14833. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14834. /**
  14835. * Gets the right frustum plane transformed by the transform matrix
  14836. * @param transform transformation matrix to be applied to the resulting frustum plane
  14837. * @param frustumPlane the resuling frustum plane
  14838. */
  14839. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14840. /**
  14841. * Gets the top frustum plane transformed by the transform matrix
  14842. * @param transform transformation matrix to be applied to the resulting frustum plane
  14843. * @param frustumPlane the resuling frustum plane
  14844. */
  14845. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14846. /**
  14847. * Gets the bottom frustum plane transformed by the transform matrix
  14848. * @param transform transformation matrix to be applied to the resulting frustum plane
  14849. * @param frustumPlane the resuling frustum plane
  14850. */
  14851. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14852. /**
  14853. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14854. * @param transform transformation matrix to be applied to the resulting frustum planes
  14855. * @param frustumPlanes the resuling frustum planes
  14856. */
  14857. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14858. }
  14859. }
  14860. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14861. import { Camera } from "babylonjs/Cameras/camera";
  14862. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14863. import { Nullable } from "babylonjs/types";
  14864. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14865. import { Matrix } from "babylonjs/Maths/math.vector";
  14866. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14867. module "babylonjs/Engines/engine" {
  14868. interface Engine {
  14869. /**
  14870. * Creates a new multiview render target
  14871. * @param width defines the width of the texture
  14872. * @param height defines the height of the texture
  14873. * @returns the created multiview texture
  14874. */
  14875. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14876. /**
  14877. * Binds a multiview framebuffer to be drawn to
  14878. * @param multiviewTexture texture to bind
  14879. */
  14880. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14881. }
  14882. }
  14883. module "babylonjs/Cameras/camera" {
  14884. interface Camera {
  14885. /**
  14886. * @hidden
  14887. * 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)
  14888. */
  14889. _useMultiviewToSingleView: boolean;
  14890. /**
  14891. * @hidden
  14892. * 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)
  14893. */
  14894. _multiviewTexture: Nullable<RenderTargetTexture>;
  14895. /**
  14896. * @hidden
  14897. * ensures the multiview texture of the camera exists and has the specified width/height
  14898. * @param width height to set on the multiview texture
  14899. * @param height width to set on the multiview texture
  14900. */
  14901. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14902. }
  14903. }
  14904. module "babylonjs/scene" {
  14905. interface Scene {
  14906. /** @hidden */
  14907. _transformMatrixR: Matrix;
  14908. /** @hidden */
  14909. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14910. /** @hidden */
  14911. _createMultiviewUbo(): void;
  14912. /** @hidden */
  14913. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14914. /** @hidden */
  14915. _renderMultiviewToSingleView(camera: Camera): void;
  14916. }
  14917. }
  14918. }
  14919. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14920. import { Camera } from "babylonjs/Cameras/camera";
  14921. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14922. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14923. import "babylonjs/Engines/Extensions/engine.multiview";
  14924. /**
  14925. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14926. * This will not be used for webXR as it supports displaying texture arrays directly
  14927. */
  14928. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14929. /**
  14930. * Initializes a VRMultiviewToSingleview
  14931. * @param name name of the post process
  14932. * @param camera camera to be applied to
  14933. * @param scaleFactor scaling factor to the size of the output texture
  14934. */
  14935. constructor(name: string, camera: Camera, scaleFactor: number);
  14936. }
  14937. }
  14938. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14939. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14940. import { Nullable } from "babylonjs/types";
  14941. import { Size } from "babylonjs/Maths/math.size";
  14942. import { Observable } from "babylonjs/Misc/observable";
  14943. module "babylonjs/Engines/engine" {
  14944. interface Engine {
  14945. /** @hidden */
  14946. _vrDisplay: any;
  14947. /** @hidden */
  14948. _vrSupported: boolean;
  14949. /** @hidden */
  14950. _oldSize: Size;
  14951. /** @hidden */
  14952. _oldHardwareScaleFactor: number;
  14953. /** @hidden */
  14954. _vrExclusivePointerMode: boolean;
  14955. /** @hidden */
  14956. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14957. /** @hidden */
  14958. _onVRDisplayPointerRestricted: () => void;
  14959. /** @hidden */
  14960. _onVRDisplayPointerUnrestricted: () => void;
  14961. /** @hidden */
  14962. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14963. /** @hidden */
  14964. _onVrDisplayDisconnect: Nullable<() => void>;
  14965. /** @hidden */
  14966. _onVrDisplayPresentChange: Nullable<() => void>;
  14967. /**
  14968. * Observable signaled when VR display mode changes
  14969. */
  14970. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14971. /**
  14972. * Observable signaled when VR request present is complete
  14973. */
  14974. onVRRequestPresentComplete: Observable<boolean>;
  14975. /**
  14976. * Observable signaled when VR request present starts
  14977. */
  14978. onVRRequestPresentStart: Observable<Engine>;
  14979. /**
  14980. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14981. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14982. */
  14983. isInVRExclusivePointerMode: boolean;
  14984. /**
  14985. * Gets a boolean indicating if a webVR device was detected
  14986. * @returns true if a webVR device was detected
  14987. */
  14988. isVRDevicePresent(): boolean;
  14989. /**
  14990. * Gets the current webVR device
  14991. * @returns the current webVR device (or null)
  14992. */
  14993. getVRDevice(): any;
  14994. /**
  14995. * Initializes a webVR display and starts listening to display change events
  14996. * The onVRDisplayChangedObservable will be notified upon these changes
  14997. * @returns A promise containing a VRDisplay and if vr is supported
  14998. */
  14999. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15000. /** @hidden */
  15001. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15002. /**
  15003. * Call this function to switch to webVR mode
  15004. * Will do nothing if webVR is not supported or if there is no webVR device
  15005. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15006. */
  15007. enableVR(): void;
  15008. /** @hidden */
  15009. _onVRFullScreenTriggered(): void;
  15010. }
  15011. }
  15012. }
  15013. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15014. import { Nullable } from "babylonjs/types";
  15015. import { Observable } from "babylonjs/Misc/observable";
  15016. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15017. import { Scene } from "babylonjs/scene";
  15018. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15019. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15020. import { Node } from "babylonjs/node";
  15021. import { Ray } from "babylonjs/Culling/ray";
  15022. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15023. import "babylonjs/Engines/Extensions/engine.webVR";
  15024. /**
  15025. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15026. * IMPORTANT!! The data is right-hand data.
  15027. * @export
  15028. * @interface DevicePose
  15029. */
  15030. export interface DevicePose {
  15031. /**
  15032. * The position of the device, values in array are [x,y,z].
  15033. */
  15034. readonly position: Nullable<Float32Array>;
  15035. /**
  15036. * The linearVelocity of the device, values in array are [x,y,z].
  15037. */
  15038. readonly linearVelocity: Nullable<Float32Array>;
  15039. /**
  15040. * The linearAcceleration of the device, values in array are [x,y,z].
  15041. */
  15042. readonly linearAcceleration: Nullable<Float32Array>;
  15043. /**
  15044. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15045. */
  15046. readonly orientation: Nullable<Float32Array>;
  15047. /**
  15048. * The angularVelocity of the device, values in array are [x,y,z].
  15049. */
  15050. readonly angularVelocity: Nullable<Float32Array>;
  15051. /**
  15052. * The angularAcceleration of the device, values in array are [x,y,z].
  15053. */
  15054. readonly angularAcceleration: Nullable<Float32Array>;
  15055. }
  15056. /**
  15057. * Interface representing a pose controlled object in Babylon.
  15058. * A pose controlled object has both regular pose values as well as pose values
  15059. * from an external device such as a VR head mounted display
  15060. */
  15061. export interface PoseControlled {
  15062. /**
  15063. * The position of the object in babylon space.
  15064. */
  15065. position: Vector3;
  15066. /**
  15067. * The rotation quaternion of the object in babylon space.
  15068. */
  15069. rotationQuaternion: Quaternion;
  15070. /**
  15071. * The position of the device in babylon space.
  15072. */
  15073. devicePosition?: Vector3;
  15074. /**
  15075. * The rotation quaternion of the device in babylon space.
  15076. */
  15077. deviceRotationQuaternion: Quaternion;
  15078. /**
  15079. * The raw pose coming from the device.
  15080. */
  15081. rawPose: Nullable<DevicePose>;
  15082. /**
  15083. * The scale of the device to be used when translating from device space to babylon space.
  15084. */
  15085. deviceScaleFactor: number;
  15086. /**
  15087. * Updates the poseControlled values based on the input device pose.
  15088. * @param poseData the pose data to update the object with
  15089. */
  15090. updateFromDevice(poseData: DevicePose): void;
  15091. }
  15092. /**
  15093. * Set of options to customize the webVRCamera
  15094. */
  15095. export interface WebVROptions {
  15096. /**
  15097. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15098. */
  15099. trackPosition?: boolean;
  15100. /**
  15101. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15102. */
  15103. positionScale?: number;
  15104. /**
  15105. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15106. */
  15107. displayName?: string;
  15108. /**
  15109. * Should the native controller meshes be initialized. (default: true)
  15110. */
  15111. controllerMeshes?: boolean;
  15112. /**
  15113. * Creating a default HemiLight only on controllers. (default: true)
  15114. */
  15115. defaultLightingOnControllers?: boolean;
  15116. /**
  15117. * If you don't want to use the default VR button of the helper. (default: false)
  15118. */
  15119. useCustomVRButton?: boolean;
  15120. /**
  15121. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15122. */
  15123. customVRButton?: HTMLButtonElement;
  15124. /**
  15125. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15126. */
  15127. rayLength?: number;
  15128. /**
  15129. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15130. */
  15131. defaultHeight?: number;
  15132. /**
  15133. * If multiview should be used if availible (default: false)
  15134. */
  15135. useMultiview?: boolean;
  15136. }
  15137. /**
  15138. * This represents a WebVR camera.
  15139. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15140. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15141. */
  15142. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15143. private webVROptions;
  15144. /**
  15145. * @hidden
  15146. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15147. */
  15148. _vrDevice: any;
  15149. /**
  15150. * The rawPose of the vrDevice.
  15151. */
  15152. rawPose: Nullable<DevicePose>;
  15153. private _onVREnabled;
  15154. private _specsVersion;
  15155. private _attached;
  15156. private _frameData;
  15157. protected _descendants: Array<Node>;
  15158. private _deviceRoomPosition;
  15159. /** @hidden */
  15160. _deviceRoomRotationQuaternion: Quaternion;
  15161. private _standingMatrix;
  15162. /**
  15163. * Represents device position in babylon space.
  15164. */
  15165. devicePosition: Vector3;
  15166. /**
  15167. * Represents device rotation in babylon space.
  15168. */
  15169. deviceRotationQuaternion: Quaternion;
  15170. /**
  15171. * The scale of the device to be used when translating from device space to babylon space.
  15172. */
  15173. deviceScaleFactor: number;
  15174. private _deviceToWorld;
  15175. private _worldToDevice;
  15176. /**
  15177. * References to the webVR controllers for the vrDevice.
  15178. */
  15179. controllers: Array<WebVRController>;
  15180. /**
  15181. * Emits an event when a controller is attached.
  15182. */
  15183. onControllersAttachedObservable: Observable<WebVRController[]>;
  15184. /**
  15185. * Emits an event when a controller's mesh has been loaded;
  15186. */
  15187. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15188. /**
  15189. * Emits an event when the HMD's pose has been updated.
  15190. */
  15191. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15192. private _poseSet;
  15193. /**
  15194. * If the rig cameras be used as parent instead of this camera.
  15195. */
  15196. rigParenting: boolean;
  15197. private _lightOnControllers;
  15198. private _defaultHeight?;
  15199. /**
  15200. * Instantiates a WebVRFreeCamera.
  15201. * @param name The name of the WebVRFreeCamera
  15202. * @param position The starting anchor position for the camera
  15203. * @param scene The scene the camera belongs to
  15204. * @param webVROptions a set of customizable options for the webVRCamera
  15205. */
  15206. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15207. /**
  15208. * Gets the device distance from the ground in meters.
  15209. * @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.
  15210. */
  15211. deviceDistanceToRoomGround(): number;
  15212. /**
  15213. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15214. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15215. */
  15216. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15217. /**
  15218. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15219. * @returns A promise with a boolean set to if the standing matrix is supported.
  15220. */
  15221. useStandingMatrixAsync(): Promise<boolean>;
  15222. /**
  15223. * Disposes the camera
  15224. */
  15225. dispose(): void;
  15226. /**
  15227. * Gets a vrController by name.
  15228. * @param name The name of the controller to retreive
  15229. * @returns the controller matching the name specified or null if not found
  15230. */
  15231. getControllerByName(name: string): Nullable<WebVRController>;
  15232. private _leftController;
  15233. /**
  15234. * The controller corresponding to the users left hand.
  15235. */
  15236. readonly leftController: Nullable<WebVRController>;
  15237. private _rightController;
  15238. /**
  15239. * The controller corresponding to the users right hand.
  15240. */
  15241. readonly rightController: Nullable<WebVRController>;
  15242. /**
  15243. * Casts a ray forward from the vrCamera's gaze.
  15244. * @param length Length of the ray (default: 100)
  15245. * @returns the ray corresponding to the gaze
  15246. */
  15247. getForwardRay(length?: number): Ray;
  15248. /**
  15249. * @hidden
  15250. * Updates the camera based on device's frame data
  15251. */
  15252. _checkInputs(): void;
  15253. /**
  15254. * Updates the poseControlled values based on the input device pose.
  15255. * @param poseData Pose coming from the device
  15256. */
  15257. updateFromDevice(poseData: DevicePose): void;
  15258. private _htmlElementAttached;
  15259. private _detachIfAttached;
  15260. /**
  15261. * WebVR's attach control will start broadcasting frames to the device.
  15262. * Note that in certain browsers (chrome for example) this function must be called
  15263. * within a user-interaction callback. Example:
  15264. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15265. *
  15266. * @param element html element to attach the vrDevice to
  15267. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15268. */
  15269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15270. /**
  15271. * Detaches the camera from the html element and disables VR
  15272. *
  15273. * @param element html element to detach from
  15274. */
  15275. detachControl(element: HTMLElement): void;
  15276. /**
  15277. * @returns the name of this class
  15278. */
  15279. getClassName(): string;
  15280. /**
  15281. * Calls resetPose on the vrDisplay
  15282. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15283. */
  15284. resetToCurrentRotation(): void;
  15285. /**
  15286. * @hidden
  15287. * Updates the rig cameras (left and right eye)
  15288. */
  15289. _updateRigCameras(): void;
  15290. private _workingVector;
  15291. private _oneVector;
  15292. private _workingMatrix;
  15293. private updateCacheCalled;
  15294. private _correctPositionIfNotTrackPosition;
  15295. /**
  15296. * @hidden
  15297. * Updates the cached values of the camera
  15298. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15299. */
  15300. _updateCache(ignoreParentClass?: boolean): void;
  15301. /**
  15302. * @hidden
  15303. * Get current device position in babylon world
  15304. */
  15305. _computeDevicePosition(): void;
  15306. /**
  15307. * Updates the current device position and rotation in the babylon world
  15308. */
  15309. update(): void;
  15310. /**
  15311. * @hidden
  15312. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15313. * @returns an identity matrix
  15314. */
  15315. _getViewMatrix(): Matrix;
  15316. private _tmpMatrix;
  15317. /**
  15318. * This function is called by the two RIG cameras.
  15319. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15320. * @hidden
  15321. */
  15322. _getWebVRViewMatrix(): Matrix;
  15323. /** @hidden */
  15324. _getWebVRProjectionMatrix(): Matrix;
  15325. private _onGamepadConnectedObserver;
  15326. private _onGamepadDisconnectedObserver;
  15327. private _updateCacheWhenTrackingDisabledObserver;
  15328. /**
  15329. * Initializes the controllers and their meshes
  15330. */
  15331. initControllers(): void;
  15332. }
  15333. }
  15334. declare module "babylonjs/PostProcesses/postProcess" {
  15335. import { Nullable } from "babylonjs/types";
  15336. import { SmartArray } from "babylonjs/Misc/smartArray";
  15337. import { Observable } from "babylonjs/Misc/observable";
  15338. import { Vector2 } from "babylonjs/Maths/math.vector";
  15339. import { Camera } from "babylonjs/Cameras/camera";
  15340. import { Effect } from "babylonjs/Materials/effect";
  15341. import "babylonjs/Shaders/postprocess.vertex";
  15342. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15343. import { Engine } from "babylonjs/Engines/engine";
  15344. import { Color4 } from "babylonjs/Maths/math.color";
  15345. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15346. /**
  15347. * Size options for a post process
  15348. */
  15349. export type PostProcessOptions = {
  15350. width: number;
  15351. height: number;
  15352. };
  15353. /**
  15354. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15355. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15356. */
  15357. export class PostProcess {
  15358. /** Name of the PostProcess. */
  15359. name: string;
  15360. /**
  15361. * Gets or sets the unique id of the post process
  15362. */
  15363. uniqueId: number;
  15364. /**
  15365. * Width of the texture to apply the post process on
  15366. */
  15367. width: number;
  15368. /**
  15369. * Height of the texture to apply the post process on
  15370. */
  15371. height: number;
  15372. /**
  15373. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15374. * @hidden
  15375. */
  15376. _outputTexture: Nullable<InternalTexture>;
  15377. /**
  15378. * Sampling mode used by the shader
  15379. * See https://doc.babylonjs.com/classes/3.1/texture
  15380. */
  15381. renderTargetSamplingMode: number;
  15382. /**
  15383. * Clear color to use when screen clearing
  15384. */
  15385. clearColor: Color4;
  15386. /**
  15387. * If the buffer needs to be cleared before applying the post process. (default: true)
  15388. * Should be set to false if shader will overwrite all previous pixels.
  15389. */
  15390. autoClear: boolean;
  15391. /**
  15392. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15393. */
  15394. alphaMode: number;
  15395. /**
  15396. * Sets the setAlphaBlendConstants of the babylon engine
  15397. */
  15398. alphaConstants: Color4;
  15399. /**
  15400. * Animations to be used for the post processing
  15401. */
  15402. animations: import("babylonjs/Animations/animation").Animation[];
  15403. /**
  15404. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15405. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15406. */
  15407. enablePixelPerfectMode: boolean;
  15408. /**
  15409. * Force the postprocess to be applied without taking in account viewport
  15410. */
  15411. forceFullscreenViewport: boolean;
  15412. /**
  15413. * List of inspectable custom properties (used by the Inspector)
  15414. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15415. */
  15416. inspectableCustomProperties: IInspectable[];
  15417. /**
  15418. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15419. *
  15420. * | Value | Type | Description |
  15421. * | ----- | ----------------------------------- | ----------- |
  15422. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15423. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15424. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15425. *
  15426. */
  15427. scaleMode: number;
  15428. /**
  15429. * Force textures to be a power of two (default: false)
  15430. */
  15431. alwaysForcePOT: boolean;
  15432. private _samples;
  15433. /**
  15434. * Number of sample textures (default: 1)
  15435. */
  15436. samples: number;
  15437. /**
  15438. * Modify the scale of the post process to be the same as the viewport (default: false)
  15439. */
  15440. adaptScaleToCurrentViewport: boolean;
  15441. private _camera;
  15442. private _scene;
  15443. private _engine;
  15444. private _options;
  15445. private _reusable;
  15446. private _textureType;
  15447. /**
  15448. * Smart array of input and output textures for the post process.
  15449. * @hidden
  15450. */
  15451. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15452. /**
  15453. * The index in _textures that corresponds to the output texture.
  15454. * @hidden
  15455. */
  15456. _currentRenderTextureInd: number;
  15457. private _effect;
  15458. private _samplers;
  15459. private _fragmentUrl;
  15460. private _vertexUrl;
  15461. private _parameters;
  15462. private _scaleRatio;
  15463. protected _indexParameters: any;
  15464. private _shareOutputWithPostProcess;
  15465. private _texelSize;
  15466. private _forcedOutputTexture;
  15467. /**
  15468. * Returns the fragment url or shader name used in the post process.
  15469. * @returns the fragment url or name in the shader store.
  15470. */
  15471. getEffectName(): string;
  15472. /**
  15473. * An event triggered when the postprocess is activated.
  15474. */
  15475. onActivateObservable: Observable<Camera>;
  15476. private _onActivateObserver;
  15477. /**
  15478. * A function that is added to the onActivateObservable
  15479. */
  15480. onActivate: Nullable<(camera: Camera) => void>;
  15481. /**
  15482. * An event triggered when the postprocess changes its size.
  15483. */
  15484. onSizeChangedObservable: Observable<PostProcess>;
  15485. private _onSizeChangedObserver;
  15486. /**
  15487. * A function that is added to the onSizeChangedObservable
  15488. */
  15489. onSizeChanged: (postProcess: PostProcess) => void;
  15490. /**
  15491. * An event triggered when the postprocess applies its effect.
  15492. */
  15493. onApplyObservable: Observable<Effect>;
  15494. private _onApplyObserver;
  15495. /**
  15496. * A function that is added to the onApplyObservable
  15497. */
  15498. onApply: (effect: Effect) => void;
  15499. /**
  15500. * An event triggered before rendering the postprocess
  15501. */
  15502. onBeforeRenderObservable: Observable<Effect>;
  15503. private _onBeforeRenderObserver;
  15504. /**
  15505. * A function that is added to the onBeforeRenderObservable
  15506. */
  15507. onBeforeRender: (effect: Effect) => void;
  15508. /**
  15509. * An event triggered after rendering the postprocess
  15510. */
  15511. onAfterRenderObservable: Observable<Effect>;
  15512. private _onAfterRenderObserver;
  15513. /**
  15514. * A function that is added to the onAfterRenderObservable
  15515. */
  15516. onAfterRender: (efect: Effect) => void;
  15517. /**
  15518. * 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
  15519. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15520. */
  15521. inputTexture: InternalTexture;
  15522. /**
  15523. * Gets the camera which post process is applied to.
  15524. * @returns The camera the post process is applied to.
  15525. */
  15526. getCamera(): Camera;
  15527. /**
  15528. * Gets the texel size of the postprocess.
  15529. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15530. */
  15531. readonly texelSize: Vector2;
  15532. /**
  15533. * Creates a new instance PostProcess
  15534. * @param name The name of the PostProcess.
  15535. * @param fragmentUrl The url of the fragment shader to be used.
  15536. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15537. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15538. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15539. * @param camera The camera to apply the render pass to.
  15540. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15541. * @param engine The engine which the post process will be applied. (default: current engine)
  15542. * @param reusable If the post process can be reused on the same frame. (default: false)
  15543. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15544. * @param textureType Type of textures used when performing the post process. (default: 0)
  15545. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15546. * @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
  15547. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15548. */
  15549. constructor(
  15550. /** Name of the PostProcess. */
  15551. 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);
  15552. /**
  15553. * Gets a string idenfifying the name of the class
  15554. * @returns "PostProcess" string
  15555. */
  15556. getClassName(): string;
  15557. /**
  15558. * Gets the engine which this post process belongs to.
  15559. * @returns The engine the post process was enabled with.
  15560. */
  15561. getEngine(): Engine;
  15562. /**
  15563. * The effect that is created when initializing the post process.
  15564. * @returns The created effect corresponding the the postprocess.
  15565. */
  15566. getEffect(): Effect;
  15567. /**
  15568. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15569. * @param postProcess The post process to share the output with.
  15570. * @returns This post process.
  15571. */
  15572. shareOutputWith(postProcess: PostProcess): PostProcess;
  15573. /**
  15574. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15575. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15576. */
  15577. useOwnOutput(): void;
  15578. /**
  15579. * Updates the effect with the current post process compile time values and recompiles the shader.
  15580. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15581. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15582. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15583. * @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
  15584. * @param onCompiled Called when the shader has been compiled.
  15585. * @param onError Called if there is an error when compiling a shader.
  15586. */
  15587. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15588. /**
  15589. * The post process is reusable if it can be used multiple times within one frame.
  15590. * @returns If the post process is reusable
  15591. */
  15592. isReusable(): boolean;
  15593. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15594. markTextureDirty(): void;
  15595. /**
  15596. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15597. * 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.
  15598. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15599. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15600. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15601. * @returns The target texture that was bound to be written to.
  15602. */
  15603. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15604. /**
  15605. * If the post process is supported.
  15606. */
  15607. readonly isSupported: boolean;
  15608. /**
  15609. * The aspect ratio of the output texture.
  15610. */
  15611. readonly aspectRatio: number;
  15612. /**
  15613. * Get a value indicating if the post-process is ready to be used
  15614. * @returns true if the post-process is ready (shader is compiled)
  15615. */
  15616. isReady(): boolean;
  15617. /**
  15618. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15619. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15620. */
  15621. apply(): Nullable<Effect>;
  15622. private _disposeTextures;
  15623. /**
  15624. * Disposes the post process.
  15625. * @param camera The camera to dispose the post process on.
  15626. */
  15627. dispose(camera?: Camera): void;
  15628. }
  15629. }
  15630. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15631. /** @hidden */
  15632. export var kernelBlurVaryingDeclaration: {
  15633. name: string;
  15634. shader: string;
  15635. };
  15636. }
  15637. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15638. /** @hidden */
  15639. export var kernelBlurFragment: {
  15640. name: string;
  15641. shader: string;
  15642. };
  15643. }
  15644. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15645. /** @hidden */
  15646. export var kernelBlurFragment2: {
  15647. name: string;
  15648. shader: string;
  15649. };
  15650. }
  15651. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15652. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15653. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15654. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15655. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15656. /** @hidden */
  15657. export var kernelBlurPixelShader: {
  15658. name: string;
  15659. shader: string;
  15660. };
  15661. }
  15662. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15663. /** @hidden */
  15664. export var kernelBlurVertex: {
  15665. name: string;
  15666. shader: string;
  15667. };
  15668. }
  15669. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15670. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15671. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15672. /** @hidden */
  15673. export var kernelBlurVertexShader: {
  15674. name: string;
  15675. shader: string;
  15676. };
  15677. }
  15678. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15679. import { Vector2 } from "babylonjs/Maths/math.vector";
  15680. import { Nullable } from "babylonjs/types";
  15681. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15682. import { Camera } from "babylonjs/Cameras/camera";
  15683. import { Effect } from "babylonjs/Materials/effect";
  15684. import { Engine } from "babylonjs/Engines/engine";
  15685. import "babylonjs/Shaders/kernelBlur.fragment";
  15686. import "babylonjs/Shaders/kernelBlur.vertex";
  15687. /**
  15688. * The Blur Post Process which blurs an image based on a kernel and direction.
  15689. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15690. */
  15691. export class BlurPostProcess extends PostProcess {
  15692. /** The direction in which to blur the image. */
  15693. direction: Vector2;
  15694. private blockCompilation;
  15695. protected _kernel: number;
  15696. protected _idealKernel: number;
  15697. protected _packedFloat: boolean;
  15698. private _staticDefines;
  15699. /**
  15700. * Sets the length in pixels of the blur sample region
  15701. */
  15702. /**
  15703. * Gets the length in pixels of the blur sample region
  15704. */
  15705. kernel: number;
  15706. /**
  15707. * Sets wether or not the blur needs to unpack/repack floats
  15708. */
  15709. /**
  15710. * Gets wether or not the blur is unpacking/repacking floats
  15711. */
  15712. packedFloat: boolean;
  15713. /**
  15714. * Creates a new instance BlurPostProcess
  15715. * @param name The name of the effect.
  15716. * @param direction The direction in which to blur the image.
  15717. * @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.
  15718. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15719. * @param camera The camera to apply the render pass to.
  15720. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15721. * @param engine The engine which the post process will be applied. (default: current engine)
  15722. * @param reusable If the post process can be reused on the same frame. (default: false)
  15723. * @param textureType Type of textures used when performing the post process. (default: 0)
  15724. * @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)
  15725. */
  15726. constructor(name: string,
  15727. /** The direction in which to blur the image. */
  15728. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15729. /**
  15730. * Updates the effect with the current post process compile time values and recompiles the shader.
  15731. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15732. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15733. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15734. * @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
  15735. * @param onCompiled Called when the shader has been compiled.
  15736. * @param onError Called if there is an error when compiling a shader.
  15737. */
  15738. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15739. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15740. /**
  15741. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15742. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15743. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15744. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15745. * The gaps between physical kernels are compensated for in the weighting of the samples
  15746. * @param idealKernel Ideal blur kernel.
  15747. * @return Nearest best kernel.
  15748. */
  15749. protected _nearestBestKernel(idealKernel: number): number;
  15750. /**
  15751. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15752. * @param x The point on the Gaussian distribution to sample.
  15753. * @return the value of the Gaussian function at x.
  15754. */
  15755. protected _gaussianWeight(x: number): number;
  15756. /**
  15757. * Generates a string that can be used as a floating point number in GLSL.
  15758. * @param x Value to print.
  15759. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15760. * @return GLSL float string.
  15761. */
  15762. protected _glslFloat(x: number, decimalFigures?: number): string;
  15763. }
  15764. }
  15765. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15766. import { Scene } from "babylonjs/scene";
  15767. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15768. import { Plane } from "babylonjs/Maths/math.plane";
  15769. /**
  15770. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15771. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15772. * You can then easily use it as a reflectionTexture on a flat surface.
  15773. * In case the surface is not a plane, please consider relying on reflection probes.
  15774. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15775. */
  15776. export class MirrorTexture extends RenderTargetTexture {
  15777. private scene;
  15778. /**
  15779. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15780. * 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.
  15781. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15782. */
  15783. mirrorPlane: Plane;
  15784. /**
  15785. * Define the blur ratio used to blur the reflection if needed.
  15786. */
  15787. blurRatio: number;
  15788. /**
  15789. * Define the adaptive blur kernel used to blur the reflection if needed.
  15790. * This will autocompute the closest best match for the `blurKernel`
  15791. */
  15792. adaptiveBlurKernel: number;
  15793. /**
  15794. * Define the blur kernel used to blur the reflection if needed.
  15795. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15796. */
  15797. blurKernel: number;
  15798. /**
  15799. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15800. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15801. */
  15802. blurKernelX: number;
  15803. /**
  15804. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15805. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15806. */
  15807. blurKernelY: number;
  15808. private _autoComputeBlurKernel;
  15809. protected _onRatioRescale(): void;
  15810. private _updateGammaSpace;
  15811. private _imageProcessingConfigChangeObserver;
  15812. private _transformMatrix;
  15813. private _mirrorMatrix;
  15814. private _savedViewMatrix;
  15815. private _blurX;
  15816. private _blurY;
  15817. private _adaptiveBlurKernel;
  15818. private _blurKernelX;
  15819. private _blurKernelY;
  15820. private _blurRatio;
  15821. /**
  15822. * Instantiates a Mirror Texture.
  15823. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15824. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15825. * You can then easily use it as a reflectionTexture on a flat surface.
  15826. * In case the surface is not a plane, please consider relying on reflection probes.
  15827. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15828. * @param name
  15829. * @param size
  15830. * @param scene
  15831. * @param generateMipMaps
  15832. * @param type
  15833. * @param samplingMode
  15834. * @param generateDepthBuffer
  15835. */
  15836. constructor(name: string, size: number | {
  15837. width: number;
  15838. height: number;
  15839. } | {
  15840. ratio: number;
  15841. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15842. private _preparePostProcesses;
  15843. /**
  15844. * Clone the mirror texture.
  15845. * @returns the cloned texture
  15846. */
  15847. clone(): MirrorTexture;
  15848. /**
  15849. * Serialize the texture to a JSON representation you could use in Parse later on
  15850. * @returns the serialized JSON representation
  15851. */
  15852. serialize(): any;
  15853. /**
  15854. * Dispose the texture and release its associated resources.
  15855. */
  15856. dispose(): void;
  15857. }
  15858. }
  15859. declare module "babylonjs/Materials/Textures/texture" {
  15860. import { Observable } from "babylonjs/Misc/observable";
  15861. import { Nullable } from "babylonjs/types";
  15862. import { Scene } from "babylonjs/scene";
  15863. import { Matrix } from "babylonjs/Maths/math.vector";
  15864. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15865. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15866. import { Engine } from "babylonjs/Engines/engine";
  15867. /**
  15868. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15869. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15870. */
  15871. export class Texture extends BaseTexture {
  15872. /** @hidden */
  15873. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15874. /** @hidden */
  15875. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15876. /** @hidden */
  15877. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15878. /** nearest is mag = nearest and min = nearest and mip = linear */
  15879. static readonly NEAREST_SAMPLINGMODE: number;
  15880. /** nearest is mag = nearest and min = nearest and mip = linear */
  15881. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15882. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15883. static readonly BILINEAR_SAMPLINGMODE: number;
  15884. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15885. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15886. /** Trilinear is mag = linear and min = linear and mip = linear */
  15887. static readonly TRILINEAR_SAMPLINGMODE: number;
  15888. /** Trilinear is mag = linear and min = linear and mip = linear */
  15889. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15890. /** mag = nearest and min = nearest and mip = nearest */
  15891. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15892. /** mag = nearest and min = linear and mip = nearest */
  15893. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15894. /** mag = nearest and min = linear and mip = linear */
  15895. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15896. /** mag = nearest and min = linear and mip = none */
  15897. static readonly NEAREST_LINEAR: number;
  15898. /** mag = nearest and min = nearest and mip = none */
  15899. static readonly NEAREST_NEAREST: number;
  15900. /** mag = linear and min = nearest and mip = nearest */
  15901. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15902. /** mag = linear and min = nearest and mip = linear */
  15903. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15904. /** mag = linear and min = linear and mip = none */
  15905. static readonly LINEAR_LINEAR: number;
  15906. /** mag = linear and min = nearest and mip = none */
  15907. static readonly LINEAR_NEAREST: number;
  15908. /** Explicit coordinates mode */
  15909. static readonly EXPLICIT_MODE: number;
  15910. /** Spherical coordinates mode */
  15911. static readonly SPHERICAL_MODE: number;
  15912. /** Planar coordinates mode */
  15913. static readonly PLANAR_MODE: number;
  15914. /** Cubic coordinates mode */
  15915. static readonly CUBIC_MODE: number;
  15916. /** Projection coordinates mode */
  15917. static readonly PROJECTION_MODE: number;
  15918. /** Inverse Cubic coordinates mode */
  15919. static readonly SKYBOX_MODE: number;
  15920. /** Inverse Cubic coordinates mode */
  15921. static readonly INVCUBIC_MODE: number;
  15922. /** Equirectangular coordinates mode */
  15923. static readonly EQUIRECTANGULAR_MODE: number;
  15924. /** Equirectangular Fixed coordinates mode */
  15925. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15926. /** Equirectangular Fixed Mirrored coordinates mode */
  15927. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15928. /** Texture is not repeating outside of 0..1 UVs */
  15929. static readonly CLAMP_ADDRESSMODE: number;
  15930. /** Texture is repeating outside of 0..1 UVs */
  15931. static readonly WRAP_ADDRESSMODE: number;
  15932. /** Texture is repeating and mirrored */
  15933. static readonly MIRROR_ADDRESSMODE: number;
  15934. /**
  15935. * 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
  15936. */
  15937. static UseSerializedUrlIfAny: boolean;
  15938. /**
  15939. * Define the url of the texture.
  15940. */
  15941. url: Nullable<string>;
  15942. /**
  15943. * Define an offset on the texture to offset the u coordinates of the UVs
  15944. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15945. */
  15946. uOffset: number;
  15947. /**
  15948. * Define an offset on the texture to offset the v coordinates of the UVs
  15949. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15950. */
  15951. vOffset: number;
  15952. /**
  15953. * Define an offset on the texture to scale the u coordinates of the UVs
  15954. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15955. */
  15956. uScale: number;
  15957. /**
  15958. * Define an offset on the texture to scale the v coordinates of the UVs
  15959. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15960. */
  15961. vScale: number;
  15962. /**
  15963. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15964. * @see http://doc.babylonjs.com/how_to/more_materials
  15965. */
  15966. uAng: number;
  15967. /**
  15968. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15969. * @see http://doc.babylonjs.com/how_to/more_materials
  15970. */
  15971. vAng: number;
  15972. /**
  15973. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15974. * @see http://doc.babylonjs.com/how_to/more_materials
  15975. */
  15976. wAng: number;
  15977. /**
  15978. * Defines the center of rotation (U)
  15979. */
  15980. uRotationCenter: number;
  15981. /**
  15982. * Defines the center of rotation (V)
  15983. */
  15984. vRotationCenter: number;
  15985. /**
  15986. * Defines the center of rotation (W)
  15987. */
  15988. wRotationCenter: number;
  15989. /**
  15990. * Are mip maps generated for this texture or not.
  15991. */
  15992. readonly noMipmap: boolean;
  15993. /**
  15994. * List of inspectable custom properties (used by the Inspector)
  15995. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15996. */
  15997. inspectableCustomProperties: Nullable<IInspectable[]>;
  15998. private _noMipmap;
  15999. /** @hidden */
  16000. _invertY: boolean;
  16001. private _rowGenerationMatrix;
  16002. private _cachedTextureMatrix;
  16003. private _projectionModeMatrix;
  16004. private _t0;
  16005. private _t1;
  16006. private _t2;
  16007. private _cachedUOffset;
  16008. private _cachedVOffset;
  16009. private _cachedUScale;
  16010. private _cachedVScale;
  16011. private _cachedUAng;
  16012. private _cachedVAng;
  16013. private _cachedWAng;
  16014. private _cachedProjectionMatrixId;
  16015. private _cachedCoordinatesMode;
  16016. /** @hidden */
  16017. protected _initialSamplingMode: number;
  16018. /** @hidden */
  16019. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16020. private _deleteBuffer;
  16021. protected _format: Nullable<number>;
  16022. private _delayedOnLoad;
  16023. private _delayedOnError;
  16024. /**
  16025. * Observable triggered once the texture has been loaded.
  16026. */
  16027. onLoadObservable: Observable<Texture>;
  16028. protected _isBlocking: boolean;
  16029. /**
  16030. * Is the texture preventing material to render while loading.
  16031. * If false, a default texture will be used instead of the loading one during the preparation step.
  16032. */
  16033. isBlocking: boolean;
  16034. /**
  16035. * Get the current sampling mode associated with the texture.
  16036. */
  16037. readonly samplingMode: number;
  16038. /**
  16039. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16040. */
  16041. readonly invertY: boolean;
  16042. /**
  16043. * Instantiates a new texture.
  16044. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16045. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16046. * @param url define the url of the picture to load as a texture
  16047. * @param scene define the scene or engine the texture will belong to
  16048. * @param noMipmap define if the texture will require mip maps or not
  16049. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16050. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16051. * @param onLoad define a callback triggered when the texture has been loaded
  16052. * @param onError define a callback triggered when an error occurred during the loading session
  16053. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16054. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16055. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16056. */
  16057. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16058. /**
  16059. * Update the url (and optional buffer) of this texture if url was null during construction.
  16060. * @param url the url of the texture
  16061. * @param buffer the buffer of the texture (defaults to null)
  16062. * @param onLoad callback called when the texture is loaded (defaults to null)
  16063. */
  16064. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16065. /**
  16066. * Finish the loading sequence of a texture flagged as delayed load.
  16067. * @hidden
  16068. */
  16069. delayLoad(): void;
  16070. private _prepareRowForTextureGeneration;
  16071. /**
  16072. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16073. * @returns the transform matrix of the texture.
  16074. */
  16075. getTextureMatrix(): Matrix;
  16076. /**
  16077. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16078. * @returns The reflection texture transform
  16079. */
  16080. getReflectionTextureMatrix(): Matrix;
  16081. /**
  16082. * Clones the texture.
  16083. * @returns the cloned texture
  16084. */
  16085. clone(): Texture;
  16086. /**
  16087. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16088. * @returns The JSON representation of the texture
  16089. */
  16090. serialize(): any;
  16091. /**
  16092. * Get the current class name of the texture useful for serialization or dynamic coding.
  16093. * @returns "Texture"
  16094. */
  16095. getClassName(): string;
  16096. /**
  16097. * Dispose the texture and release its associated resources.
  16098. */
  16099. dispose(): void;
  16100. /**
  16101. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16102. * @param parsedTexture Define the JSON representation of the texture
  16103. * @param scene Define the scene the parsed texture should be instantiated in
  16104. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16105. * @returns The parsed texture if successful
  16106. */
  16107. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16108. /**
  16109. * Creates a texture from its base 64 representation.
  16110. * @param data Define the base64 payload without the data: prefix
  16111. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16112. * @param scene Define the scene the texture should belong to
  16113. * @param noMipmap Forces the texture to not create mip map information if true
  16114. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16115. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16116. * @param onLoad define a callback triggered when the texture has been loaded
  16117. * @param onError define a callback triggered when an error occurred during the loading session
  16118. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16119. * @returns the created texture
  16120. */
  16121. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16122. /**
  16123. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16124. * @param data Define the base64 payload without the data: prefix
  16125. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16126. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16127. * @param scene Define the scene the texture should belong to
  16128. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16129. * @param noMipmap Forces the texture to not create mip map information if true
  16130. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16131. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16132. * @param onLoad define a callback triggered when the texture has been loaded
  16133. * @param onError define a callback triggered when an error occurred during the loading session
  16134. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16135. * @returns the created texture
  16136. */
  16137. 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;
  16138. }
  16139. }
  16140. declare module "babylonjs/PostProcesses/postProcessManager" {
  16141. import { Nullable } from "babylonjs/types";
  16142. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16143. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16144. import { Scene } from "babylonjs/scene";
  16145. /**
  16146. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16147. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16148. */
  16149. export class PostProcessManager {
  16150. private _scene;
  16151. private _indexBuffer;
  16152. private _vertexBuffers;
  16153. /**
  16154. * Creates a new instance PostProcess
  16155. * @param scene The scene that the post process is associated with.
  16156. */
  16157. constructor(scene: Scene);
  16158. private _prepareBuffers;
  16159. private _buildIndexBuffer;
  16160. /**
  16161. * Rebuilds the vertex buffers of the manager.
  16162. * @hidden
  16163. */
  16164. _rebuild(): void;
  16165. /**
  16166. * Prepares a frame to be run through a post process.
  16167. * @param sourceTexture The input texture to the post procesess. (default: null)
  16168. * @param postProcesses An array of post processes to be run. (default: null)
  16169. * @returns True if the post processes were able to be run.
  16170. * @hidden
  16171. */
  16172. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16173. /**
  16174. * Manually render a set of post processes to a texture.
  16175. * @param postProcesses An array of post processes to be run.
  16176. * @param targetTexture The target texture to render to.
  16177. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16178. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16179. * @param lodLevel defines which lod of the texture to render to
  16180. */
  16181. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16182. /**
  16183. * Finalize the result of the output of the postprocesses.
  16184. * @param doNotPresent If true the result will not be displayed to the screen.
  16185. * @param targetTexture The target texture to render to.
  16186. * @param faceIndex The index of the face to bind the target texture to.
  16187. * @param postProcesses The array of post processes to render.
  16188. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16189. * @hidden
  16190. */
  16191. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16192. /**
  16193. * Disposes of the post process manager.
  16194. */
  16195. dispose(): void;
  16196. }
  16197. }
  16198. declare module "babylonjs/Misc/gradients" {
  16199. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16200. /** Interface used by value gradients (color, factor, ...) */
  16201. export interface IValueGradient {
  16202. /**
  16203. * Gets or sets the gradient value (between 0 and 1)
  16204. */
  16205. gradient: number;
  16206. }
  16207. /** Class used to store color4 gradient */
  16208. export class ColorGradient implements IValueGradient {
  16209. /**
  16210. * Gets or sets the gradient value (between 0 and 1)
  16211. */
  16212. gradient: number;
  16213. /**
  16214. * Gets or sets first associated color
  16215. */
  16216. color1: Color4;
  16217. /**
  16218. * Gets or sets second associated color
  16219. */
  16220. color2?: Color4;
  16221. /**
  16222. * Will get a color picked randomly between color1 and color2.
  16223. * If color2 is undefined then color1 will be used
  16224. * @param result defines the target Color4 to store the result in
  16225. */
  16226. getColorToRef(result: Color4): void;
  16227. }
  16228. /** Class used to store color 3 gradient */
  16229. export class Color3Gradient implements IValueGradient {
  16230. /**
  16231. * Gets or sets the gradient value (between 0 and 1)
  16232. */
  16233. gradient: number;
  16234. /**
  16235. * Gets or sets the associated color
  16236. */
  16237. color: Color3;
  16238. }
  16239. /** Class used to store factor gradient */
  16240. export class FactorGradient implements IValueGradient {
  16241. /**
  16242. * Gets or sets the gradient value (between 0 and 1)
  16243. */
  16244. gradient: number;
  16245. /**
  16246. * Gets or sets first associated factor
  16247. */
  16248. factor1: number;
  16249. /**
  16250. * Gets or sets second associated factor
  16251. */
  16252. factor2?: number;
  16253. /**
  16254. * Will get a number picked randomly between factor1 and factor2.
  16255. * If factor2 is undefined then factor1 will be used
  16256. * @returns the picked number
  16257. */
  16258. getFactor(): number;
  16259. }
  16260. /**
  16261. * Helper used to simplify some generic gradient tasks
  16262. */
  16263. export class GradientHelper {
  16264. /**
  16265. * Gets the current gradient from an array of IValueGradient
  16266. * @param ratio defines the current ratio to get
  16267. * @param gradients defines the array of IValueGradient
  16268. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16269. */
  16270. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16271. }
  16272. }
  16273. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16274. import { Scene } from "babylonjs/scene";
  16275. import { ISceneComponent } from "babylonjs/sceneComponent";
  16276. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16277. module "babylonjs/abstractScene" {
  16278. interface AbstractScene {
  16279. /**
  16280. * The list of procedural textures added to the scene
  16281. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16282. */
  16283. proceduralTextures: Array<ProceduralTexture>;
  16284. }
  16285. }
  16286. /**
  16287. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16288. * in a given scene.
  16289. */
  16290. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16291. /**
  16292. * The component name helpfull to identify the component in the list of scene components.
  16293. */
  16294. readonly name: string;
  16295. /**
  16296. * The scene the component belongs to.
  16297. */
  16298. scene: Scene;
  16299. /**
  16300. * Creates a new instance of the component for the given scene
  16301. * @param scene Defines the scene to register the component in
  16302. */
  16303. constructor(scene: Scene);
  16304. /**
  16305. * Registers the component in a given scene
  16306. */
  16307. register(): void;
  16308. /**
  16309. * Rebuilds the elements related to this component in case of
  16310. * context lost for instance.
  16311. */
  16312. rebuild(): void;
  16313. /**
  16314. * Disposes the component and the associated ressources.
  16315. */
  16316. dispose(): void;
  16317. private _beforeClear;
  16318. }
  16319. }
  16320. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16321. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16322. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16323. module "babylonjs/Engines/engine" {
  16324. interface Engine {
  16325. /**
  16326. * Creates a new render target cube texture
  16327. * @param size defines the size of the texture
  16328. * @param options defines the options used to create the texture
  16329. * @returns a new render target cube texture stored in an InternalTexture
  16330. */
  16331. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16332. }
  16333. }
  16334. }
  16335. declare module "babylonjs/Shaders/procedural.vertex" {
  16336. /** @hidden */
  16337. export var proceduralVertexShader: {
  16338. name: string;
  16339. shader: string;
  16340. };
  16341. }
  16342. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16343. import { Observable } from "babylonjs/Misc/observable";
  16344. import { Nullable } from "babylonjs/types";
  16345. import { Scene } from "babylonjs/scene";
  16346. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16347. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16348. import { Effect } from "babylonjs/Materials/effect";
  16349. import { Texture } from "babylonjs/Materials/Textures/texture";
  16350. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16351. import "babylonjs/Shaders/procedural.vertex";
  16352. /**
  16353. * 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.
  16354. * This is the base class of any Procedural texture and contains most of the shareable code.
  16355. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16356. */
  16357. export class ProceduralTexture extends Texture {
  16358. isCube: boolean;
  16359. /**
  16360. * Define if the texture is enabled or not (disabled texture will not render)
  16361. */
  16362. isEnabled: boolean;
  16363. /**
  16364. * Define if the texture must be cleared before rendering (default is true)
  16365. */
  16366. autoClear: boolean;
  16367. /**
  16368. * Callback called when the texture is generated
  16369. */
  16370. onGenerated: () => void;
  16371. /**
  16372. * Event raised when the texture is generated
  16373. */
  16374. onGeneratedObservable: Observable<ProceduralTexture>;
  16375. /** @hidden */
  16376. _generateMipMaps: boolean;
  16377. /** @hidden **/
  16378. _effect: Effect;
  16379. /** @hidden */
  16380. _textures: {
  16381. [key: string]: Texture;
  16382. };
  16383. private _size;
  16384. private _currentRefreshId;
  16385. private _refreshRate;
  16386. private _vertexBuffers;
  16387. private _indexBuffer;
  16388. private _uniforms;
  16389. private _samplers;
  16390. private _fragment;
  16391. private _floats;
  16392. private _ints;
  16393. private _floatsArrays;
  16394. private _colors3;
  16395. private _colors4;
  16396. private _vectors2;
  16397. private _vectors3;
  16398. private _matrices;
  16399. private _fallbackTexture;
  16400. private _fallbackTextureUsed;
  16401. private _engine;
  16402. private _cachedDefines;
  16403. private _contentUpdateId;
  16404. private _contentData;
  16405. /**
  16406. * Instantiates a new procedural texture.
  16407. * 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.
  16408. * This is the base class of any Procedural texture and contains most of the shareable code.
  16409. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16410. * @param name Define the name of the texture
  16411. * @param size Define the size of the texture to create
  16412. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16413. * @param scene Define the scene the texture belongs to
  16414. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16415. * @param generateMipMaps Define if the texture should creates mip maps or not
  16416. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16417. */
  16418. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16419. /**
  16420. * The effect that is created when initializing the post process.
  16421. * @returns The created effect corresponding the the postprocess.
  16422. */
  16423. getEffect(): Effect;
  16424. /**
  16425. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16426. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16427. */
  16428. getContent(): Nullable<ArrayBufferView>;
  16429. private _createIndexBuffer;
  16430. /** @hidden */
  16431. _rebuild(): void;
  16432. /**
  16433. * Resets the texture in order to recreate its associated resources.
  16434. * This can be called in case of context loss
  16435. */
  16436. reset(): void;
  16437. protected _getDefines(): string;
  16438. /**
  16439. * Is the texture ready to be used ? (rendered at least once)
  16440. * @returns true if ready, otherwise, false.
  16441. */
  16442. isReady(): boolean;
  16443. /**
  16444. * Resets the refresh counter of the texture and start bak from scratch.
  16445. * Could be useful to regenerate the texture if it is setup to render only once.
  16446. */
  16447. resetRefreshCounter(): void;
  16448. /**
  16449. * Set the fragment shader to use in order to render the texture.
  16450. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16451. */
  16452. setFragment(fragment: any): void;
  16453. /**
  16454. * Define the refresh rate of the texture or the rendering frequency.
  16455. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16456. */
  16457. refreshRate: number;
  16458. /** @hidden */
  16459. _shouldRender(): boolean;
  16460. /**
  16461. * Get the size the texture is rendering at.
  16462. * @returns the size (texture is always squared)
  16463. */
  16464. getRenderSize(): number;
  16465. /**
  16466. * Resize the texture to new value.
  16467. * @param size Define the new size the texture should have
  16468. * @param generateMipMaps Define whether the new texture should create mip maps
  16469. */
  16470. resize(size: number, generateMipMaps: boolean): void;
  16471. private _checkUniform;
  16472. /**
  16473. * Set a texture in the shader program used to render.
  16474. * @param name Define the name of the uniform samplers as defined in the shader
  16475. * @param texture Define the texture to bind to this sampler
  16476. * @return the texture itself allowing "fluent" like uniform updates
  16477. */
  16478. setTexture(name: string, texture: Texture): ProceduralTexture;
  16479. /**
  16480. * Set a float in the shader.
  16481. * @param name Define the name of the uniform as defined in the shader
  16482. * @param value Define the value to give to the uniform
  16483. * @return the texture itself allowing "fluent" like uniform updates
  16484. */
  16485. setFloat(name: string, value: number): ProceduralTexture;
  16486. /**
  16487. * Set a int in the shader.
  16488. * @param name Define the name of the uniform as defined in the shader
  16489. * @param value Define the value to give to the uniform
  16490. * @return the texture itself allowing "fluent" like uniform updates
  16491. */
  16492. setInt(name: string, value: number): ProceduralTexture;
  16493. /**
  16494. * Set an array of floats in the shader.
  16495. * @param name Define the name of the uniform as defined in the shader
  16496. * @param value Define the value to give to the uniform
  16497. * @return the texture itself allowing "fluent" like uniform updates
  16498. */
  16499. setFloats(name: string, value: number[]): ProceduralTexture;
  16500. /**
  16501. * Set a vec3 in the shader from a Color3.
  16502. * @param name Define the name of the uniform as defined in the shader
  16503. * @param value Define the value to give to the uniform
  16504. * @return the texture itself allowing "fluent" like uniform updates
  16505. */
  16506. setColor3(name: string, value: Color3): ProceduralTexture;
  16507. /**
  16508. * Set a vec4 in the shader from a Color4.
  16509. * @param name Define the name of the uniform as defined in the shader
  16510. * @param value Define the value to give to the uniform
  16511. * @return the texture itself allowing "fluent" like uniform updates
  16512. */
  16513. setColor4(name: string, value: Color4): ProceduralTexture;
  16514. /**
  16515. * Set a vec2 in the shader from a Vector2.
  16516. * @param name Define the name of the uniform as defined in the shader
  16517. * @param value Define the value to give to the uniform
  16518. * @return the texture itself allowing "fluent" like uniform updates
  16519. */
  16520. setVector2(name: string, value: Vector2): ProceduralTexture;
  16521. /**
  16522. * Set a vec3 in the shader from a Vector3.
  16523. * @param name Define the name of the uniform as defined in the shader
  16524. * @param value Define the value to give to the uniform
  16525. * @return the texture itself allowing "fluent" like uniform updates
  16526. */
  16527. setVector3(name: string, value: Vector3): ProceduralTexture;
  16528. /**
  16529. * Set a mat4 in the shader from a MAtrix.
  16530. * @param name Define the name of the uniform as defined in the shader
  16531. * @param value Define the value to give to the uniform
  16532. * @return the texture itself allowing "fluent" like uniform updates
  16533. */
  16534. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16535. /**
  16536. * Render the texture to its associated render target.
  16537. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16538. */
  16539. render(useCameraPostProcess?: boolean): void;
  16540. /**
  16541. * Clone the texture.
  16542. * @returns the cloned texture
  16543. */
  16544. clone(): ProceduralTexture;
  16545. /**
  16546. * Dispose the texture and release its asoociated resources.
  16547. */
  16548. dispose(): void;
  16549. }
  16550. }
  16551. declare module "babylonjs/Particles/baseParticleSystem" {
  16552. import { Nullable } from "babylonjs/types";
  16553. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16554. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16555. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16556. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16557. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16558. import { Scene } from "babylonjs/scene";
  16559. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16560. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16561. import { Texture } from "babylonjs/Materials/Textures/texture";
  16562. import { Color4 } from "babylonjs/Maths/math.color";
  16563. import { Animation } from "babylonjs/Animations/animation";
  16564. /**
  16565. * This represents the base class for particle system in Babylon.
  16566. * 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.
  16567. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16568. * @example https://doc.babylonjs.com/babylon101/particles
  16569. */
  16570. export class BaseParticleSystem {
  16571. /**
  16572. * Source color is added to the destination color without alpha affecting the result
  16573. */
  16574. static BLENDMODE_ONEONE: number;
  16575. /**
  16576. * Blend current color and particle color using particle’s alpha
  16577. */
  16578. static BLENDMODE_STANDARD: number;
  16579. /**
  16580. * Add current color and particle color multiplied by particle’s alpha
  16581. */
  16582. static BLENDMODE_ADD: number;
  16583. /**
  16584. * Multiply current color with particle color
  16585. */
  16586. static BLENDMODE_MULTIPLY: number;
  16587. /**
  16588. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16589. */
  16590. static BLENDMODE_MULTIPLYADD: number;
  16591. /**
  16592. * List of animations used by the particle system.
  16593. */
  16594. animations: Animation[];
  16595. /**
  16596. * The id of the Particle system.
  16597. */
  16598. id: string;
  16599. /**
  16600. * The friendly name of the Particle system.
  16601. */
  16602. name: string;
  16603. /**
  16604. * The rendering group used by the Particle system to chose when to render.
  16605. */
  16606. renderingGroupId: number;
  16607. /**
  16608. * The emitter represents the Mesh or position we are attaching the particle system to.
  16609. */
  16610. emitter: Nullable<AbstractMesh | Vector3>;
  16611. /**
  16612. * The maximum number of particles to emit per frame
  16613. */
  16614. emitRate: number;
  16615. /**
  16616. * If you want to launch only a few particles at once, that can be done, as well.
  16617. */
  16618. manualEmitCount: number;
  16619. /**
  16620. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16621. */
  16622. updateSpeed: number;
  16623. /**
  16624. * The amount of time the particle system is running (depends of the overall update speed).
  16625. */
  16626. targetStopDuration: number;
  16627. /**
  16628. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16629. */
  16630. disposeOnStop: boolean;
  16631. /**
  16632. * Minimum power of emitting particles.
  16633. */
  16634. minEmitPower: number;
  16635. /**
  16636. * Maximum power of emitting particles.
  16637. */
  16638. maxEmitPower: number;
  16639. /**
  16640. * Minimum life time of emitting particles.
  16641. */
  16642. minLifeTime: number;
  16643. /**
  16644. * Maximum life time of emitting particles.
  16645. */
  16646. maxLifeTime: number;
  16647. /**
  16648. * Minimum Size of emitting particles.
  16649. */
  16650. minSize: number;
  16651. /**
  16652. * Maximum Size of emitting particles.
  16653. */
  16654. maxSize: number;
  16655. /**
  16656. * Minimum scale of emitting particles on X axis.
  16657. */
  16658. minScaleX: number;
  16659. /**
  16660. * Maximum scale of emitting particles on X axis.
  16661. */
  16662. maxScaleX: number;
  16663. /**
  16664. * Minimum scale of emitting particles on Y axis.
  16665. */
  16666. minScaleY: number;
  16667. /**
  16668. * Maximum scale of emitting particles on Y axis.
  16669. */
  16670. maxScaleY: number;
  16671. /**
  16672. * Gets or sets the minimal initial rotation in radians.
  16673. */
  16674. minInitialRotation: number;
  16675. /**
  16676. * Gets or sets the maximal initial rotation in radians.
  16677. */
  16678. maxInitialRotation: number;
  16679. /**
  16680. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16681. */
  16682. minAngularSpeed: number;
  16683. /**
  16684. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16685. */
  16686. maxAngularSpeed: number;
  16687. /**
  16688. * The texture used to render each particle. (this can be a spritesheet)
  16689. */
  16690. particleTexture: Nullable<Texture>;
  16691. /**
  16692. * The layer mask we are rendering the particles through.
  16693. */
  16694. layerMask: number;
  16695. /**
  16696. * This can help using your own shader to render the particle system.
  16697. * The according effect will be created
  16698. */
  16699. customShader: any;
  16700. /**
  16701. * By default particle system starts as soon as they are created. This prevents the
  16702. * automatic start to happen and let you decide when to start emitting particles.
  16703. */
  16704. preventAutoStart: boolean;
  16705. private _noiseTexture;
  16706. /**
  16707. * Gets or sets a texture used to add random noise to particle positions
  16708. */
  16709. noiseTexture: Nullable<ProceduralTexture>;
  16710. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16711. noiseStrength: Vector3;
  16712. /**
  16713. * Callback triggered when the particle animation is ending.
  16714. */
  16715. onAnimationEnd: Nullable<() => void>;
  16716. /**
  16717. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16718. */
  16719. blendMode: number;
  16720. /**
  16721. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16722. * to override the particles.
  16723. */
  16724. forceDepthWrite: boolean;
  16725. /** 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 */
  16726. preWarmCycles: number;
  16727. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16728. preWarmStepOffset: number;
  16729. /**
  16730. * 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)
  16731. */
  16732. spriteCellChangeSpeed: number;
  16733. /**
  16734. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16735. */
  16736. startSpriteCellID: number;
  16737. /**
  16738. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16739. */
  16740. endSpriteCellID: number;
  16741. /**
  16742. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16743. */
  16744. spriteCellWidth: number;
  16745. /**
  16746. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16747. */
  16748. spriteCellHeight: number;
  16749. /**
  16750. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16751. */
  16752. spriteRandomStartCell: boolean;
  16753. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16754. translationPivot: Vector2;
  16755. /** @hidden */
  16756. protected _isAnimationSheetEnabled: boolean;
  16757. /**
  16758. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16759. */
  16760. beginAnimationOnStart: boolean;
  16761. /**
  16762. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16763. */
  16764. beginAnimationFrom: number;
  16765. /**
  16766. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16767. */
  16768. beginAnimationTo: number;
  16769. /**
  16770. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16771. */
  16772. beginAnimationLoop: boolean;
  16773. /**
  16774. * Gets or sets a world offset applied to all particles
  16775. */
  16776. worldOffset: Vector3;
  16777. /**
  16778. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16779. */
  16780. isAnimationSheetEnabled: boolean;
  16781. /**
  16782. * Get hosting scene
  16783. * @returns the scene
  16784. */
  16785. getScene(): Scene;
  16786. /**
  16787. * You can use gravity if you want to give an orientation to your particles.
  16788. */
  16789. gravity: Vector3;
  16790. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16791. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16792. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16793. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16794. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16795. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16796. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16797. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16798. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16799. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16800. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16801. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16802. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16803. /**
  16804. * Defines the delay in milliseconds before starting the system (0 by default)
  16805. */
  16806. startDelay: number;
  16807. /**
  16808. * Gets the current list of drag gradients.
  16809. * You must use addDragGradient and removeDragGradient to udpate this list
  16810. * @returns the list of drag gradients
  16811. */
  16812. getDragGradients(): Nullable<Array<FactorGradient>>;
  16813. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16814. limitVelocityDamping: number;
  16815. /**
  16816. * Gets the current list of limit velocity gradients.
  16817. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16818. * @returns the list of limit velocity gradients
  16819. */
  16820. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16821. /**
  16822. * Gets the current list of color gradients.
  16823. * You must use addColorGradient and removeColorGradient to udpate this list
  16824. * @returns the list of color gradients
  16825. */
  16826. getColorGradients(): Nullable<Array<ColorGradient>>;
  16827. /**
  16828. * Gets the current list of size gradients.
  16829. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16830. * @returns the list of size gradients
  16831. */
  16832. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16833. /**
  16834. * Gets the current list of color remap gradients.
  16835. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16836. * @returns the list of color remap gradients
  16837. */
  16838. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16839. /**
  16840. * Gets the current list of alpha remap gradients.
  16841. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16842. * @returns the list of alpha remap gradients
  16843. */
  16844. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16845. /**
  16846. * Gets the current list of life time gradients.
  16847. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16848. * @returns the list of life time gradients
  16849. */
  16850. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16851. /**
  16852. * Gets the current list of angular speed gradients.
  16853. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16854. * @returns the list of angular speed gradients
  16855. */
  16856. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16857. /**
  16858. * Gets the current list of velocity gradients.
  16859. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16860. * @returns the list of velocity gradients
  16861. */
  16862. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16863. /**
  16864. * Gets the current list of start size gradients.
  16865. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16866. * @returns the list of start size gradients
  16867. */
  16868. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16869. /**
  16870. * Gets the current list of emit rate gradients.
  16871. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16872. * @returns the list of emit rate gradients
  16873. */
  16874. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16875. /**
  16876. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16877. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16878. */
  16879. direction1: Vector3;
  16880. /**
  16881. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16882. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16883. */
  16884. direction2: Vector3;
  16885. /**
  16886. * 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.
  16887. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16888. */
  16889. minEmitBox: Vector3;
  16890. /**
  16891. * 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.
  16892. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16893. */
  16894. maxEmitBox: Vector3;
  16895. /**
  16896. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16897. */
  16898. color1: Color4;
  16899. /**
  16900. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16901. */
  16902. color2: Color4;
  16903. /**
  16904. * Color the particle will have at the end of its lifetime
  16905. */
  16906. colorDead: Color4;
  16907. /**
  16908. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16909. */
  16910. textureMask: Color4;
  16911. /**
  16912. * The particle emitter type defines the emitter used by the particle system.
  16913. * It can be for example box, sphere, or cone...
  16914. */
  16915. particleEmitterType: IParticleEmitterType;
  16916. /** @hidden */
  16917. _isSubEmitter: boolean;
  16918. /**
  16919. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16920. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16921. */
  16922. billboardMode: number;
  16923. protected _isBillboardBased: boolean;
  16924. /**
  16925. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16926. */
  16927. isBillboardBased: boolean;
  16928. /**
  16929. * The scene the particle system belongs to.
  16930. */
  16931. protected _scene: Scene;
  16932. /**
  16933. * Local cache of defines for image processing.
  16934. */
  16935. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16936. /**
  16937. * Default configuration related to image processing available in the standard Material.
  16938. */
  16939. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16940. /**
  16941. * Gets the image processing configuration used either in this material.
  16942. */
  16943. /**
  16944. * Sets the Default image processing configuration used either in the this material.
  16945. *
  16946. * If sets to null, the scene one is in use.
  16947. */
  16948. imageProcessingConfiguration: ImageProcessingConfiguration;
  16949. /**
  16950. * Attaches a new image processing configuration to the Standard Material.
  16951. * @param configuration
  16952. */
  16953. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16954. /** @hidden */
  16955. protected _reset(): void;
  16956. /** @hidden */
  16957. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16958. /**
  16959. * Instantiates a particle system.
  16960. * 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.
  16961. * @param name The name of the particle system
  16962. */
  16963. constructor(name: string);
  16964. /**
  16965. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16966. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16967. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16968. * @returns the emitter
  16969. */
  16970. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16971. /**
  16972. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16973. * @param radius The radius of the hemisphere to emit from
  16974. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16975. * @returns the emitter
  16976. */
  16977. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16978. /**
  16979. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16980. * @param radius The radius of the sphere to emit from
  16981. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16982. * @returns the emitter
  16983. */
  16984. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16985. /**
  16986. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16987. * @param radius The radius of the sphere to emit from
  16988. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16989. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16990. * @returns the emitter
  16991. */
  16992. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16993. /**
  16994. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16995. * @param radius The radius of the emission cylinder
  16996. * @param height The height of the emission cylinder
  16997. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16998. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16999. * @returns the emitter
  17000. */
  17001. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17002. /**
  17003. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17004. * @param radius The radius of the cylinder to emit from
  17005. * @param height The height of the emission cylinder
  17006. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17009. * @returns the emitter
  17010. */
  17011. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17012. /**
  17013. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17014. * @param radius The radius of the cone to emit from
  17015. * @param angle The base angle of the cone
  17016. * @returns the emitter
  17017. */
  17018. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17019. /**
  17020. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17021. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17022. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17023. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17024. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17025. * @returns the emitter
  17026. */
  17027. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17028. }
  17029. }
  17030. declare module "babylonjs/Particles/subEmitter" {
  17031. import { Scene } from "babylonjs/scene";
  17032. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17033. /**
  17034. * Type of sub emitter
  17035. */
  17036. export enum SubEmitterType {
  17037. /**
  17038. * Attached to the particle over it's lifetime
  17039. */
  17040. ATTACHED = 0,
  17041. /**
  17042. * Created when the particle dies
  17043. */
  17044. END = 1
  17045. }
  17046. /**
  17047. * Sub emitter class used to emit particles from an existing particle
  17048. */
  17049. export class SubEmitter {
  17050. /**
  17051. * the particle system to be used by the sub emitter
  17052. */
  17053. particleSystem: ParticleSystem;
  17054. /**
  17055. * Type of the submitter (Default: END)
  17056. */
  17057. type: SubEmitterType;
  17058. /**
  17059. * 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)
  17060. * Note: This only is supported when using an emitter of type Mesh
  17061. */
  17062. inheritDirection: boolean;
  17063. /**
  17064. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17065. */
  17066. inheritedVelocityAmount: number;
  17067. /**
  17068. * Creates a sub emitter
  17069. * @param particleSystem the particle system to be used by the sub emitter
  17070. */
  17071. constructor(
  17072. /**
  17073. * the particle system to be used by the sub emitter
  17074. */
  17075. particleSystem: ParticleSystem);
  17076. /**
  17077. * Clones the sub emitter
  17078. * @returns the cloned sub emitter
  17079. */
  17080. clone(): SubEmitter;
  17081. /**
  17082. * Serialize current object to a JSON object
  17083. * @returns the serialized object
  17084. */
  17085. serialize(): any;
  17086. /** @hidden */
  17087. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17088. /**
  17089. * Creates a new SubEmitter from a serialized JSON version
  17090. * @param serializationObject defines the JSON object to read from
  17091. * @param scene defines the hosting scene
  17092. * @param rootUrl defines the rootUrl for data loading
  17093. * @returns a new SubEmitter
  17094. */
  17095. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17096. /** Release associated resources */
  17097. dispose(): void;
  17098. }
  17099. }
  17100. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17101. /** @hidden */
  17102. export var clipPlaneFragmentDeclaration: {
  17103. name: string;
  17104. shader: string;
  17105. };
  17106. }
  17107. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17108. /** @hidden */
  17109. export var imageProcessingDeclaration: {
  17110. name: string;
  17111. shader: string;
  17112. };
  17113. }
  17114. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17115. /** @hidden */
  17116. export var imageProcessingFunctions: {
  17117. name: string;
  17118. shader: string;
  17119. };
  17120. }
  17121. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17122. /** @hidden */
  17123. export var clipPlaneFragment: {
  17124. name: string;
  17125. shader: string;
  17126. };
  17127. }
  17128. declare module "babylonjs/Shaders/particles.fragment" {
  17129. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17130. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17131. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17132. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17133. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17134. /** @hidden */
  17135. export var particlesPixelShader: {
  17136. name: string;
  17137. shader: string;
  17138. };
  17139. }
  17140. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17141. /** @hidden */
  17142. export var clipPlaneVertexDeclaration: {
  17143. name: string;
  17144. shader: string;
  17145. };
  17146. }
  17147. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17148. /** @hidden */
  17149. export var clipPlaneVertex: {
  17150. name: string;
  17151. shader: string;
  17152. };
  17153. }
  17154. declare module "babylonjs/Shaders/particles.vertex" {
  17155. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17156. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17157. /** @hidden */
  17158. export var particlesVertexShader: {
  17159. name: string;
  17160. shader: string;
  17161. };
  17162. }
  17163. declare module "babylonjs/Particles/particleSystem" {
  17164. import { Nullable } from "babylonjs/types";
  17165. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17166. import { Observable } from "babylonjs/Misc/observable";
  17167. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17168. import { Effect } from "babylonjs/Materials/effect";
  17169. import { Scene, IDisposable } from "babylonjs/scene";
  17170. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17171. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17172. import { Particle } from "babylonjs/Particles/particle";
  17173. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17174. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17175. import "babylonjs/Shaders/particles.fragment";
  17176. import "babylonjs/Shaders/particles.vertex";
  17177. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17178. /**
  17179. * This represents a particle system in Babylon.
  17180. * 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.
  17181. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17182. * @example https://doc.babylonjs.com/babylon101/particles
  17183. */
  17184. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17185. /**
  17186. * Billboard mode will only apply to Y axis
  17187. */
  17188. static readonly BILLBOARDMODE_Y: number;
  17189. /**
  17190. * Billboard mode will apply to all axes
  17191. */
  17192. static readonly BILLBOARDMODE_ALL: number;
  17193. /**
  17194. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17195. */
  17196. static readonly BILLBOARDMODE_STRETCHED: number;
  17197. /**
  17198. * This function can be defined to provide custom update for active particles.
  17199. * This function will be called instead of regular update (age, position, color, etc.).
  17200. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17201. */
  17202. updateFunction: (particles: Particle[]) => void;
  17203. private _emitterWorldMatrix;
  17204. /**
  17205. * This function can be defined to specify initial direction for every new particle.
  17206. * It by default use the emitterType defined function
  17207. */
  17208. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17209. /**
  17210. * This function can be defined to specify initial position for every new particle.
  17211. * It by default use the emitterType defined function
  17212. */
  17213. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17214. /**
  17215. * @hidden
  17216. */
  17217. _inheritedVelocityOffset: Vector3;
  17218. /**
  17219. * An event triggered when the system is disposed
  17220. */
  17221. onDisposeObservable: Observable<ParticleSystem>;
  17222. private _onDisposeObserver;
  17223. /**
  17224. * Sets a callback that will be triggered when the system is disposed
  17225. */
  17226. onDispose: () => void;
  17227. private _particles;
  17228. private _epsilon;
  17229. private _capacity;
  17230. private _stockParticles;
  17231. private _newPartsExcess;
  17232. private _vertexData;
  17233. private _vertexBuffer;
  17234. private _vertexBuffers;
  17235. private _spriteBuffer;
  17236. private _indexBuffer;
  17237. private _effect;
  17238. private _customEffect;
  17239. private _cachedDefines;
  17240. private _scaledColorStep;
  17241. private _colorDiff;
  17242. private _scaledDirection;
  17243. private _scaledGravity;
  17244. private _currentRenderId;
  17245. private _alive;
  17246. private _useInstancing;
  17247. private _started;
  17248. private _stopped;
  17249. private _actualFrame;
  17250. private _scaledUpdateSpeed;
  17251. private _vertexBufferSize;
  17252. /** @hidden */
  17253. _currentEmitRateGradient: Nullable<FactorGradient>;
  17254. /** @hidden */
  17255. _currentEmitRate1: number;
  17256. /** @hidden */
  17257. _currentEmitRate2: number;
  17258. /** @hidden */
  17259. _currentStartSizeGradient: Nullable<FactorGradient>;
  17260. /** @hidden */
  17261. _currentStartSize1: number;
  17262. /** @hidden */
  17263. _currentStartSize2: number;
  17264. private readonly _rawTextureWidth;
  17265. private _rampGradientsTexture;
  17266. private _useRampGradients;
  17267. /** Gets or sets a boolean indicating that ramp gradients must be used
  17268. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17269. */
  17270. useRampGradients: boolean;
  17271. /**
  17272. * 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.
  17273. * 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: [])
  17274. */
  17275. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17276. private _subEmitters;
  17277. /**
  17278. * @hidden
  17279. * If the particle systems emitter should be disposed when the particle system is disposed
  17280. */
  17281. _disposeEmitterOnDispose: boolean;
  17282. /**
  17283. * The current active Sub-systems, this property is used by the root particle system only.
  17284. */
  17285. activeSubSystems: Array<ParticleSystem>;
  17286. private _rootParticleSystem;
  17287. /**
  17288. * Gets the current list of active particles
  17289. */
  17290. readonly particles: Particle[];
  17291. /**
  17292. * Returns the string "ParticleSystem"
  17293. * @returns a string containing the class name
  17294. */
  17295. getClassName(): string;
  17296. /**
  17297. * Instantiates a particle system.
  17298. * 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.
  17299. * @param name The name of the particle system
  17300. * @param capacity The max number of particles alive at the same time
  17301. * @param scene The scene the particle system belongs to
  17302. * @param customEffect a custom effect used to change the way particles are rendered by default
  17303. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17304. * @param epsilon Offset used to render the particles
  17305. */
  17306. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17307. private _addFactorGradient;
  17308. private _removeFactorGradient;
  17309. /**
  17310. * Adds a new life time gradient
  17311. * @param gradient defines the gradient to use (between 0 and 1)
  17312. * @param factor defines the life time factor to affect to the specified gradient
  17313. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17314. * @returns the current particle system
  17315. */
  17316. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17317. /**
  17318. * Remove a specific life time gradient
  17319. * @param gradient defines the gradient to remove
  17320. * @returns the current particle system
  17321. */
  17322. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17323. /**
  17324. * Adds a new size gradient
  17325. * @param gradient defines the gradient to use (between 0 and 1)
  17326. * @param factor defines the size factor to affect to the specified gradient
  17327. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17328. * @returns the current particle system
  17329. */
  17330. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17331. /**
  17332. * Remove a specific size gradient
  17333. * @param gradient defines the gradient to remove
  17334. * @returns the current particle system
  17335. */
  17336. removeSizeGradient(gradient: number): IParticleSystem;
  17337. /**
  17338. * Adds a new color remap gradient
  17339. * @param gradient defines the gradient to use (between 0 and 1)
  17340. * @param min defines the color remap minimal range
  17341. * @param max defines the color remap maximal range
  17342. * @returns the current particle system
  17343. */
  17344. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17345. /**
  17346. * Remove a specific color remap gradient
  17347. * @param gradient defines the gradient to remove
  17348. * @returns the current particle system
  17349. */
  17350. removeColorRemapGradient(gradient: number): IParticleSystem;
  17351. /**
  17352. * Adds a new alpha remap gradient
  17353. * @param gradient defines the gradient to use (between 0 and 1)
  17354. * @param min defines the alpha remap minimal range
  17355. * @param max defines the alpha remap maximal range
  17356. * @returns the current particle system
  17357. */
  17358. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17359. /**
  17360. * Remove a specific alpha remap gradient
  17361. * @param gradient defines the gradient to remove
  17362. * @returns the current particle system
  17363. */
  17364. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17365. /**
  17366. * Adds a new angular speed gradient
  17367. * @param gradient defines the gradient to use (between 0 and 1)
  17368. * @param factor defines the angular speed to affect to the specified gradient
  17369. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17370. * @returns the current particle system
  17371. */
  17372. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17373. /**
  17374. * Remove a specific angular speed gradient
  17375. * @param gradient defines the gradient to remove
  17376. * @returns the current particle system
  17377. */
  17378. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17379. /**
  17380. * Adds a new velocity gradient
  17381. * @param gradient defines the gradient to use (between 0 and 1)
  17382. * @param factor defines the velocity to affect to the specified gradient
  17383. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17384. * @returns the current particle system
  17385. */
  17386. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17387. /**
  17388. * Remove a specific velocity gradient
  17389. * @param gradient defines the gradient to remove
  17390. * @returns the current particle system
  17391. */
  17392. removeVelocityGradient(gradient: number): IParticleSystem;
  17393. /**
  17394. * Adds a new limit velocity gradient
  17395. * @param gradient defines the gradient to use (between 0 and 1)
  17396. * @param factor defines the limit velocity value to affect to the specified gradient
  17397. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17398. * @returns the current particle system
  17399. */
  17400. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17401. /**
  17402. * Remove a specific limit velocity gradient
  17403. * @param gradient defines the gradient to remove
  17404. * @returns the current particle system
  17405. */
  17406. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17407. /**
  17408. * Adds a new drag gradient
  17409. * @param gradient defines the gradient to use (between 0 and 1)
  17410. * @param factor defines the drag value to affect to the specified gradient
  17411. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17412. * @returns the current particle system
  17413. */
  17414. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17415. /**
  17416. * Remove a specific drag gradient
  17417. * @param gradient defines the gradient to remove
  17418. * @returns the current particle system
  17419. */
  17420. removeDragGradient(gradient: number): IParticleSystem;
  17421. /**
  17422. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17423. * @param gradient defines the gradient to use (between 0 and 1)
  17424. * @param factor defines the emit rate value to affect to the specified gradient
  17425. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17426. * @returns the current particle system
  17427. */
  17428. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17429. /**
  17430. * Remove a specific emit rate gradient
  17431. * @param gradient defines the gradient to remove
  17432. * @returns the current particle system
  17433. */
  17434. removeEmitRateGradient(gradient: number): IParticleSystem;
  17435. /**
  17436. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17437. * @param gradient defines the gradient to use (between 0 and 1)
  17438. * @param factor defines the start size value to affect to the specified gradient
  17439. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17440. * @returns the current particle system
  17441. */
  17442. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17443. /**
  17444. * Remove a specific start size gradient
  17445. * @param gradient defines the gradient to remove
  17446. * @returns the current particle system
  17447. */
  17448. removeStartSizeGradient(gradient: number): IParticleSystem;
  17449. private _createRampGradientTexture;
  17450. /**
  17451. * Gets the current list of ramp gradients.
  17452. * You must use addRampGradient and removeRampGradient to udpate this list
  17453. * @returns the list of ramp gradients
  17454. */
  17455. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17456. /**
  17457. * Adds a new ramp gradient used to remap particle colors
  17458. * @param gradient defines the gradient to use (between 0 and 1)
  17459. * @param color defines the color to affect to the specified gradient
  17460. * @returns the current particle system
  17461. */
  17462. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17463. /**
  17464. * Remove a specific ramp gradient
  17465. * @param gradient defines the gradient to remove
  17466. * @returns the current particle system
  17467. */
  17468. removeRampGradient(gradient: number): ParticleSystem;
  17469. /**
  17470. * Adds a new color gradient
  17471. * @param gradient defines the gradient to use (between 0 and 1)
  17472. * @param color1 defines the color to affect to the specified gradient
  17473. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17474. * @returns this particle system
  17475. */
  17476. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17477. /**
  17478. * Remove a specific color gradient
  17479. * @param gradient defines the gradient to remove
  17480. * @returns this particle system
  17481. */
  17482. removeColorGradient(gradient: number): IParticleSystem;
  17483. private _fetchR;
  17484. protected _reset(): void;
  17485. private _resetEffect;
  17486. private _createVertexBuffers;
  17487. private _createIndexBuffer;
  17488. /**
  17489. * Gets the maximum number of particles active at the same time.
  17490. * @returns The max number of active particles.
  17491. */
  17492. getCapacity(): number;
  17493. /**
  17494. * Gets whether there are still active particles in the system.
  17495. * @returns True if it is alive, otherwise false.
  17496. */
  17497. isAlive(): boolean;
  17498. /**
  17499. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17500. * @returns True if it has been started, otherwise false.
  17501. */
  17502. isStarted(): boolean;
  17503. private _prepareSubEmitterInternalArray;
  17504. /**
  17505. * Starts the particle system and begins to emit
  17506. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17507. */
  17508. start(delay?: number): void;
  17509. /**
  17510. * Stops the particle system.
  17511. * @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.
  17512. */
  17513. stop(stopSubEmitters?: boolean): void;
  17514. /**
  17515. * Remove all active particles
  17516. */
  17517. reset(): void;
  17518. /**
  17519. * @hidden (for internal use only)
  17520. */
  17521. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17522. /**
  17523. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17524. * Its lifetime will start back at 0.
  17525. */
  17526. recycleParticle: (particle: Particle) => void;
  17527. private _stopSubEmitters;
  17528. private _createParticle;
  17529. private _removeFromRoot;
  17530. private _emitFromParticle;
  17531. private _update;
  17532. /** @hidden */
  17533. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17534. /** @hidden */
  17535. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17536. /** @hidden */
  17537. private _getEffect;
  17538. /**
  17539. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17540. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17541. */
  17542. animate(preWarmOnly?: boolean): void;
  17543. private _appendParticleVertices;
  17544. /**
  17545. * Rebuilds the particle system.
  17546. */
  17547. rebuild(): void;
  17548. /**
  17549. * Is this system ready to be used/rendered
  17550. * @return true if the system is ready
  17551. */
  17552. isReady(): boolean;
  17553. private _render;
  17554. /**
  17555. * Renders the particle system in its current state.
  17556. * @returns the current number of particles
  17557. */
  17558. render(): number;
  17559. /**
  17560. * Disposes the particle system and free the associated resources
  17561. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17562. */
  17563. dispose(disposeTexture?: boolean): void;
  17564. /**
  17565. * Clones the particle system.
  17566. * @param name The name of the cloned object
  17567. * @param newEmitter The new emitter to use
  17568. * @returns the cloned particle system
  17569. */
  17570. clone(name: string, newEmitter: any): ParticleSystem;
  17571. /**
  17572. * Serializes the particle system to a JSON object.
  17573. * @returns the JSON object
  17574. */
  17575. serialize(): any;
  17576. /** @hidden */
  17577. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17578. /** @hidden */
  17579. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17580. /**
  17581. * Parses a JSON object to create a particle system.
  17582. * @param parsedParticleSystem The JSON object to parse
  17583. * @param scene The scene to create the particle system in
  17584. * @param rootUrl The root url to use to load external dependencies like texture
  17585. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17586. * @returns the Parsed particle system
  17587. */
  17588. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17589. }
  17590. }
  17591. declare module "babylonjs/Particles/particle" {
  17592. import { Nullable } from "babylonjs/types";
  17593. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17594. import { Color4 } from "babylonjs/Maths/math.color";
  17595. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17596. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17597. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17598. /**
  17599. * A particle represents one of the element emitted by a particle system.
  17600. * This is mainly define by its coordinates, direction, velocity and age.
  17601. */
  17602. export class Particle {
  17603. /**
  17604. * The particle system the particle belongs to.
  17605. */
  17606. particleSystem: ParticleSystem;
  17607. private static _Count;
  17608. /**
  17609. * Unique ID of the particle
  17610. */
  17611. id: number;
  17612. /**
  17613. * The world position of the particle in the scene.
  17614. */
  17615. position: Vector3;
  17616. /**
  17617. * The world direction of the particle in the scene.
  17618. */
  17619. direction: Vector3;
  17620. /**
  17621. * The color of the particle.
  17622. */
  17623. color: Color4;
  17624. /**
  17625. * The color change of the particle per step.
  17626. */
  17627. colorStep: Color4;
  17628. /**
  17629. * Defines how long will the life of the particle be.
  17630. */
  17631. lifeTime: number;
  17632. /**
  17633. * The current age of the particle.
  17634. */
  17635. age: number;
  17636. /**
  17637. * The current size of the particle.
  17638. */
  17639. size: number;
  17640. /**
  17641. * The current scale of the particle.
  17642. */
  17643. scale: Vector2;
  17644. /**
  17645. * The current angle of the particle.
  17646. */
  17647. angle: number;
  17648. /**
  17649. * Defines how fast is the angle changing.
  17650. */
  17651. angularSpeed: number;
  17652. /**
  17653. * Defines the cell index used by the particle to be rendered from a sprite.
  17654. */
  17655. cellIndex: number;
  17656. /**
  17657. * The information required to support color remapping
  17658. */
  17659. remapData: Vector4;
  17660. /** @hidden */
  17661. _randomCellOffset?: number;
  17662. /** @hidden */
  17663. _initialDirection: Nullable<Vector3>;
  17664. /** @hidden */
  17665. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17666. /** @hidden */
  17667. _initialStartSpriteCellID: number;
  17668. /** @hidden */
  17669. _initialEndSpriteCellID: number;
  17670. /** @hidden */
  17671. _currentColorGradient: Nullable<ColorGradient>;
  17672. /** @hidden */
  17673. _currentColor1: Color4;
  17674. /** @hidden */
  17675. _currentColor2: Color4;
  17676. /** @hidden */
  17677. _currentSizeGradient: Nullable<FactorGradient>;
  17678. /** @hidden */
  17679. _currentSize1: number;
  17680. /** @hidden */
  17681. _currentSize2: number;
  17682. /** @hidden */
  17683. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17684. /** @hidden */
  17685. _currentAngularSpeed1: number;
  17686. /** @hidden */
  17687. _currentAngularSpeed2: number;
  17688. /** @hidden */
  17689. _currentVelocityGradient: Nullable<FactorGradient>;
  17690. /** @hidden */
  17691. _currentVelocity1: number;
  17692. /** @hidden */
  17693. _currentVelocity2: number;
  17694. /** @hidden */
  17695. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17696. /** @hidden */
  17697. _currentLimitVelocity1: number;
  17698. /** @hidden */
  17699. _currentLimitVelocity2: number;
  17700. /** @hidden */
  17701. _currentDragGradient: Nullable<FactorGradient>;
  17702. /** @hidden */
  17703. _currentDrag1: number;
  17704. /** @hidden */
  17705. _currentDrag2: number;
  17706. /** @hidden */
  17707. _randomNoiseCoordinates1: Vector3;
  17708. /** @hidden */
  17709. _randomNoiseCoordinates2: Vector3;
  17710. /**
  17711. * Creates a new instance Particle
  17712. * @param particleSystem the particle system the particle belongs to
  17713. */
  17714. constructor(
  17715. /**
  17716. * The particle system the particle belongs to.
  17717. */
  17718. particleSystem: ParticleSystem);
  17719. private updateCellInfoFromSystem;
  17720. /**
  17721. * Defines how the sprite cell index is updated for the particle
  17722. */
  17723. updateCellIndex(): void;
  17724. /** @hidden */
  17725. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17726. /** @hidden */
  17727. _inheritParticleInfoToSubEmitters(): void;
  17728. /** @hidden */
  17729. _reset(): void;
  17730. /**
  17731. * Copy the properties of particle to another one.
  17732. * @param other the particle to copy the information to.
  17733. */
  17734. copyTo(other: Particle): void;
  17735. }
  17736. }
  17737. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17738. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17739. import { Effect } from "babylonjs/Materials/effect";
  17740. import { Particle } from "babylonjs/Particles/particle";
  17741. /**
  17742. * Particle emitter represents a volume emitting particles.
  17743. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17744. */
  17745. export interface IParticleEmitterType {
  17746. /**
  17747. * Called by the particle System when the direction is computed for the created particle.
  17748. * @param worldMatrix is the world matrix of the particle system
  17749. * @param directionToUpdate is the direction vector to update with the result
  17750. * @param particle is the particle we are computed the direction for
  17751. */
  17752. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17753. /**
  17754. * Called by the particle System when the position is computed for the created particle.
  17755. * @param worldMatrix is the world matrix of the particle system
  17756. * @param positionToUpdate is the position vector to update with the result
  17757. * @param particle is the particle we are computed the position for
  17758. */
  17759. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17760. /**
  17761. * Clones the current emitter and returns a copy of it
  17762. * @returns the new emitter
  17763. */
  17764. clone(): IParticleEmitterType;
  17765. /**
  17766. * Called by the GPUParticleSystem to setup the update shader
  17767. * @param effect defines the update shader
  17768. */
  17769. applyToShader(effect: Effect): void;
  17770. /**
  17771. * Returns a string to use to update the GPU particles update shader
  17772. * @returns the effect defines string
  17773. */
  17774. getEffectDefines(): string;
  17775. /**
  17776. * Returns a string representing the class name
  17777. * @returns a string containing the class name
  17778. */
  17779. getClassName(): string;
  17780. /**
  17781. * Serializes the particle system to a JSON object.
  17782. * @returns the JSON object
  17783. */
  17784. serialize(): any;
  17785. /**
  17786. * Parse properties from a JSON object
  17787. * @param serializationObject defines the JSON object
  17788. */
  17789. parse(serializationObject: any): void;
  17790. }
  17791. }
  17792. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17793. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17794. import { Effect } from "babylonjs/Materials/effect";
  17795. import { Particle } from "babylonjs/Particles/particle";
  17796. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17797. /**
  17798. * Particle emitter emitting particles from the inside of a box.
  17799. * It emits the particles randomly between 2 given directions.
  17800. */
  17801. export class BoxParticleEmitter implements IParticleEmitterType {
  17802. /**
  17803. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17804. */
  17805. direction1: Vector3;
  17806. /**
  17807. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17808. */
  17809. direction2: Vector3;
  17810. /**
  17811. * 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.
  17812. */
  17813. minEmitBox: Vector3;
  17814. /**
  17815. * 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.
  17816. */
  17817. maxEmitBox: Vector3;
  17818. /**
  17819. * Creates a new instance BoxParticleEmitter
  17820. */
  17821. constructor();
  17822. /**
  17823. * Called by the particle System when the direction is computed for the created particle.
  17824. * @param worldMatrix is the world matrix of the particle system
  17825. * @param directionToUpdate is the direction vector to update with the result
  17826. * @param particle is the particle we are computed the direction for
  17827. */
  17828. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17829. /**
  17830. * Called by the particle System when the position is computed for the created particle.
  17831. * @param worldMatrix is the world matrix of the particle system
  17832. * @param positionToUpdate is the position vector to update with the result
  17833. * @param particle is the particle we are computed the position for
  17834. */
  17835. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17836. /**
  17837. * Clones the current emitter and returns a copy of it
  17838. * @returns the new emitter
  17839. */
  17840. clone(): BoxParticleEmitter;
  17841. /**
  17842. * Called by the GPUParticleSystem to setup the update shader
  17843. * @param effect defines the update shader
  17844. */
  17845. applyToShader(effect: Effect): void;
  17846. /**
  17847. * Returns a string to use to update the GPU particles update shader
  17848. * @returns a string containng the defines string
  17849. */
  17850. getEffectDefines(): string;
  17851. /**
  17852. * Returns the string "BoxParticleEmitter"
  17853. * @returns a string containing the class name
  17854. */
  17855. getClassName(): string;
  17856. /**
  17857. * Serializes the particle system to a JSON object.
  17858. * @returns the JSON object
  17859. */
  17860. serialize(): any;
  17861. /**
  17862. * Parse properties from a JSON object
  17863. * @param serializationObject defines the JSON object
  17864. */
  17865. parse(serializationObject: any): void;
  17866. }
  17867. }
  17868. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17869. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17870. import { Effect } from "babylonjs/Materials/effect";
  17871. import { Particle } from "babylonjs/Particles/particle";
  17872. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17873. /**
  17874. * Particle emitter emitting particles from the inside of a cone.
  17875. * It emits the particles alongside the cone volume from the base to the particle.
  17876. * The emission direction might be randomized.
  17877. */
  17878. export class ConeParticleEmitter implements IParticleEmitterType {
  17879. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17880. directionRandomizer: number;
  17881. private _radius;
  17882. private _angle;
  17883. private _height;
  17884. /**
  17885. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17886. */
  17887. radiusRange: number;
  17888. /**
  17889. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17890. */
  17891. heightRange: number;
  17892. /**
  17893. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17894. */
  17895. emitFromSpawnPointOnly: boolean;
  17896. /**
  17897. * Gets or sets the radius of the emission cone
  17898. */
  17899. radius: number;
  17900. /**
  17901. * Gets or sets the angle of the emission cone
  17902. */
  17903. angle: number;
  17904. private _buildHeight;
  17905. /**
  17906. * Creates a new instance ConeParticleEmitter
  17907. * @param radius the radius of the emission cone (1 by default)
  17908. * @param angle the cone base angle (PI by default)
  17909. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17910. */
  17911. constructor(radius?: number, angle?: number,
  17912. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17913. directionRandomizer?: number);
  17914. /**
  17915. * Called by the particle System when the direction is computed for the created particle.
  17916. * @param worldMatrix is the world matrix of the particle system
  17917. * @param directionToUpdate is the direction vector to update with the result
  17918. * @param particle is the particle we are computed the direction for
  17919. */
  17920. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17921. /**
  17922. * Called by the particle System when the position is computed for the created particle.
  17923. * @param worldMatrix is the world matrix of the particle system
  17924. * @param positionToUpdate is the position vector to update with the result
  17925. * @param particle is the particle we are computed the position for
  17926. */
  17927. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17928. /**
  17929. * Clones the current emitter and returns a copy of it
  17930. * @returns the new emitter
  17931. */
  17932. clone(): ConeParticleEmitter;
  17933. /**
  17934. * Called by the GPUParticleSystem to setup the update shader
  17935. * @param effect defines the update shader
  17936. */
  17937. applyToShader(effect: Effect): void;
  17938. /**
  17939. * Returns a string to use to update the GPU particles update shader
  17940. * @returns a string containng the defines string
  17941. */
  17942. getEffectDefines(): string;
  17943. /**
  17944. * Returns the string "ConeParticleEmitter"
  17945. * @returns a string containing the class name
  17946. */
  17947. getClassName(): string;
  17948. /**
  17949. * Serializes the particle system to a JSON object.
  17950. * @returns the JSON object
  17951. */
  17952. serialize(): any;
  17953. /**
  17954. * Parse properties from a JSON object
  17955. * @param serializationObject defines the JSON object
  17956. */
  17957. parse(serializationObject: any): void;
  17958. }
  17959. }
  17960. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17961. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17962. import { Effect } from "babylonjs/Materials/effect";
  17963. import { Particle } from "babylonjs/Particles/particle";
  17964. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17965. /**
  17966. * Particle emitter emitting particles from the inside of a cylinder.
  17967. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17968. */
  17969. export class CylinderParticleEmitter implements IParticleEmitterType {
  17970. /**
  17971. * The radius of the emission cylinder.
  17972. */
  17973. radius: number;
  17974. /**
  17975. * The height of the emission cylinder.
  17976. */
  17977. height: number;
  17978. /**
  17979. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17980. */
  17981. radiusRange: number;
  17982. /**
  17983. * How much to randomize the particle direction [0-1].
  17984. */
  17985. directionRandomizer: number;
  17986. /**
  17987. * Creates a new instance CylinderParticleEmitter
  17988. * @param radius the radius of the emission cylinder (1 by default)
  17989. * @param height the height of the emission cylinder (1 by default)
  17990. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17991. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17992. */
  17993. constructor(
  17994. /**
  17995. * The radius of the emission cylinder.
  17996. */
  17997. radius?: number,
  17998. /**
  17999. * The height of the emission cylinder.
  18000. */
  18001. height?: number,
  18002. /**
  18003. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18004. */
  18005. radiusRange?: number,
  18006. /**
  18007. * How much to randomize the particle direction [0-1].
  18008. */
  18009. directionRandomizer?: number);
  18010. /**
  18011. * Called by the particle System when the direction is computed for the created particle.
  18012. * @param worldMatrix is the world matrix of the particle system
  18013. * @param directionToUpdate is the direction vector to update with the result
  18014. * @param particle is the particle we are computed the direction for
  18015. */
  18016. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18017. /**
  18018. * Called by the particle System when the position is computed for the created particle.
  18019. * @param worldMatrix is the world matrix of the particle system
  18020. * @param positionToUpdate is the position vector to update with the result
  18021. * @param particle is the particle we are computed the position for
  18022. */
  18023. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18024. /**
  18025. * Clones the current emitter and returns a copy of it
  18026. * @returns the new emitter
  18027. */
  18028. clone(): CylinderParticleEmitter;
  18029. /**
  18030. * Called by the GPUParticleSystem to setup the update shader
  18031. * @param effect defines the update shader
  18032. */
  18033. applyToShader(effect: Effect): void;
  18034. /**
  18035. * Returns a string to use to update the GPU particles update shader
  18036. * @returns a string containng the defines string
  18037. */
  18038. getEffectDefines(): string;
  18039. /**
  18040. * Returns the string "CylinderParticleEmitter"
  18041. * @returns a string containing the class name
  18042. */
  18043. getClassName(): string;
  18044. /**
  18045. * Serializes the particle system to a JSON object.
  18046. * @returns the JSON object
  18047. */
  18048. serialize(): any;
  18049. /**
  18050. * Parse properties from a JSON object
  18051. * @param serializationObject defines the JSON object
  18052. */
  18053. parse(serializationObject: any): void;
  18054. }
  18055. /**
  18056. * Particle emitter emitting particles from the inside of a cylinder.
  18057. * It emits the particles randomly between two vectors.
  18058. */
  18059. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18060. /**
  18061. * The min limit of the emission direction.
  18062. */
  18063. direction1: Vector3;
  18064. /**
  18065. * The max limit of the emission direction.
  18066. */
  18067. direction2: Vector3;
  18068. /**
  18069. * Creates a new instance CylinderDirectedParticleEmitter
  18070. * @param radius the radius of the emission cylinder (1 by default)
  18071. * @param height the height of the emission cylinder (1 by default)
  18072. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18073. * @param direction1 the min limit of the emission direction (up vector by default)
  18074. * @param direction2 the max limit of the emission direction (up vector by default)
  18075. */
  18076. constructor(radius?: number, height?: number, radiusRange?: number,
  18077. /**
  18078. * The min limit of the emission direction.
  18079. */
  18080. direction1?: Vector3,
  18081. /**
  18082. * The max limit of the emission direction.
  18083. */
  18084. direction2?: Vector3);
  18085. /**
  18086. * Called by the particle System when the direction is computed for the created particle.
  18087. * @param worldMatrix is the world matrix of the particle system
  18088. * @param directionToUpdate is the direction vector to update with the result
  18089. * @param particle is the particle we are computed the direction for
  18090. */
  18091. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18092. /**
  18093. * Clones the current emitter and returns a copy of it
  18094. * @returns the new emitter
  18095. */
  18096. clone(): CylinderDirectedParticleEmitter;
  18097. /**
  18098. * Called by the GPUParticleSystem to setup the update shader
  18099. * @param effect defines the update shader
  18100. */
  18101. applyToShader(effect: Effect): void;
  18102. /**
  18103. * Returns a string to use to update the GPU particles update shader
  18104. * @returns a string containng the defines string
  18105. */
  18106. getEffectDefines(): string;
  18107. /**
  18108. * Returns the string "CylinderDirectedParticleEmitter"
  18109. * @returns a string containing the class name
  18110. */
  18111. getClassName(): string;
  18112. /**
  18113. * Serializes the particle system to a JSON object.
  18114. * @returns the JSON object
  18115. */
  18116. serialize(): any;
  18117. /**
  18118. * Parse properties from a JSON object
  18119. * @param serializationObject defines the JSON object
  18120. */
  18121. parse(serializationObject: any): void;
  18122. }
  18123. }
  18124. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18125. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18126. import { Effect } from "babylonjs/Materials/effect";
  18127. import { Particle } from "babylonjs/Particles/particle";
  18128. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18129. /**
  18130. * Particle emitter emitting particles from the inside of a hemisphere.
  18131. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18132. */
  18133. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18134. /**
  18135. * The radius of the emission hemisphere.
  18136. */
  18137. radius: number;
  18138. /**
  18139. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18140. */
  18141. radiusRange: number;
  18142. /**
  18143. * How much to randomize the particle direction [0-1].
  18144. */
  18145. directionRandomizer: number;
  18146. /**
  18147. * Creates a new instance HemisphericParticleEmitter
  18148. * @param radius the radius of the emission hemisphere (1 by default)
  18149. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18150. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18151. */
  18152. constructor(
  18153. /**
  18154. * The radius of the emission hemisphere.
  18155. */
  18156. radius?: number,
  18157. /**
  18158. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18159. */
  18160. radiusRange?: number,
  18161. /**
  18162. * How much to randomize the particle direction [0-1].
  18163. */
  18164. directionRandomizer?: number);
  18165. /**
  18166. * Called by the particle System when the direction is computed for the created particle.
  18167. * @param worldMatrix is the world matrix of the particle system
  18168. * @param directionToUpdate is the direction vector to update with the result
  18169. * @param particle is the particle we are computed the direction for
  18170. */
  18171. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18172. /**
  18173. * Called by the particle System when the position is computed for the created particle.
  18174. * @param worldMatrix is the world matrix of the particle system
  18175. * @param positionToUpdate is the position vector to update with the result
  18176. * @param particle is the particle we are computed the position for
  18177. */
  18178. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18179. /**
  18180. * Clones the current emitter and returns a copy of it
  18181. * @returns the new emitter
  18182. */
  18183. clone(): HemisphericParticleEmitter;
  18184. /**
  18185. * Called by the GPUParticleSystem to setup the update shader
  18186. * @param effect defines the update shader
  18187. */
  18188. applyToShader(effect: Effect): void;
  18189. /**
  18190. * Returns a string to use to update the GPU particles update shader
  18191. * @returns a string containng the defines string
  18192. */
  18193. getEffectDefines(): string;
  18194. /**
  18195. * Returns the string "HemisphericParticleEmitter"
  18196. * @returns a string containing the class name
  18197. */
  18198. getClassName(): string;
  18199. /**
  18200. * Serializes the particle system to a JSON object.
  18201. * @returns the JSON object
  18202. */
  18203. serialize(): any;
  18204. /**
  18205. * Parse properties from a JSON object
  18206. * @param serializationObject defines the JSON object
  18207. */
  18208. parse(serializationObject: any): void;
  18209. }
  18210. }
  18211. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18212. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18213. import { Effect } from "babylonjs/Materials/effect";
  18214. import { Particle } from "babylonjs/Particles/particle";
  18215. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18216. /**
  18217. * Particle emitter emitting particles from a point.
  18218. * It emits the particles randomly between 2 given directions.
  18219. */
  18220. export class PointParticleEmitter implements IParticleEmitterType {
  18221. /**
  18222. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18223. */
  18224. direction1: Vector3;
  18225. /**
  18226. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18227. */
  18228. direction2: Vector3;
  18229. /**
  18230. * Creates a new instance PointParticleEmitter
  18231. */
  18232. constructor();
  18233. /**
  18234. * Called by the particle System when the direction is computed for the created particle.
  18235. * @param worldMatrix is the world matrix of the particle system
  18236. * @param directionToUpdate is the direction vector to update with the result
  18237. * @param particle is the particle we are computed the direction for
  18238. */
  18239. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18240. /**
  18241. * Called by the particle System when the position is computed for the created particle.
  18242. * @param worldMatrix is the world matrix of the particle system
  18243. * @param positionToUpdate is the position vector to update with the result
  18244. * @param particle is the particle we are computed the position for
  18245. */
  18246. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18247. /**
  18248. * Clones the current emitter and returns a copy of it
  18249. * @returns the new emitter
  18250. */
  18251. clone(): PointParticleEmitter;
  18252. /**
  18253. * Called by the GPUParticleSystem to setup the update shader
  18254. * @param effect defines the update shader
  18255. */
  18256. applyToShader(effect: Effect): void;
  18257. /**
  18258. * Returns a string to use to update the GPU particles update shader
  18259. * @returns a string containng the defines string
  18260. */
  18261. getEffectDefines(): string;
  18262. /**
  18263. * Returns the string "PointParticleEmitter"
  18264. * @returns a string containing the class name
  18265. */
  18266. getClassName(): string;
  18267. /**
  18268. * Serializes the particle system to a JSON object.
  18269. * @returns the JSON object
  18270. */
  18271. serialize(): any;
  18272. /**
  18273. * Parse properties from a JSON object
  18274. * @param serializationObject defines the JSON object
  18275. */
  18276. parse(serializationObject: any): void;
  18277. }
  18278. }
  18279. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18280. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18281. import { Effect } from "babylonjs/Materials/effect";
  18282. import { Particle } from "babylonjs/Particles/particle";
  18283. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18284. /**
  18285. * Particle emitter emitting particles from the inside of a sphere.
  18286. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18287. */
  18288. export class SphereParticleEmitter implements IParticleEmitterType {
  18289. /**
  18290. * The radius of the emission sphere.
  18291. */
  18292. radius: number;
  18293. /**
  18294. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18295. */
  18296. radiusRange: number;
  18297. /**
  18298. * How much to randomize the particle direction [0-1].
  18299. */
  18300. directionRandomizer: number;
  18301. /**
  18302. * Creates a new instance SphereParticleEmitter
  18303. * @param radius the radius of the emission sphere (1 by default)
  18304. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18305. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18306. */
  18307. constructor(
  18308. /**
  18309. * The radius of the emission sphere.
  18310. */
  18311. radius?: number,
  18312. /**
  18313. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18314. */
  18315. radiusRange?: number,
  18316. /**
  18317. * How much to randomize the particle direction [0-1].
  18318. */
  18319. directionRandomizer?: number);
  18320. /**
  18321. * Called by the particle System when the direction is computed for the created particle.
  18322. * @param worldMatrix is the world matrix of the particle system
  18323. * @param directionToUpdate is the direction vector to update with the result
  18324. * @param particle is the particle we are computed the direction for
  18325. */
  18326. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18327. /**
  18328. * Called by the particle System when the position is computed for the created particle.
  18329. * @param worldMatrix is the world matrix of the particle system
  18330. * @param positionToUpdate is the position vector to update with the result
  18331. * @param particle is the particle we are computed the position for
  18332. */
  18333. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18334. /**
  18335. * Clones the current emitter and returns a copy of it
  18336. * @returns the new emitter
  18337. */
  18338. clone(): SphereParticleEmitter;
  18339. /**
  18340. * Called by the GPUParticleSystem to setup the update shader
  18341. * @param effect defines the update shader
  18342. */
  18343. applyToShader(effect: Effect): void;
  18344. /**
  18345. * Returns a string to use to update the GPU particles update shader
  18346. * @returns a string containng the defines string
  18347. */
  18348. getEffectDefines(): string;
  18349. /**
  18350. * Returns the string "SphereParticleEmitter"
  18351. * @returns a string containing the class name
  18352. */
  18353. getClassName(): string;
  18354. /**
  18355. * Serializes the particle system to a JSON object.
  18356. * @returns the JSON object
  18357. */
  18358. serialize(): any;
  18359. /**
  18360. * Parse properties from a JSON object
  18361. * @param serializationObject defines the JSON object
  18362. */
  18363. parse(serializationObject: any): void;
  18364. }
  18365. /**
  18366. * Particle emitter emitting particles from the inside of a sphere.
  18367. * It emits the particles randomly between two vectors.
  18368. */
  18369. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18370. /**
  18371. * The min limit of the emission direction.
  18372. */
  18373. direction1: Vector3;
  18374. /**
  18375. * The max limit of the emission direction.
  18376. */
  18377. direction2: Vector3;
  18378. /**
  18379. * Creates a new instance SphereDirectedParticleEmitter
  18380. * @param radius the radius of the emission sphere (1 by default)
  18381. * @param direction1 the min limit of the emission direction (up vector by default)
  18382. * @param direction2 the max limit of the emission direction (up vector by default)
  18383. */
  18384. constructor(radius?: number,
  18385. /**
  18386. * The min limit of the emission direction.
  18387. */
  18388. direction1?: Vector3,
  18389. /**
  18390. * The max limit of the emission direction.
  18391. */
  18392. direction2?: Vector3);
  18393. /**
  18394. * Called by the particle System when the direction is computed for the created particle.
  18395. * @param worldMatrix is the world matrix of the particle system
  18396. * @param directionToUpdate is the direction vector to update with the result
  18397. * @param particle is the particle we are computed the direction for
  18398. */
  18399. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18400. /**
  18401. * Clones the current emitter and returns a copy of it
  18402. * @returns the new emitter
  18403. */
  18404. clone(): SphereDirectedParticleEmitter;
  18405. /**
  18406. * Called by the GPUParticleSystem to setup the update shader
  18407. * @param effect defines the update shader
  18408. */
  18409. applyToShader(effect: Effect): void;
  18410. /**
  18411. * Returns a string to use to update the GPU particles update shader
  18412. * @returns a string containng the defines string
  18413. */
  18414. getEffectDefines(): string;
  18415. /**
  18416. * Returns the string "SphereDirectedParticleEmitter"
  18417. * @returns a string containing the class name
  18418. */
  18419. getClassName(): string;
  18420. /**
  18421. * Serializes the particle system to a JSON object.
  18422. * @returns the JSON object
  18423. */
  18424. serialize(): any;
  18425. /**
  18426. * Parse properties from a JSON object
  18427. * @param serializationObject defines the JSON object
  18428. */
  18429. parse(serializationObject: any): void;
  18430. }
  18431. }
  18432. declare module "babylonjs/Particles/EmitterTypes/index" {
  18433. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18434. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18435. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18436. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18437. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18438. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18439. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18440. }
  18441. declare module "babylonjs/Particles/IParticleSystem" {
  18442. import { Nullable } from "babylonjs/types";
  18443. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18444. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18445. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18446. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18447. import { Texture } from "babylonjs/Materials/Textures/texture";
  18448. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18449. import { Scene } from "babylonjs/scene";
  18450. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18451. import { Animation } from "babylonjs/Animations/animation";
  18452. /**
  18453. * Interface representing a particle system in Babylon.js.
  18454. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18455. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18456. */
  18457. export interface IParticleSystem {
  18458. /**
  18459. * List of animations used by the particle system.
  18460. */
  18461. animations: Animation[];
  18462. /**
  18463. * The id of the Particle system.
  18464. */
  18465. id: string;
  18466. /**
  18467. * The name of the Particle system.
  18468. */
  18469. name: string;
  18470. /**
  18471. * The emitter represents the Mesh or position we are attaching the particle system to.
  18472. */
  18473. emitter: Nullable<AbstractMesh | Vector3>;
  18474. /**
  18475. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18476. */
  18477. isBillboardBased: boolean;
  18478. /**
  18479. * The rendering group used by the Particle system to chose when to render.
  18480. */
  18481. renderingGroupId: number;
  18482. /**
  18483. * The layer mask we are rendering the particles through.
  18484. */
  18485. layerMask: number;
  18486. /**
  18487. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18488. */
  18489. updateSpeed: number;
  18490. /**
  18491. * The amount of time the particle system is running (depends of the overall update speed).
  18492. */
  18493. targetStopDuration: number;
  18494. /**
  18495. * The texture used to render each particle. (this can be a spritesheet)
  18496. */
  18497. particleTexture: Nullable<Texture>;
  18498. /**
  18499. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18500. */
  18501. blendMode: number;
  18502. /**
  18503. * Minimum life time of emitting particles.
  18504. */
  18505. minLifeTime: number;
  18506. /**
  18507. * Maximum life time of emitting particles.
  18508. */
  18509. maxLifeTime: number;
  18510. /**
  18511. * Minimum Size of emitting particles.
  18512. */
  18513. minSize: number;
  18514. /**
  18515. * Maximum Size of emitting particles.
  18516. */
  18517. maxSize: number;
  18518. /**
  18519. * Minimum scale of emitting particles on X axis.
  18520. */
  18521. minScaleX: number;
  18522. /**
  18523. * Maximum scale of emitting particles on X axis.
  18524. */
  18525. maxScaleX: number;
  18526. /**
  18527. * Minimum scale of emitting particles on Y axis.
  18528. */
  18529. minScaleY: number;
  18530. /**
  18531. * Maximum scale of emitting particles on Y axis.
  18532. */
  18533. maxScaleY: number;
  18534. /**
  18535. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18536. */
  18537. color1: Color4;
  18538. /**
  18539. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18540. */
  18541. color2: Color4;
  18542. /**
  18543. * Color the particle will have at the end of its lifetime.
  18544. */
  18545. colorDead: Color4;
  18546. /**
  18547. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18548. */
  18549. emitRate: number;
  18550. /**
  18551. * You can use gravity if you want to give an orientation to your particles.
  18552. */
  18553. gravity: Vector3;
  18554. /**
  18555. * Minimum power of emitting particles.
  18556. */
  18557. minEmitPower: number;
  18558. /**
  18559. * Maximum power of emitting particles.
  18560. */
  18561. maxEmitPower: number;
  18562. /**
  18563. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18564. */
  18565. minAngularSpeed: number;
  18566. /**
  18567. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18568. */
  18569. maxAngularSpeed: number;
  18570. /**
  18571. * Gets or sets the minimal initial rotation in radians.
  18572. */
  18573. minInitialRotation: number;
  18574. /**
  18575. * Gets or sets the maximal initial rotation in radians.
  18576. */
  18577. maxInitialRotation: number;
  18578. /**
  18579. * The particle emitter type defines the emitter used by the particle system.
  18580. * It can be for example box, sphere, or cone...
  18581. */
  18582. particleEmitterType: Nullable<IParticleEmitterType>;
  18583. /**
  18584. * Defines the delay in milliseconds before starting the system (0 by default)
  18585. */
  18586. startDelay: number;
  18587. /**
  18588. * 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
  18589. */
  18590. preWarmCycles: number;
  18591. /**
  18592. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18593. */
  18594. preWarmStepOffset: number;
  18595. /**
  18596. * 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)
  18597. */
  18598. spriteCellChangeSpeed: number;
  18599. /**
  18600. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18601. */
  18602. startSpriteCellID: number;
  18603. /**
  18604. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18605. */
  18606. endSpriteCellID: number;
  18607. /**
  18608. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18609. */
  18610. spriteCellWidth: number;
  18611. /**
  18612. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18613. */
  18614. spriteCellHeight: number;
  18615. /**
  18616. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18617. */
  18618. spriteRandomStartCell: boolean;
  18619. /**
  18620. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18621. */
  18622. isAnimationSheetEnabled: boolean;
  18623. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18624. translationPivot: Vector2;
  18625. /**
  18626. * Gets or sets a texture used to add random noise to particle positions
  18627. */
  18628. noiseTexture: Nullable<BaseTexture>;
  18629. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18630. noiseStrength: Vector3;
  18631. /**
  18632. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18633. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18634. */
  18635. billboardMode: number;
  18636. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18637. limitVelocityDamping: number;
  18638. /**
  18639. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18640. */
  18641. beginAnimationOnStart: boolean;
  18642. /**
  18643. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18644. */
  18645. beginAnimationFrom: number;
  18646. /**
  18647. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18648. */
  18649. beginAnimationTo: number;
  18650. /**
  18651. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18652. */
  18653. beginAnimationLoop: boolean;
  18654. /**
  18655. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18656. */
  18657. disposeOnStop: boolean;
  18658. /**
  18659. * Gets the maximum number of particles active at the same time.
  18660. * @returns The max number of active particles.
  18661. */
  18662. getCapacity(): number;
  18663. /**
  18664. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18665. * @returns True if it has been started, otherwise false.
  18666. */
  18667. isStarted(): boolean;
  18668. /**
  18669. * Animates the particle system for this frame.
  18670. */
  18671. animate(): void;
  18672. /**
  18673. * Renders the particle system in its current state.
  18674. * @returns the current number of particles
  18675. */
  18676. render(): number;
  18677. /**
  18678. * Dispose the particle system and frees its associated resources.
  18679. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18680. */
  18681. dispose(disposeTexture?: boolean): void;
  18682. /**
  18683. * Clones the particle system.
  18684. * @param name The name of the cloned object
  18685. * @param newEmitter The new emitter to use
  18686. * @returns the cloned particle system
  18687. */
  18688. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18689. /**
  18690. * Serializes the particle system to a JSON object.
  18691. * @returns the JSON object
  18692. */
  18693. serialize(): any;
  18694. /**
  18695. * Rebuild the particle system
  18696. */
  18697. rebuild(): void;
  18698. /**
  18699. * Starts the particle system and begins to emit
  18700. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18701. */
  18702. start(delay?: number): void;
  18703. /**
  18704. * Stops the particle system.
  18705. */
  18706. stop(): void;
  18707. /**
  18708. * Remove all active particles
  18709. */
  18710. reset(): void;
  18711. /**
  18712. * Is this system ready to be used/rendered
  18713. * @return true if the system is ready
  18714. */
  18715. isReady(): boolean;
  18716. /**
  18717. * Adds a new color gradient
  18718. * @param gradient defines the gradient to use (between 0 and 1)
  18719. * @param color1 defines the color to affect to the specified gradient
  18720. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18721. * @returns the current particle system
  18722. */
  18723. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18724. /**
  18725. * Remove a specific color gradient
  18726. * @param gradient defines the gradient to remove
  18727. * @returns the current particle system
  18728. */
  18729. removeColorGradient(gradient: number): IParticleSystem;
  18730. /**
  18731. * Adds a new size gradient
  18732. * @param gradient defines the gradient to use (between 0 and 1)
  18733. * @param factor defines the size factor to affect to the specified gradient
  18734. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18735. * @returns the current particle system
  18736. */
  18737. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18738. /**
  18739. * Remove a specific size gradient
  18740. * @param gradient defines the gradient to remove
  18741. * @returns the current particle system
  18742. */
  18743. removeSizeGradient(gradient: number): IParticleSystem;
  18744. /**
  18745. * Gets the current list of color gradients.
  18746. * You must use addColorGradient and removeColorGradient to udpate this list
  18747. * @returns the list of color gradients
  18748. */
  18749. getColorGradients(): Nullable<Array<ColorGradient>>;
  18750. /**
  18751. * Gets the current list of size gradients.
  18752. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18753. * @returns the list of size gradients
  18754. */
  18755. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18756. /**
  18757. * Gets the current list of angular speed gradients.
  18758. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18759. * @returns the list of angular speed gradients
  18760. */
  18761. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18762. /**
  18763. * Adds a new angular speed gradient
  18764. * @param gradient defines the gradient to use (between 0 and 1)
  18765. * @param factor defines the angular speed to affect to the specified gradient
  18766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18767. * @returns the current particle system
  18768. */
  18769. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18770. /**
  18771. * Remove a specific angular speed gradient
  18772. * @param gradient defines the gradient to remove
  18773. * @returns the current particle system
  18774. */
  18775. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18776. /**
  18777. * Gets the current list of velocity gradients.
  18778. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18779. * @returns the list of velocity gradients
  18780. */
  18781. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18782. /**
  18783. * Adds a new velocity gradient
  18784. * @param gradient defines the gradient to use (between 0 and 1)
  18785. * @param factor defines the velocity to affect to the specified gradient
  18786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18787. * @returns the current particle system
  18788. */
  18789. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18790. /**
  18791. * Remove a specific velocity gradient
  18792. * @param gradient defines the gradient to remove
  18793. * @returns the current particle system
  18794. */
  18795. removeVelocityGradient(gradient: number): IParticleSystem;
  18796. /**
  18797. * Gets the current list of limit velocity gradients.
  18798. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18799. * @returns the list of limit velocity gradients
  18800. */
  18801. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18802. /**
  18803. * Adds a new limit velocity gradient
  18804. * @param gradient defines the gradient to use (between 0 and 1)
  18805. * @param factor defines the limit velocity to affect to the specified gradient
  18806. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18807. * @returns the current particle system
  18808. */
  18809. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18810. /**
  18811. * Remove a specific limit velocity gradient
  18812. * @param gradient defines the gradient to remove
  18813. * @returns the current particle system
  18814. */
  18815. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18816. /**
  18817. * Adds a new drag gradient
  18818. * @param gradient defines the gradient to use (between 0 and 1)
  18819. * @param factor defines the drag to affect to the specified gradient
  18820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18821. * @returns the current particle system
  18822. */
  18823. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18824. /**
  18825. * Remove a specific drag gradient
  18826. * @param gradient defines the gradient to remove
  18827. * @returns the current particle system
  18828. */
  18829. removeDragGradient(gradient: number): IParticleSystem;
  18830. /**
  18831. * Gets the current list of drag gradients.
  18832. * You must use addDragGradient and removeDragGradient to udpate this list
  18833. * @returns the list of drag gradients
  18834. */
  18835. getDragGradients(): Nullable<Array<FactorGradient>>;
  18836. /**
  18837. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18838. * @param gradient defines the gradient to use (between 0 and 1)
  18839. * @param factor defines the emit rate to affect to the specified gradient
  18840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18841. * @returns the current particle system
  18842. */
  18843. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18844. /**
  18845. * Remove a specific emit rate gradient
  18846. * @param gradient defines the gradient to remove
  18847. * @returns the current particle system
  18848. */
  18849. removeEmitRateGradient(gradient: number): IParticleSystem;
  18850. /**
  18851. * Gets the current list of emit rate gradients.
  18852. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18853. * @returns the list of emit rate gradients
  18854. */
  18855. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18856. /**
  18857. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the start size to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific start size gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeStartSizeGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of start size gradients.
  18872. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18873. * @returns the list of start size gradients
  18874. */
  18875. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Adds a new life time gradient
  18878. * @param gradient defines the gradient to use (between 0 and 1)
  18879. * @param factor defines the life time factor to affect to the specified gradient
  18880. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18881. * @returns the current particle system
  18882. */
  18883. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18884. /**
  18885. * Remove a specific life time gradient
  18886. * @param gradient defines the gradient to remove
  18887. * @returns the current particle system
  18888. */
  18889. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18890. /**
  18891. * Gets the current list of life time gradients.
  18892. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18893. * @returns the list of life time gradients
  18894. */
  18895. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18896. /**
  18897. * Gets the current list of color gradients.
  18898. * You must use addColorGradient and removeColorGradient to udpate this list
  18899. * @returns the list of color gradients
  18900. */
  18901. getColorGradients(): Nullable<Array<ColorGradient>>;
  18902. /**
  18903. * Adds a new ramp gradient used to remap particle colors
  18904. * @param gradient defines the gradient to use (between 0 and 1)
  18905. * @param color defines the color to affect to the specified gradient
  18906. * @returns the current particle system
  18907. */
  18908. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18909. /**
  18910. * Gets the current list of ramp gradients.
  18911. * You must use addRampGradient and removeRampGradient to udpate this list
  18912. * @returns the list of ramp gradients
  18913. */
  18914. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18915. /** Gets or sets a boolean indicating that ramp gradients must be used
  18916. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18917. */
  18918. useRampGradients: boolean;
  18919. /**
  18920. * Adds a new color remap gradient
  18921. * @param gradient defines the gradient to use (between 0 and 1)
  18922. * @param min defines the color remap minimal range
  18923. * @param max defines the color remap maximal range
  18924. * @returns the current particle system
  18925. */
  18926. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18927. /**
  18928. * Gets the current list of color remap gradients.
  18929. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18930. * @returns the list of color remap gradients
  18931. */
  18932. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18933. /**
  18934. * Adds a new alpha remap gradient
  18935. * @param gradient defines the gradient to use (between 0 and 1)
  18936. * @param min defines the alpha remap minimal range
  18937. * @param max defines the alpha remap maximal range
  18938. * @returns the current particle system
  18939. */
  18940. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18941. /**
  18942. * Gets the current list of alpha remap gradients.
  18943. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18944. * @returns the list of alpha remap gradients
  18945. */
  18946. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18947. /**
  18948. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18949. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18950. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18951. * @returns the emitter
  18952. */
  18953. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18954. /**
  18955. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18956. * @param radius The radius of the hemisphere to emit from
  18957. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18958. * @returns the emitter
  18959. */
  18960. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18961. /**
  18962. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18963. * @param radius The radius of the sphere to emit from
  18964. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18965. * @returns the emitter
  18966. */
  18967. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18968. /**
  18969. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18970. * @param radius The radius of the sphere to emit from
  18971. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18972. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18973. * @returns the emitter
  18974. */
  18975. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18976. /**
  18977. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18978. * @param radius The radius of the emission cylinder
  18979. * @param height The height of the emission cylinder
  18980. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18981. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18982. * @returns the emitter
  18983. */
  18984. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18985. /**
  18986. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18987. * @param radius The radius of the cylinder to emit from
  18988. * @param height The height of the emission cylinder
  18989. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18990. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18991. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18992. * @returns the emitter
  18993. */
  18994. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18995. /**
  18996. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18997. * @param radius The radius of the cone to emit from
  18998. * @param angle The base angle of the cone
  18999. * @returns the emitter
  19000. */
  19001. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19002. /**
  19003. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19004. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19005. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19006. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19007. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19008. * @returns the emitter
  19009. */
  19010. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19011. /**
  19012. * Get hosting scene
  19013. * @returns the scene
  19014. */
  19015. getScene(): Scene;
  19016. }
  19017. }
  19018. declare module "babylonjs/Meshes/instancedMesh" {
  19019. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19020. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19021. import { Camera } from "babylonjs/Cameras/camera";
  19022. import { Node } from "babylonjs/node";
  19023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19024. import { Mesh } from "babylonjs/Meshes/mesh";
  19025. import { Material } from "babylonjs/Materials/material";
  19026. import { Skeleton } from "babylonjs/Bones/skeleton";
  19027. import { Light } from "babylonjs/Lights/light";
  19028. /**
  19029. * Creates an instance based on a source mesh.
  19030. */
  19031. export class InstancedMesh extends AbstractMesh {
  19032. private _sourceMesh;
  19033. private _currentLOD;
  19034. /** @hidden */
  19035. _indexInSourceMeshInstanceArray: number;
  19036. constructor(name: string, source: Mesh);
  19037. /**
  19038. * Returns the string "InstancedMesh".
  19039. */
  19040. getClassName(): string;
  19041. /** Gets the list of lights affecting that mesh */
  19042. readonly lightSources: Light[];
  19043. _resyncLightSources(): void;
  19044. _resyncLighSource(light: Light): void;
  19045. _removeLightSource(light: Light): void;
  19046. /**
  19047. * If the source mesh receives shadows
  19048. */
  19049. readonly receiveShadows: boolean;
  19050. /**
  19051. * The material of the source mesh
  19052. */
  19053. readonly material: Nullable<Material>;
  19054. /**
  19055. * Visibility of the source mesh
  19056. */
  19057. readonly visibility: number;
  19058. /**
  19059. * Skeleton of the source mesh
  19060. */
  19061. readonly skeleton: Nullable<Skeleton>;
  19062. /**
  19063. * Rendering ground id of the source mesh
  19064. */
  19065. renderingGroupId: number;
  19066. /**
  19067. * Returns the total number of vertices (integer).
  19068. */
  19069. getTotalVertices(): number;
  19070. /**
  19071. * Returns a positive integer : the total number of indices in this mesh geometry.
  19072. * @returns the numner of indices or zero if the mesh has no geometry.
  19073. */
  19074. getTotalIndices(): number;
  19075. /**
  19076. * The source mesh of the instance
  19077. */
  19078. readonly sourceMesh: Mesh;
  19079. /**
  19080. * Is this node ready to be used/rendered
  19081. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19082. * @return {boolean} is it ready
  19083. */
  19084. isReady(completeCheck?: boolean): boolean;
  19085. /**
  19086. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19087. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19088. * @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.
  19089. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19090. */
  19091. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19092. /**
  19093. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19094. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19095. * The `data` are either a numeric array either a Float32Array.
  19096. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19097. * 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).
  19098. * Note that a new underlying VertexBuffer object is created each call.
  19099. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19100. *
  19101. * Possible `kind` values :
  19102. * - VertexBuffer.PositionKind
  19103. * - VertexBuffer.UVKind
  19104. * - VertexBuffer.UV2Kind
  19105. * - VertexBuffer.UV3Kind
  19106. * - VertexBuffer.UV4Kind
  19107. * - VertexBuffer.UV5Kind
  19108. * - VertexBuffer.UV6Kind
  19109. * - VertexBuffer.ColorKind
  19110. * - VertexBuffer.MatricesIndicesKind
  19111. * - VertexBuffer.MatricesIndicesExtraKind
  19112. * - VertexBuffer.MatricesWeightsKind
  19113. * - VertexBuffer.MatricesWeightsExtraKind
  19114. *
  19115. * Returns the Mesh.
  19116. */
  19117. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19118. /**
  19119. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19120. * If the mesh has no geometry, it is simply returned as it is.
  19121. * The `data` are either a numeric array either a Float32Array.
  19122. * No new underlying VertexBuffer object is created.
  19123. * 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.
  19124. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19125. *
  19126. * Possible `kind` values :
  19127. * - VertexBuffer.PositionKind
  19128. * - VertexBuffer.UVKind
  19129. * - VertexBuffer.UV2Kind
  19130. * - VertexBuffer.UV3Kind
  19131. * - VertexBuffer.UV4Kind
  19132. * - VertexBuffer.UV5Kind
  19133. * - VertexBuffer.UV6Kind
  19134. * - VertexBuffer.ColorKind
  19135. * - VertexBuffer.MatricesIndicesKind
  19136. * - VertexBuffer.MatricesIndicesExtraKind
  19137. * - VertexBuffer.MatricesWeightsKind
  19138. * - VertexBuffer.MatricesWeightsExtraKind
  19139. *
  19140. * Returns the Mesh.
  19141. */
  19142. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19143. /**
  19144. * Sets the mesh indices.
  19145. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19146. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19147. * This method creates a new index buffer each call.
  19148. * Returns the Mesh.
  19149. */
  19150. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19151. /**
  19152. * Boolean : True if the mesh owns the requested kind of data.
  19153. */
  19154. isVerticesDataPresent(kind: string): boolean;
  19155. /**
  19156. * Returns an array of indices (IndicesArray).
  19157. */
  19158. getIndices(): Nullable<IndicesArray>;
  19159. readonly _positions: Nullable<Vector3[]>;
  19160. /**
  19161. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19162. * This means the mesh underlying bounding box and sphere are recomputed.
  19163. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19164. * @returns the current mesh
  19165. */
  19166. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19167. /** @hidden */
  19168. _preActivate(): InstancedMesh;
  19169. /** @hidden */
  19170. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19171. /** @hidden */
  19172. _postActivate(): void;
  19173. getWorldMatrix(): Matrix;
  19174. readonly isAnInstance: boolean;
  19175. /**
  19176. * Returns the current associated LOD AbstractMesh.
  19177. */
  19178. getLOD(camera: Camera): AbstractMesh;
  19179. /** @hidden */
  19180. _syncSubMeshes(): InstancedMesh;
  19181. /** @hidden */
  19182. _generatePointsArray(): boolean;
  19183. /**
  19184. * Creates a new InstancedMesh from the current mesh.
  19185. * - name (string) : the cloned mesh name
  19186. * - newParent (optional Node) : the optional Node to parent the clone to.
  19187. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19188. *
  19189. * Returns the clone.
  19190. */
  19191. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19192. /**
  19193. * Disposes the InstancedMesh.
  19194. * Returns nothing.
  19195. */
  19196. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19197. }
  19198. }
  19199. declare module "babylonjs/Materials/shaderMaterial" {
  19200. import { Scene } from "babylonjs/scene";
  19201. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19202. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19203. import { Mesh } from "babylonjs/Meshes/mesh";
  19204. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19205. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19206. import { Texture } from "babylonjs/Materials/Textures/texture";
  19207. import { Material } from "babylonjs/Materials/material";
  19208. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19209. /**
  19210. * Defines the options associated with the creation of a shader material.
  19211. */
  19212. export interface IShaderMaterialOptions {
  19213. /**
  19214. * Does the material work in alpha blend mode
  19215. */
  19216. needAlphaBlending: boolean;
  19217. /**
  19218. * Does the material work in alpha test mode
  19219. */
  19220. needAlphaTesting: boolean;
  19221. /**
  19222. * The list of attribute names used in the shader
  19223. */
  19224. attributes: string[];
  19225. /**
  19226. * The list of unifrom names used in the shader
  19227. */
  19228. uniforms: string[];
  19229. /**
  19230. * The list of UBO names used in the shader
  19231. */
  19232. uniformBuffers: string[];
  19233. /**
  19234. * The list of sampler names used in the shader
  19235. */
  19236. samplers: string[];
  19237. /**
  19238. * The list of defines used in the shader
  19239. */
  19240. defines: string[];
  19241. }
  19242. /**
  19243. * 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.
  19244. *
  19245. * This returned material effects how the mesh will look based on the code in the shaders.
  19246. *
  19247. * @see http://doc.babylonjs.com/how_to/shader_material
  19248. */
  19249. export class ShaderMaterial extends Material {
  19250. private _shaderPath;
  19251. private _options;
  19252. private _textures;
  19253. private _textureArrays;
  19254. private _floats;
  19255. private _ints;
  19256. private _floatsArrays;
  19257. private _colors3;
  19258. private _colors3Arrays;
  19259. private _colors4;
  19260. private _colors4Arrays;
  19261. private _vectors2;
  19262. private _vectors3;
  19263. private _vectors4;
  19264. private _matrices;
  19265. private _matrices3x3;
  19266. private _matrices2x2;
  19267. private _vectors2Arrays;
  19268. private _vectors3Arrays;
  19269. private _vectors4Arrays;
  19270. private _cachedWorldViewMatrix;
  19271. private _cachedWorldViewProjectionMatrix;
  19272. private _renderId;
  19273. /**
  19274. * Instantiate a new shader material.
  19275. * 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.
  19276. * This returned material effects how the mesh will look based on the code in the shaders.
  19277. * @see http://doc.babylonjs.com/how_to/shader_material
  19278. * @param name Define the name of the material in the scene
  19279. * @param scene Define the scene the material belongs to
  19280. * @param shaderPath Defines the route to the shader code in one of three ways:
  19281. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19282. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19283. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19284. * @param options Define the options used to create the shader
  19285. */
  19286. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19287. /**
  19288. * Gets the options used to compile the shader.
  19289. * They can be modified to trigger a new compilation
  19290. */
  19291. readonly options: IShaderMaterialOptions;
  19292. /**
  19293. * Gets the current class name of the material e.g. "ShaderMaterial"
  19294. * Mainly use in serialization.
  19295. * @returns the class name
  19296. */
  19297. getClassName(): string;
  19298. /**
  19299. * Specifies if the material will require alpha blending
  19300. * @returns a boolean specifying if alpha blending is needed
  19301. */
  19302. needAlphaBlending(): boolean;
  19303. /**
  19304. * Specifies if this material should be rendered in alpha test mode
  19305. * @returns a boolean specifying if an alpha test is needed.
  19306. */
  19307. needAlphaTesting(): boolean;
  19308. private _checkUniform;
  19309. /**
  19310. * Set a texture in the shader.
  19311. * @param name Define the name of the uniform samplers as defined in the shader
  19312. * @param texture Define the texture to bind to this sampler
  19313. * @return the material itself allowing "fluent" like uniform updates
  19314. */
  19315. setTexture(name: string, texture: Texture): ShaderMaterial;
  19316. /**
  19317. * Set a texture array in the shader.
  19318. * @param name Define the name of the uniform sampler array as defined in the shader
  19319. * @param textures Define the list of textures to bind to this sampler
  19320. * @return the material itself allowing "fluent" like uniform updates
  19321. */
  19322. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19323. /**
  19324. * Set a float in the shader.
  19325. * @param name Define the name of the uniform as defined in the shader
  19326. * @param value Define the value to give to the uniform
  19327. * @return the material itself allowing "fluent" like uniform updates
  19328. */
  19329. setFloat(name: string, value: number): ShaderMaterial;
  19330. /**
  19331. * Set a int in the shader.
  19332. * @param name Define the name of the uniform as defined in the shader
  19333. * @param value Define the value to give to the uniform
  19334. * @return the material itself allowing "fluent" like uniform updates
  19335. */
  19336. setInt(name: string, value: number): ShaderMaterial;
  19337. /**
  19338. * Set an array of floats in the shader.
  19339. * @param name Define the name of the uniform as defined in the shader
  19340. * @param value Define the value to give to the uniform
  19341. * @return the material itself allowing "fluent" like uniform updates
  19342. */
  19343. setFloats(name: string, value: number[]): ShaderMaterial;
  19344. /**
  19345. * Set a vec3 in the shader from a Color3.
  19346. * @param name Define the name of the uniform as defined in the shader
  19347. * @param value Define the value to give to the uniform
  19348. * @return the material itself allowing "fluent" like uniform updates
  19349. */
  19350. setColor3(name: string, value: Color3): ShaderMaterial;
  19351. /**
  19352. * Set a vec3 array in the shader from a Color3 array.
  19353. * @param name Define the name of the uniform as defined in the shader
  19354. * @param value Define the value to give to the uniform
  19355. * @return the material itself allowing "fluent" like uniform updates
  19356. */
  19357. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19358. /**
  19359. * Set a vec4 in the shader from a Color4.
  19360. * @param name Define the name of the uniform as defined in the shader
  19361. * @param value Define the value to give to the uniform
  19362. * @return the material itself allowing "fluent" like uniform updates
  19363. */
  19364. setColor4(name: string, value: Color4): ShaderMaterial;
  19365. /**
  19366. * Set a vec4 array in the shader from a Color4 array.
  19367. * @param name Define the name of the uniform as defined in the shader
  19368. * @param value Define the value to give to the uniform
  19369. * @return the material itself allowing "fluent" like uniform updates
  19370. */
  19371. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19372. /**
  19373. * Set a vec2 in the shader from a Vector2.
  19374. * @param name Define the name of the uniform as defined in the shader
  19375. * @param value Define the value to give to the uniform
  19376. * @return the material itself allowing "fluent" like uniform updates
  19377. */
  19378. setVector2(name: string, value: Vector2): ShaderMaterial;
  19379. /**
  19380. * Set a vec3 in the shader from a Vector3.
  19381. * @param name Define the name of the uniform as defined in the shader
  19382. * @param value Define the value to give to the uniform
  19383. * @return the material itself allowing "fluent" like uniform updates
  19384. */
  19385. setVector3(name: string, value: Vector3): ShaderMaterial;
  19386. /**
  19387. * Set a vec4 in the shader from a Vector4.
  19388. * @param name Define the name of the uniform as defined in the shader
  19389. * @param value Define the value to give to the uniform
  19390. * @return the material itself allowing "fluent" like uniform updates
  19391. */
  19392. setVector4(name: string, value: Vector4): ShaderMaterial;
  19393. /**
  19394. * Set a mat4 in the shader from a Matrix.
  19395. * @param name Define the name of the uniform as defined in the shader
  19396. * @param value Define the value to give to the uniform
  19397. * @return the material itself allowing "fluent" like uniform updates
  19398. */
  19399. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19400. /**
  19401. * Set a mat3 in the shader from a Float32Array.
  19402. * @param name Define the name of the uniform as defined in the shader
  19403. * @param value Define the value to give to the uniform
  19404. * @return the material itself allowing "fluent" like uniform updates
  19405. */
  19406. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19407. /**
  19408. * Set a mat2 in the shader from a Float32Array.
  19409. * @param name Define the name of the uniform as defined in the shader
  19410. * @param value Define the value to give to the uniform
  19411. * @return the material itself allowing "fluent" like uniform updates
  19412. */
  19413. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19414. /**
  19415. * Set a vec2 array in the shader from a number array.
  19416. * @param name Define the name of the uniform as defined in the shader
  19417. * @param value Define the value to give to the uniform
  19418. * @return the material itself allowing "fluent" like uniform updates
  19419. */
  19420. setArray2(name: string, value: number[]): ShaderMaterial;
  19421. /**
  19422. * Set a vec3 array in the shader from a number array.
  19423. * @param name Define the name of the uniform as defined in the shader
  19424. * @param value Define the value to give to the uniform
  19425. * @return the material itself allowing "fluent" like uniform updates
  19426. */
  19427. setArray3(name: string, value: number[]): ShaderMaterial;
  19428. /**
  19429. * Set a vec4 array in the shader from a number array.
  19430. * @param name Define the name of the uniform as defined in the shader
  19431. * @param value Define the value to give to the uniform
  19432. * @return the material itself allowing "fluent" like uniform updates
  19433. */
  19434. setArray4(name: string, value: number[]): ShaderMaterial;
  19435. private _checkCache;
  19436. /**
  19437. * Specifies that the submesh is ready to be used
  19438. * @param mesh defines the mesh to check
  19439. * @param subMesh defines which submesh to check
  19440. * @param useInstances specifies that instances should be used
  19441. * @returns a boolean indicating that the submesh is ready or not
  19442. */
  19443. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19444. /**
  19445. * Checks if the material is ready to render the requested mesh
  19446. * @param mesh Define the mesh to render
  19447. * @param useInstances Define whether or not the material is used with instances
  19448. * @returns true if ready, otherwise false
  19449. */
  19450. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19451. /**
  19452. * Binds the world matrix to the material
  19453. * @param world defines the world transformation matrix
  19454. */
  19455. bindOnlyWorldMatrix(world: Matrix): void;
  19456. /**
  19457. * Binds the material to the mesh
  19458. * @param world defines the world transformation matrix
  19459. * @param mesh defines the mesh to bind the material to
  19460. */
  19461. bind(world: Matrix, mesh?: Mesh): void;
  19462. /**
  19463. * Gets the active textures from the material
  19464. * @returns an array of textures
  19465. */
  19466. getActiveTextures(): BaseTexture[];
  19467. /**
  19468. * Specifies if the material uses a texture
  19469. * @param texture defines the texture to check against the material
  19470. * @returns a boolean specifying if the material uses the texture
  19471. */
  19472. hasTexture(texture: BaseTexture): boolean;
  19473. /**
  19474. * Makes a duplicate of the material, and gives it a new name
  19475. * @param name defines the new name for the duplicated material
  19476. * @returns the cloned material
  19477. */
  19478. clone(name: string): ShaderMaterial;
  19479. /**
  19480. * Disposes the material
  19481. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19482. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19483. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19484. */
  19485. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19486. /**
  19487. * Serializes this material in a JSON representation
  19488. * @returns the serialized material object
  19489. */
  19490. serialize(): any;
  19491. /**
  19492. * Creates a shader material from parsed shader material data
  19493. * @param source defines the JSON represnetation of the material
  19494. * @param scene defines the hosting scene
  19495. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19496. * @returns a new material
  19497. */
  19498. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19499. }
  19500. }
  19501. declare module "babylonjs/Shaders/color.fragment" {
  19502. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19503. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19504. /** @hidden */
  19505. export var colorPixelShader: {
  19506. name: string;
  19507. shader: string;
  19508. };
  19509. }
  19510. declare module "babylonjs/Shaders/color.vertex" {
  19511. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19512. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19513. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19514. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19515. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19516. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19517. /** @hidden */
  19518. export var colorVertexShader: {
  19519. name: string;
  19520. shader: string;
  19521. };
  19522. }
  19523. declare module "babylonjs/Meshes/linesMesh" {
  19524. import { Nullable } from "babylonjs/types";
  19525. import { Scene } from "babylonjs/scene";
  19526. import { Color3 } from "babylonjs/Maths/math.color";
  19527. import { Node } from "babylonjs/node";
  19528. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19529. import { Mesh } from "babylonjs/Meshes/mesh";
  19530. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19531. import { Effect } from "babylonjs/Materials/effect";
  19532. import { Material } from "babylonjs/Materials/material";
  19533. import "babylonjs/Shaders/color.fragment";
  19534. import "babylonjs/Shaders/color.vertex";
  19535. /**
  19536. * Line mesh
  19537. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19538. */
  19539. export class LinesMesh extends Mesh {
  19540. /**
  19541. * If vertex color should be applied to the mesh
  19542. */
  19543. readonly useVertexColor?: boolean | undefined;
  19544. /**
  19545. * If vertex alpha should be applied to the mesh
  19546. */
  19547. readonly useVertexAlpha?: boolean | undefined;
  19548. /**
  19549. * Color of the line (Default: White)
  19550. */
  19551. color: Color3;
  19552. /**
  19553. * Alpha of the line (Default: 1)
  19554. */
  19555. alpha: number;
  19556. /**
  19557. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19558. * This margin is expressed in world space coordinates, so its value may vary.
  19559. * Default value is 0.1
  19560. */
  19561. intersectionThreshold: number;
  19562. private _colorShader;
  19563. private color4;
  19564. /**
  19565. * Creates a new LinesMesh
  19566. * @param name defines the name
  19567. * @param scene defines the hosting scene
  19568. * @param parent defines the parent mesh if any
  19569. * @param source defines the optional source LinesMesh used to clone data from
  19570. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19571. * When false, achieved by calling a clone(), also passing False.
  19572. * This will make creation of children, recursive.
  19573. * @param useVertexColor defines if this LinesMesh supports vertex color
  19574. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19575. */
  19576. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19577. /**
  19578. * If vertex color should be applied to the mesh
  19579. */
  19580. useVertexColor?: boolean | undefined,
  19581. /**
  19582. * If vertex alpha should be applied to the mesh
  19583. */
  19584. useVertexAlpha?: boolean | undefined);
  19585. private _addClipPlaneDefine;
  19586. private _removeClipPlaneDefine;
  19587. isReady(): boolean;
  19588. /**
  19589. * Returns the string "LineMesh"
  19590. */
  19591. getClassName(): string;
  19592. /**
  19593. * @hidden
  19594. */
  19595. /**
  19596. * @hidden
  19597. */
  19598. material: Material;
  19599. /**
  19600. * @hidden
  19601. */
  19602. readonly checkCollisions: boolean;
  19603. /** @hidden */
  19604. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19605. /** @hidden */
  19606. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19607. /**
  19608. * Disposes of the line mesh
  19609. * @param doNotRecurse If children should be disposed
  19610. */
  19611. dispose(doNotRecurse?: boolean): void;
  19612. /**
  19613. * Returns a new LineMesh object cloned from the current one.
  19614. */
  19615. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19616. /**
  19617. * Creates a new InstancedLinesMesh object from the mesh model.
  19618. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19619. * @param name defines the name of the new instance
  19620. * @returns a new InstancedLinesMesh
  19621. */
  19622. createInstance(name: string): InstancedLinesMesh;
  19623. }
  19624. /**
  19625. * Creates an instance based on a source LinesMesh
  19626. */
  19627. export class InstancedLinesMesh extends InstancedMesh {
  19628. /**
  19629. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19630. * This margin is expressed in world space coordinates, so its value may vary.
  19631. * Initilized with the intersectionThreshold value of the source LinesMesh
  19632. */
  19633. intersectionThreshold: number;
  19634. constructor(name: string, source: LinesMesh);
  19635. /**
  19636. * Returns the string "InstancedLinesMesh".
  19637. */
  19638. getClassName(): string;
  19639. }
  19640. }
  19641. declare module "babylonjs/Shaders/line.fragment" {
  19642. /** @hidden */
  19643. export var linePixelShader: {
  19644. name: string;
  19645. shader: string;
  19646. };
  19647. }
  19648. declare module "babylonjs/Shaders/line.vertex" {
  19649. /** @hidden */
  19650. export var lineVertexShader: {
  19651. name: string;
  19652. shader: string;
  19653. };
  19654. }
  19655. declare module "babylonjs/Rendering/edgesRenderer" {
  19656. import { Nullable } from "babylonjs/types";
  19657. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19659. import { Vector3 } from "babylonjs/Maths/math.vector";
  19660. import { IDisposable } from "babylonjs/scene";
  19661. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19662. import "babylonjs/Shaders/line.fragment";
  19663. import "babylonjs/Shaders/line.vertex";
  19664. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19665. module "babylonjs/Meshes/abstractMesh" {
  19666. interface AbstractMesh {
  19667. /**
  19668. * Gets the edgesRenderer associated with the mesh
  19669. */
  19670. edgesRenderer: Nullable<EdgesRenderer>;
  19671. }
  19672. }
  19673. module "babylonjs/Meshes/linesMesh" {
  19674. interface LinesMesh {
  19675. /**
  19676. * Enables the edge rendering mode on the mesh.
  19677. * This mode makes the mesh edges visible
  19678. * @param epsilon defines the maximal distance between two angles to detect a face
  19679. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19680. * @returns the currentAbstractMesh
  19681. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19682. */
  19683. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19684. }
  19685. }
  19686. module "babylonjs/Meshes/linesMesh" {
  19687. interface InstancedLinesMesh {
  19688. /**
  19689. * Enables the edge rendering mode on the mesh.
  19690. * This mode makes the mesh edges visible
  19691. * @param epsilon defines the maximal distance between two angles to detect a face
  19692. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19693. * @returns the current InstancedLinesMesh
  19694. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19695. */
  19696. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19697. }
  19698. }
  19699. /**
  19700. * Defines the minimum contract an Edges renderer should follow.
  19701. */
  19702. export interface IEdgesRenderer extends IDisposable {
  19703. /**
  19704. * Gets or sets a boolean indicating if the edgesRenderer is active
  19705. */
  19706. isEnabled: boolean;
  19707. /**
  19708. * Renders the edges of the attached mesh,
  19709. */
  19710. render(): void;
  19711. /**
  19712. * Checks wether or not the edges renderer is ready to render.
  19713. * @return true if ready, otherwise false.
  19714. */
  19715. isReady(): boolean;
  19716. }
  19717. /**
  19718. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19719. */
  19720. export class EdgesRenderer implements IEdgesRenderer {
  19721. /**
  19722. * Define the size of the edges with an orthographic camera
  19723. */
  19724. edgesWidthScalerForOrthographic: number;
  19725. /**
  19726. * Define the size of the edges with a perspective camera
  19727. */
  19728. edgesWidthScalerForPerspective: number;
  19729. protected _source: AbstractMesh;
  19730. protected _linesPositions: number[];
  19731. protected _linesNormals: number[];
  19732. protected _linesIndices: number[];
  19733. protected _epsilon: number;
  19734. protected _indicesCount: number;
  19735. protected _lineShader: ShaderMaterial;
  19736. protected _ib: DataBuffer;
  19737. protected _buffers: {
  19738. [key: string]: Nullable<VertexBuffer>;
  19739. };
  19740. protected _checkVerticesInsteadOfIndices: boolean;
  19741. private _meshRebuildObserver;
  19742. private _meshDisposeObserver;
  19743. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19744. isEnabled: boolean;
  19745. /**
  19746. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19747. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19748. * @param source Mesh used to create edges
  19749. * @param epsilon sum of angles in adjacency to check for edge
  19750. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19751. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19752. */
  19753. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19754. protected _prepareRessources(): void;
  19755. /** @hidden */
  19756. _rebuild(): void;
  19757. /**
  19758. * Releases the required resources for the edges renderer
  19759. */
  19760. dispose(): void;
  19761. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19762. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19763. /**
  19764. * Checks if the pair of p0 and p1 is en edge
  19765. * @param faceIndex
  19766. * @param edge
  19767. * @param faceNormals
  19768. * @param p0
  19769. * @param p1
  19770. * @private
  19771. */
  19772. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19773. /**
  19774. * push line into the position, normal and index buffer
  19775. * @protected
  19776. */
  19777. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19778. /**
  19779. * Generates lines edges from adjacencjes
  19780. * @private
  19781. */
  19782. _generateEdgesLines(): void;
  19783. /**
  19784. * Checks wether or not the edges renderer is ready to render.
  19785. * @return true if ready, otherwise false.
  19786. */
  19787. isReady(): boolean;
  19788. /**
  19789. * Renders the edges of the attached mesh,
  19790. */
  19791. render(): void;
  19792. }
  19793. /**
  19794. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19795. */
  19796. export class LineEdgesRenderer extends EdgesRenderer {
  19797. /**
  19798. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19799. * @param source LineMesh used to generate edges
  19800. * @param epsilon not important (specified angle for edge detection)
  19801. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19802. */
  19803. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19804. /**
  19805. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19806. */
  19807. _generateEdgesLines(): void;
  19808. }
  19809. }
  19810. declare module "babylonjs/Rendering/renderingGroup" {
  19811. import { SmartArray } from "babylonjs/Misc/smartArray";
  19812. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19813. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19814. import { Nullable } from "babylonjs/types";
  19815. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19816. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19817. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19818. import { Material } from "babylonjs/Materials/material";
  19819. import { Scene } from "babylonjs/scene";
  19820. /**
  19821. * This represents the object necessary to create a rendering group.
  19822. * This is exclusively used and created by the rendering manager.
  19823. * To modify the behavior, you use the available helpers in your scene or meshes.
  19824. * @hidden
  19825. */
  19826. export class RenderingGroup {
  19827. index: number;
  19828. private static _zeroVector;
  19829. private _scene;
  19830. private _opaqueSubMeshes;
  19831. private _transparentSubMeshes;
  19832. private _alphaTestSubMeshes;
  19833. private _depthOnlySubMeshes;
  19834. private _particleSystems;
  19835. private _spriteManagers;
  19836. private _opaqueSortCompareFn;
  19837. private _alphaTestSortCompareFn;
  19838. private _transparentSortCompareFn;
  19839. private _renderOpaque;
  19840. private _renderAlphaTest;
  19841. private _renderTransparent;
  19842. /** @hidden */
  19843. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19844. onBeforeTransparentRendering: () => void;
  19845. /**
  19846. * Set the opaque sort comparison function.
  19847. * If null the sub meshes will be render in the order they were created
  19848. */
  19849. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19850. /**
  19851. * Set the alpha test sort comparison function.
  19852. * If null the sub meshes will be render in the order they were created
  19853. */
  19854. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19855. /**
  19856. * Set the transparent sort comparison function.
  19857. * If null the sub meshes will be render in the order they were created
  19858. */
  19859. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19860. /**
  19861. * Creates a new rendering group.
  19862. * @param index The rendering group index
  19863. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19864. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19865. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19866. */
  19867. 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>);
  19868. /**
  19869. * Render all the sub meshes contained in the group.
  19870. * @param customRenderFunction Used to override the default render behaviour of the group.
  19871. * @returns true if rendered some submeshes.
  19872. */
  19873. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19874. /**
  19875. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19876. * @param subMeshes The submeshes to render
  19877. */
  19878. private renderOpaqueSorted;
  19879. /**
  19880. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19881. * @param subMeshes The submeshes to render
  19882. */
  19883. private renderAlphaTestSorted;
  19884. /**
  19885. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19886. * @param subMeshes The submeshes to render
  19887. */
  19888. private renderTransparentSorted;
  19889. /**
  19890. * Renders the submeshes in a specified order.
  19891. * @param subMeshes The submeshes to sort before render
  19892. * @param sortCompareFn The comparison function use to sort
  19893. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19894. * @param transparent Specifies to activate blending if true
  19895. */
  19896. private static renderSorted;
  19897. /**
  19898. * Renders the submeshes in the order they were dispatched (no sort applied).
  19899. * @param subMeshes The submeshes to render
  19900. */
  19901. private static renderUnsorted;
  19902. /**
  19903. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19904. * are rendered back to front if in the same alpha index.
  19905. *
  19906. * @param a The first submesh
  19907. * @param b The second submesh
  19908. * @returns The result of the comparison
  19909. */
  19910. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19911. /**
  19912. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19913. * are rendered back to front.
  19914. *
  19915. * @param a The first submesh
  19916. * @param b The second submesh
  19917. * @returns The result of the comparison
  19918. */
  19919. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19920. /**
  19921. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19922. * are rendered front to back (prevent overdraw).
  19923. *
  19924. * @param a The first submesh
  19925. * @param b The second submesh
  19926. * @returns The result of the comparison
  19927. */
  19928. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19929. /**
  19930. * Resets the different lists of submeshes to prepare a new frame.
  19931. */
  19932. prepare(): void;
  19933. dispose(): void;
  19934. /**
  19935. * Inserts the submesh in its correct queue depending on its material.
  19936. * @param subMesh The submesh to dispatch
  19937. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19938. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19939. */
  19940. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19941. dispatchSprites(spriteManager: ISpriteManager): void;
  19942. dispatchParticles(particleSystem: IParticleSystem): void;
  19943. private _renderParticles;
  19944. private _renderSprites;
  19945. }
  19946. }
  19947. declare module "babylonjs/Rendering/renderingManager" {
  19948. import { Nullable } from "babylonjs/types";
  19949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19950. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19951. import { SmartArray } from "babylonjs/Misc/smartArray";
  19952. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19953. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19954. import { Material } from "babylonjs/Materials/material";
  19955. import { Scene } from "babylonjs/scene";
  19956. import { Camera } from "babylonjs/Cameras/camera";
  19957. /**
  19958. * Interface describing the different options available in the rendering manager
  19959. * regarding Auto Clear between groups.
  19960. */
  19961. export interface IRenderingManagerAutoClearSetup {
  19962. /**
  19963. * Defines whether or not autoclear is enable.
  19964. */
  19965. autoClear: boolean;
  19966. /**
  19967. * Defines whether or not to autoclear the depth buffer.
  19968. */
  19969. depth: boolean;
  19970. /**
  19971. * Defines whether or not to autoclear the stencil buffer.
  19972. */
  19973. stencil: boolean;
  19974. }
  19975. /**
  19976. * This class is used by the onRenderingGroupObservable
  19977. */
  19978. export class RenderingGroupInfo {
  19979. /**
  19980. * The Scene that being rendered
  19981. */
  19982. scene: Scene;
  19983. /**
  19984. * The camera currently used for the rendering pass
  19985. */
  19986. camera: Nullable<Camera>;
  19987. /**
  19988. * The ID of the renderingGroup being processed
  19989. */
  19990. renderingGroupId: number;
  19991. }
  19992. /**
  19993. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19994. * It is enable to manage the different groups as well as the different necessary sort functions.
  19995. * This should not be used directly aside of the few static configurations
  19996. */
  19997. export class RenderingManager {
  19998. /**
  19999. * The max id used for rendering groups (not included)
  20000. */
  20001. static MAX_RENDERINGGROUPS: number;
  20002. /**
  20003. * The min id used for rendering groups (included)
  20004. */
  20005. static MIN_RENDERINGGROUPS: number;
  20006. /**
  20007. * Used to globally prevent autoclearing scenes.
  20008. */
  20009. static AUTOCLEAR: boolean;
  20010. /**
  20011. * @hidden
  20012. */
  20013. _useSceneAutoClearSetup: boolean;
  20014. private _scene;
  20015. private _renderingGroups;
  20016. private _depthStencilBufferAlreadyCleaned;
  20017. private _autoClearDepthStencil;
  20018. private _customOpaqueSortCompareFn;
  20019. private _customAlphaTestSortCompareFn;
  20020. private _customTransparentSortCompareFn;
  20021. private _renderingGroupInfo;
  20022. /**
  20023. * Instantiates a new rendering group for a particular scene
  20024. * @param scene Defines the scene the groups belongs to
  20025. */
  20026. constructor(scene: Scene);
  20027. private _clearDepthStencilBuffer;
  20028. /**
  20029. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20030. * @hidden
  20031. */
  20032. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20033. /**
  20034. * Resets the different information of the group to prepare a new frame
  20035. * @hidden
  20036. */
  20037. reset(): void;
  20038. /**
  20039. * Dispose and release the group and its associated resources.
  20040. * @hidden
  20041. */
  20042. dispose(): void;
  20043. /**
  20044. * Clear the info related to rendering groups preventing retention points during dispose.
  20045. */
  20046. freeRenderingGroups(): void;
  20047. private _prepareRenderingGroup;
  20048. /**
  20049. * Add a sprite manager to the rendering manager in order to render it this frame.
  20050. * @param spriteManager Define the sprite manager to render
  20051. */
  20052. dispatchSprites(spriteManager: ISpriteManager): void;
  20053. /**
  20054. * Add a particle system to the rendering manager in order to render it this frame.
  20055. * @param particleSystem Define the particle system to render
  20056. */
  20057. dispatchParticles(particleSystem: IParticleSystem): void;
  20058. /**
  20059. * Add a submesh to the manager in order to render it this frame
  20060. * @param subMesh The submesh to dispatch
  20061. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20062. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20063. */
  20064. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20065. /**
  20066. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20067. * This allowed control for front to back rendering or reversly depending of the special needs.
  20068. *
  20069. * @param renderingGroupId The rendering group id corresponding to its index
  20070. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20071. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20072. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20073. */
  20074. 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;
  20075. /**
  20076. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20077. *
  20078. * @param renderingGroupId The rendering group id corresponding to its index
  20079. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20080. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20081. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20082. */
  20083. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20084. /**
  20085. * Gets the current auto clear configuration for one rendering group of the rendering
  20086. * manager.
  20087. * @param index the rendering group index to get the information for
  20088. * @returns The auto clear setup for the requested rendering group
  20089. */
  20090. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20091. }
  20092. }
  20093. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20094. import { Observable } from "babylonjs/Misc/observable";
  20095. import { SmartArray } from "babylonjs/Misc/smartArray";
  20096. import { Nullable } from "babylonjs/types";
  20097. import { Camera } from "babylonjs/Cameras/camera";
  20098. import { Scene } from "babylonjs/scene";
  20099. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20100. import { Color4 } from "babylonjs/Maths/math.color";
  20101. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20102. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20103. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20104. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20105. import { Texture } from "babylonjs/Materials/Textures/texture";
  20106. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20107. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20108. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20109. import { Engine } from "babylonjs/Engines/engine";
  20110. /**
  20111. * This Helps creating a texture that will be created from a camera in your scene.
  20112. * It is basically a dynamic texture that could be used to create special effects for instance.
  20113. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20114. */
  20115. export class RenderTargetTexture extends Texture {
  20116. isCube: boolean;
  20117. /**
  20118. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20119. */
  20120. static readonly REFRESHRATE_RENDER_ONCE: number;
  20121. /**
  20122. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20123. */
  20124. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20125. /**
  20126. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20127. * the central point of your effect and can save a lot of performances.
  20128. */
  20129. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20130. /**
  20131. * Use this predicate to dynamically define the list of mesh you want to render.
  20132. * If set, the renderList property will be overwritten.
  20133. */
  20134. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20135. private _renderList;
  20136. /**
  20137. * Use this list to define the list of mesh you want to render.
  20138. */
  20139. renderList: Nullable<Array<AbstractMesh>>;
  20140. private _hookArray;
  20141. /**
  20142. * Define if particles should be rendered in your texture.
  20143. */
  20144. renderParticles: boolean;
  20145. /**
  20146. * Define if sprites should be rendered in your texture.
  20147. */
  20148. renderSprites: boolean;
  20149. /**
  20150. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20151. */
  20152. coordinatesMode: number;
  20153. /**
  20154. * Define the camera used to render the texture.
  20155. */
  20156. activeCamera: Nullable<Camera>;
  20157. /**
  20158. * Override the render function of the texture with your own one.
  20159. */
  20160. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20161. /**
  20162. * Define if camera post processes should be use while rendering the texture.
  20163. */
  20164. useCameraPostProcesses: boolean;
  20165. /**
  20166. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20167. */
  20168. ignoreCameraViewport: boolean;
  20169. private _postProcessManager;
  20170. private _postProcesses;
  20171. private _resizeObserver;
  20172. /**
  20173. * An event triggered when the texture is unbind.
  20174. */
  20175. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20176. /**
  20177. * An event triggered when the texture is unbind.
  20178. */
  20179. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20180. private _onAfterUnbindObserver;
  20181. /**
  20182. * Set a after unbind callback in the texture.
  20183. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20184. */
  20185. onAfterUnbind: () => void;
  20186. /**
  20187. * An event triggered before rendering the texture
  20188. */
  20189. onBeforeRenderObservable: Observable<number>;
  20190. private _onBeforeRenderObserver;
  20191. /**
  20192. * Set a before render callback in the texture.
  20193. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20194. */
  20195. onBeforeRender: (faceIndex: number) => void;
  20196. /**
  20197. * An event triggered after rendering the texture
  20198. */
  20199. onAfterRenderObservable: Observable<number>;
  20200. private _onAfterRenderObserver;
  20201. /**
  20202. * Set a after render callback in the texture.
  20203. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20204. */
  20205. onAfterRender: (faceIndex: number) => void;
  20206. /**
  20207. * An event triggered after the texture clear
  20208. */
  20209. onClearObservable: Observable<Engine>;
  20210. private _onClearObserver;
  20211. /**
  20212. * Set a clear callback in the texture.
  20213. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20214. */
  20215. onClear: (Engine: Engine) => void;
  20216. /**
  20217. * An event triggered when the texture is resized.
  20218. */
  20219. onResizeObservable: Observable<RenderTargetTexture>;
  20220. /**
  20221. * Define the clear color of the Render Target if it should be different from the scene.
  20222. */
  20223. clearColor: Color4;
  20224. protected _size: number | {
  20225. width: number;
  20226. height: number;
  20227. };
  20228. protected _initialSizeParameter: number | {
  20229. width: number;
  20230. height: number;
  20231. } | {
  20232. ratio: number;
  20233. };
  20234. protected _sizeRatio: Nullable<number>;
  20235. /** @hidden */
  20236. _generateMipMaps: boolean;
  20237. protected _renderingManager: RenderingManager;
  20238. /** @hidden */
  20239. _waitingRenderList: string[];
  20240. protected _doNotChangeAspectRatio: boolean;
  20241. protected _currentRefreshId: number;
  20242. protected _refreshRate: number;
  20243. protected _textureMatrix: Matrix;
  20244. protected _samples: number;
  20245. protected _renderTargetOptions: RenderTargetCreationOptions;
  20246. /**
  20247. * Gets render target creation options that were used.
  20248. */
  20249. readonly renderTargetOptions: RenderTargetCreationOptions;
  20250. protected _engine: Engine;
  20251. protected _onRatioRescale(): void;
  20252. /**
  20253. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20254. * It must define where the camera used to render the texture is set
  20255. */
  20256. boundingBoxPosition: Vector3;
  20257. private _boundingBoxSize;
  20258. /**
  20259. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20260. * When defined, the cubemap will switch to local mode
  20261. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20262. * @example https://www.babylonjs-playground.com/#RNASML
  20263. */
  20264. boundingBoxSize: Vector3;
  20265. /**
  20266. * In case the RTT has been created with a depth texture, get the associated
  20267. * depth texture.
  20268. * Otherwise, return null.
  20269. */
  20270. depthStencilTexture: Nullable<InternalTexture>;
  20271. /**
  20272. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20273. * or used a shadow, depth texture...
  20274. * @param name The friendly name of the texture
  20275. * @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)
  20276. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20277. * @param generateMipMaps True if mip maps need to be generated after render.
  20278. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20279. * @param type The type of the buffer in the RTT (int, half float, float...)
  20280. * @param isCube True if a cube texture needs to be created
  20281. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20282. * @param generateDepthBuffer True to generate a depth buffer
  20283. * @param generateStencilBuffer True to generate a stencil buffer
  20284. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20285. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20286. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20287. */
  20288. constructor(name: string, size: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20294. /**
  20295. * Creates a depth stencil texture.
  20296. * This is only available in WebGL 2 or with the depth texture extension available.
  20297. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20298. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20299. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20300. */
  20301. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20302. private _processSizeParameter;
  20303. /**
  20304. * Define the number of samples to use in case of MSAA.
  20305. * It defaults to one meaning no MSAA has been enabled.
  20306. */
  20307. samples: number;
  20308. /**
  20309. * Resets the refresh counter of the texture and start bak from scratch.
  20310. * Could be useful to regenerate the texture if it is setup to render only once.
  20311. */
  20312. resetRefreshCounter(): void;
  20313. /**
  20314. * Define the refresh rate of the texture or the rendering frequency.
  20315. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20316. */
  20317. refreshRate: number;
  20318. /**
  20319. * Adds a post process to the render target rendering passes.
  20320. * @param postProcess define the post process to add
  20321. */
  20322. addPostProcess(postProcess: PostProcess): void;
  20323. /**
  20324. * Clear all the post processes attached to the render target
  20325. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20326. */
  20327. clearPostProcesses(dispose?: boolean): void;
  20328. /**
  20329. * Remove one of the post process from the list of attached post processes to the texture
  20330. * @param postProcess define the post process to remove from the list
  20331. */
  20332. removePostProcess(postProcess: PostProcess): void;
  20333. /** @hidden */
  20334. _shouldRender(): boolean;
  20335. /**
  20336. * Gets the actual render size of the texture.
  20337. * @returns the width of the render size
  20338. */
  20339. getRenderSize(): number;
  20340. /**
  20341. * Gets the actual render width of the texture.
  20342. * @returns the width of the render size
  20343. */
  20344. getRenderWidth(): number;
  20345. /**
  20346. * Gets the actual render height of the texture.
  20347. * @returns the height of the render size
  20348. */
  20349. getRenderHeight(): number;
  20350. /**
  20351. * Get if the texture can be rescaled or not.
  20352. */
  20353. readonly canRescale: boolean;
  20354. /**
  20355. * Resize the texture using a ratio.
  20356. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20357. */
  20358. scale(ratio: number): void;
  20359. /**
  20360. * Get the texture reflection matrix used to rotate/transform the reflection.
  20361. * @returns the reflection matrix
  20362. */
  20363. getReflectionTextureMatrix(): Matrix;
  20364. /**
  20365. * Resize the texture to a new desired size.
  20366. * Be carrefull as it will recreate all the data in the new texture.
  20367. * @param size Define the new size. It can be:
  20368. * - a number for squared texture,
  20369. * - an object containing { width: number, height: number }
  20370. * - or an object containing a ratio { ratio: number }
  20371. */
  20372. resize(size: number | {
  20373. width: number;
  20374. height: number;
  20375. } | {
  20376. ratio: number;
  20377. }): void;
  20378. /**
  20379. * Renders all the objects from the render list into the texture.
  20380. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20381. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20382. */
  20383. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20384. private _bestReflectionRenderTargetDimension;
  20385. /**
  20386. * @hidden
  20387. * @param faceIndex face index to bind to if this is a cubetexture
  20388. */
  20389. _bindFrameBuffer(faceIndex?: number): void;
  20390. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20391. private renderToTarget;
  20392. /**
  20393. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20394. * This allowed control for front to back rendering or reversly depending of the special needs.
  20395. *
  20396. * @param renderingGroupId The rendering group id corresponding to its index
  20397. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20398. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20399. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20400. */
  20401. 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;
  20402. /**
  20403. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20404. *
  20405. * @param renderingGroupId The rendering group id corresponding to its index
  20406. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20407. */
  20408. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20409. /**
  20410. * Clones the texture.
  20411. * @returns the cloned texture
  20412. */
  20413. clone(): RenderTargetTexture;
  20414. /**
  20415. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20416. * @returns The JSON representation of the texture
  20417. */
  20418. serialize(): any;
  20419. /**
  20420. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20421. */
  20422. disposeFramebufferObjects(): void;
  20423. /**
  20424. * Dispose the texture and release its associated resources.
  20425. */
  20426. dispose(): void;
  20427. /** @hidden */
  20428. _rebuild(): void;
  20429. /**
  20430. * Clear the info related to rendering groups preventing retention point in material dispose.
  20431. */
  20432. freeRenderingGroups(): void;
  20433. /**
  20434. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20435. * @returns the view count
  20436. */
  20437. getViewCount(): number;
  20438. }
  20439. }
  20440. declare module "babylonjs/Materials/material" {
  20441. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20442. import { SmartArray } from "babylonjs/Misc/smartArray";
  20443. import { Observable } from "babylonjs/Misc/observable";
  20444. import { Nullable } from "babylonjs/types";
  20445. import { Scene } from "babylonjs/scene";
  20446. import { Matrix } from "babylonjs/Maths/math.vector";
  20447. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20449. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20450. import { Effect } from "babylonjs/Materials/effect";
  20451. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20452. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20453. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20454. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20455. import { Mesh } from "babylonjs/Meshes/mesh";
  20456. import { Animation } from "babylonjs/Animations/animation";
  20457. /**
  20458. * Base class for the main features of a material in Babylon.js
  20459. */
  20460. export class Material implements IAnimatable {
  20461. /**
  20462. * Returns the triangle fill mode
  20463. */
  20464. static readonly TriangleFillMode: number;
  20465. /**
  20466. * Returns the wireframe mode
  20467. */
  20468. static readonly WireFrameFillMode: number;
  20469. /**
  20470. * Returns the point fill mode
  20471. */
  20472. static readonly PointFillMode: number;
  20473. /**
  20474. * Returns the point list draw mode
  20475. */
  20476. static readonly PointListDrawMode: number;
  20477. /**
  20478. * Returns the line list draw mode
  20479. */
  20480. static readonly LineListDrawMode: number;
  20481. /**
  20482. * Returns the line loop draw mode
  20483. */
  20484. static readonly LineLoopDrawMode: number;
  20485. /**
  20486. * Returns the line strip draw mode
  20487. */
  20488. static readonly LineStripDrawMode: number;
  20489. /**
  20490. * Returns the triangle strip draw mode
  20491. */
  20492. static readonly TriangleStripDrawMode: number;
  20493. /**
  20494. * Returns the triangle fan draw mode
  20495. */
  20496. static readonly TriangleFanDrawMode: number;
  20497. /**
  20498. * Stores the clock-wise side orientation
  20499. */
  20500. static readonly ClockWiseSideOrientation: number;
  20501. /**
  20502. * Stores the counter clock-wise side orientation
  20503. */
  20504. static readonly CounterClockWiseSideOrientation: number;
  20505. /**
  20506. * The dirty texture flag value
  20507. */
  20508. static readonly TextureDirtyFlag: number;
  20509. /**
  20510. * The dirty light flag value
  20511. */
  20512. static readonly LightDirtyFlag: number;
  20513. /**
  20514. * The dirty fresnel flag value
  20515. */
  20516. static readonly FresnelDirtyFlag: number;
  20517. /**
  20518. * The dirty attribute flag value
  20519. */
  20520. static readonly AttributesDirtyFlag: number;
  20521. /**
  20522. * The dirty misc flag value
  20523. */
  20524. static readonly MiscDirtyFlag: number;
  20525. /**
  20526. * The all dirty flag value
  20527. */
  20528. static readonly AllDirtyFlag: number;
  20529. /**
  20530. * The ID of the material
  20531. */
  20532. id: string;
  20533. /**
  20534. * Gets or sets the unique id of the material
  20535. */
  20536. uniqueId: number;
  20537. /**
  20538. * The name of the material
  20539. */
  20540. name: string;
  20541. /**
  20542. * Gets or sets user defined metadata
  20543. */
  20544. metadata: any;
  20545. /**
  20546. * For internal use only. Please do not use.
  20547. */
  20548. reservedDataStore: any;
  20549. /**
  20550. * Specifies if the ready state should be checked on each call
  20551. */
  20552. checkReadyOnEveryCall: boolean;
  20553. /**
  20554. * Specifies if the ready state should be checked once
  20555. */
  20556. checkReadyOnlyOnce: boolean;
  20557. /**
  20558. * The state of the material
  20559. */
  20560. state: string;
  20561. /**
  20562. * The alpha value of the material
  20563. */
  20564. protected _alpha: number;
  20565. /**
  20566. * List of inspectable custom properties (used by the Inspector)
  20567. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20568. */
  20569. inspectableCustomProperties: IInspectable[];
  20570. /**
  20571. * Sets the alpha value of the material
  20572. */
  20573. /**
  20574. * Gets the alpha value of the material
  20575. */
  20576. alpha: number;
  20577. /**
  20578. * Specifies if back face culling is enabled
  20579. */
  20580. protected _backFaceCulling: boolean;
  20581. /**
  20582. * Sets the back-face culling state
  20583. */
  20584. /**
  20585. * Gets the back-face culling state
  20586. */
  20587. backFaceCulling: boolean;
  20588. /**
  20589. * Stores the value for side orientation
  20590. */
  20591. sideOrientation: number;
  20592. /**
  20593. * Callback triggered when the material is compiled
  20594. */
  20595. onCompiled: Nullable<(effect: Effect) => void>;
  20596. /**
  20597. * Callback triggered when an error occurs
  20598. */
  20599. onError: Nullable<(effect: Effect, errors: string) => void>;
  20600. /**
  20601. * Callback triggered to get the render target textures
  20602. */
  20603. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20604. /**
  20605. * Gets a boolean indicating that current material needs to register RTT
  20606. */
  20607. readonly hasRenderTargetTextures: boolean;
  20608. /**
  20609. * Specifies if the material should be serialized
  20610. */
  20611. doNotSerialize: boolean;
  20612. /**
  20613. * @hidden
  20614. */
  20615. _storeEffectOnSubMeshes: boolean;
  20616. /**
  20617. * Stores the animations for the material
  20618. */
  20619. animations: Nullable<Array<Animation>>;
  20620. /**
  20621. * An event triggered when the material is disposed
  20622. */
  20623. onDisposeObservable: Observable<Material>;
  20624. /**
  20625. * An observer which watches for dispose events
  20626. */
  20627. private _onDisposeObserver;
  20628. private _onUnBindObservable;
  20629. /**
  20630. * Called during a dispose event
  20631. */
  20632. onDispose: () => void;
  20633. private _onBindObservable;
  20634. /**
  20635. * An event triggered when the material is bound
  20636. */
  20637. readonly onBindObservable: Observable<AbstractMesh>;
  20638. /**
  20639. * An observer which watches for bind events
  20640. */
  20641. private _onBindObserver;
  20642. /**
  20643. * Called during a bind event
  20644. */
  20645. onBind: (Mesh: AbstractMesh) => void;
  20646. /**
  20647. * An event triggered when the material is unbound
  20648. */
  20649. readonly onUnBindObservable: Observable<Material>;
  20650. /**
  20651. * Stores the value of the alpha mode
  20652. */
  20653. private _alphaMode;
  20654. /**
  20655. * Sets the value of the alpha mode.
  20656. *
  20657. * | Value | Type | Description |
  20658. * | --- | --- | --- |
  20659. * | 0 | ALPHA_DISABLE | |
  20660. * | 1 | ALPHA_ADD | |
  20661. * | 2 | ALPHA_COMBINE | |
  20662. * | 3 | ALPHA_SUBTRACT | |
  20663. * | 4 | ALPHA_MULTIPLY | |
  20664. * | 5 | ALPHA_MAXIMIZED | |
  20665. * | 6 | ALPHA_ONEONE | |
  20666. * | 7 | ALPHA_PREMULTIPLIED | |
  20667. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20668. * | 9 | ALPHA_INTERPOLATE | |
  20669. * | 10 | ALPHA_SCREENMODE | |
  20670. *
  20671. */
  20672. /**
  20673. * Gets the value of the alpha mode
  20674. */
  20675. alphaMode: number;
  20676. /**
  20677. * Stores the state of the need depth pre-pass value
  20678. */
  20679. private _needDepthPrePass;
  20680. /**
  20681. * Sets the need depth pre-pass value
  20682. */
  20683. /**
  20684. * Gets the depth pre-pass value
  20685. */
  20686. needDepthPrePass: boolean;
  20687. /**
  20688. * Specifies if depth writing should be disabled
  20689. */
  20690. disableDepthWrite: boolean;
  20691. /**
  20692. * Specifies if depth writing should be forced
  20693. */
  20694. forceDepthWrite: boolean;
  20695. /**
  20696. * Specifies if there should be a separate pass for culling
  20697. */
  20698. separateCullingPass: boolean;
  20699. /**
  20700. * Stores the state specifing if fog should be enabled
  20701. */
  20702. private _fogEnabled;
  20703. /**
  20704. * Sets the state for enabling fog
  20705. */
  20706. /**
  20707. * Gets the value of the fog enabled state
  20708. */
  20709. fogEnabled: boolean;
  20710. /**
  20711. * Stores the size of points
  20712. */
  20713. pointSize: number;
  20714. /**
  20715. * Stores the z offset value
  20716. */
  20717. zOffset: number;
  20718. /**
  20719. * Gets a value specifying if wireframe mode is enabled
  20720. */
  20721. /**
  20722. * Sets the state of wireframe mode
  20723. */
  20724. wireframe: boolean;
  20725. /**
  20726. * Gets the value specifying if point clouds are enabled
  20727. */
  20728. /**
  20729. * Sets the state of point cloud mode
  20730. */
  20731. pointsCloud: boolean;
  20732. /**
  20733. * Gets the material fill mode
  20734. */
  20735. /**
  20736. * Sets the material fill mode
  20737. */
  20738. fillMode: number;
  20739. /**
  20740. * @hidden
  20741. * Stores the effects for the material
  20742. */
  20743. _effect: Nullable<Effect>;
  20744. /**
  20745. * @hidden
  20746. * Specifies if the material was previously ready
  20747. */
  20748. _wasPreviouslyReady: boolean;
  20749. /**
  20750. * Specifies if uniform buffers should be used
  20751. */
  20752. private _useUBO;
  20753. /**
  20754. * Stores a reference to the scene
  20755. */
  20756. private _scene;
  20757. /**
  20758. * Stores the fill mode state
  20759. */
  20760. private _fillMode;
  20761. /**
  20762. * Specifies if the depth write state should be cached
  20763. */
  20764. private _cachedDepthWriteState;
  20765. /**
  20766. * Stores the uniform buffer
  20767. */
  20768. protected _uniformBuffer: UniformBuffer;
  20769. /** @hidden */
  20770. _indexInSceneMaterialArray: number;
  20771. /** @hidden */
  20772. meshMap: Nullable<{
  20773. [id: string]: AbstractMesh | undefined;
  20774. }>;
  20775. /**
  20776. * Creates a material instance
  20777. * @param name defines the name of the material
  20778. * @param scene defines the scene to reference
  20779. * @param doNotAdd specifies if the material should be added to the scene
  20780. */
  20781. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20782. /**
  20783. * Returns a string representation of the current material
  20784. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20785. * @returns a string with material information
  20786. */
  20787. toString(fullDetails?: boolean): string;
  20788. /**
  20789. * Gets the class name of the material
  20790. * @returns a string with the class name of the material
  20791. */
  20792. getClassName(): string;
  20793. /**
  20794. * Specifies if updates for the material been locked
  20795. */
  20796. readonly isFrozen: boolean;
  20797. /**
  20798. * Locks updates for the material
  20799. */
  20800. freeze(): void;
  20801. /**
  20802. * Unlocks updates for the material
  20803. */
  20804. unfreeze(): void;
  20805. /**
  20806. * Specifies if the material is ready to be used
  20807. * @param mesh defines the mesh to check
  20808. * @param useInstances specifies if instances should be used
  20809. * @returns a boolean indicating if the material is ready to be used
  20810. */
  20811. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20812. /**
  20813. * Specifies that the submesh is ready to be used
  20814. * @param mesh defines the mesh to check
  20815. * @param subMesh defines which submesh to check
  20816. * @param useInstances specifies that instances should be used
  20817. * @returns a boolean indicating that the submesh is ready or not
  20818. */
  20819. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20820. /**
  20821. * Returns the material effect
  20822. * @returns the effect associated with the material
  20823. */
  20824. getEffect(): Nullable<Effect>;
  20825. /**
  20826. * Returns the current scene
  20827. * @returns a Scene
  20828. */
  20829. getScene(): Scene;
  20830. /**
  20831. * Specifies if the material will require alpha blending
  20832. * @returns a boolean specifying if alpha blending is needed
  20833. */
  20834. needAlphaBlending(): boolean;
  20835. /**
  20836. * Specifies if the mesh will require alpha blending
  20837. * @param mesh defines the mesh to check
  20838. * @returns a boolean specifying if alpha blending is needed for the mesh
  20839. */
  20840. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20841. /**
  20842. * Specifies if this material should be rendered in alpha test mode
  20843. * @returns a boolean specifying if an alpha test is needed.
  20844. */
  20845. needAlphaTesting(): boolean;
  20846. /**
  20847. * Gets the texture used for the alpha test
  20848. * @returns the texture to use for alpha testing
  20849. */
  20850. getAlphaTestTexture(): Nullable<BaseTexture>;
  20851. /**
  20852. * Marks the material to indicate that it needs to be re-calculated
  20853. */
  20854. markDirty(): void;
  20855. /** @hidden */
  20856. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20857. /**
  20858. * Binds the material to the mesh
  20859. * @param world defines the world transformation matrix
  20860. * @param mesh defines the mesh to bind the material to
  20861. */
  20862. bind(world: Matrix, mesh?: Mesh): void;
  20863. /**
  20864. * Binds the submesh to the material
  20865. * @param world defines the world transformation matrix
  20866. * @param mesh defines the mesh containing the submesh
  20867. * @param subMesh defines the submesh to bind the material to
  20868. */
  20869. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20870. /**
  20871. * Binds the world matrix to the material
  20872. * @param world defines the world transformation matrix
  20873. */
  20874. bindOnlyWorldMatrix(world: Matrix): void;
  20875. /**
  20876. * Binds the scene's uniform buffer to the effect.
  20877. * @param effect defines the effect to bind to the scene uniform buffer
  20878. * @param sceneUbo defines the uniform buffer storing scene data
  20879. */
  20880. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20881. /**
  20882. * Binds the view matrix to the effect
  20883. * @param effect defines the effect to bind the view matrix to
  20884. */
  20885. bindView(effect: Effect): void;
  20886. /**
  20887. * Binds the view projection matrix to the effect
  20888. * @param effect defines the effect to bind the view projection matrix to
  20889. */
  20890. bindViewProjection(effect: Effect): void;
  20891. /**
  20892. * Specifies if material alpha testing should be turned on for the mesh
  20893. * @param mesh defines the mesh to check
  20894. */
  20895. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20896. /**
  20897. * Processes to execute after binding the material to a mesh
  20898. * @param mesh defines the rendered mesh
  20899. */
  20900. protected _afterBind(mesh?: Mesh): void;
  20901. /**
  20902. * Unbinds the material from the mesh
  20903. */
  20904. unbind(): void;
  20905. /**
  20906. * Gets the active textures from the material
  20907. * @returns an array of textures
  20908. */
  20909. getActiveTextures(): BaseTexture[];
  20910. /**
  20911. * Specifies if the material uses a texture
  20912. * @param texture defines the texture to check against the material
  20913. * @returns a boolean specifying if the material uses the texture
  20914. */
  20915. hasTexture(texture: BaseTexture): boolean;
  20916. /**
  20917. * Makes a duplicate of the material, and gives it a new name
  20918. * @param name defines the new name for the duplicated material
  20919. * @returns the cloned material
  20920. */
  20921. clone(name: string): Nullable<Material>;
  20922. /**
  20923. * Gets the meshes bound to the material
  20924. * @returns an array of meshes bound to the material
  20925. */
  20926. getBindedMeshes(): AbstractMesh[];
  20927. /**
  20928. * Force shader compilation
  20929. * @param mesh defines the mesh associated with this material
  20930. * @param onCompiled defines a function to execute once the material is compiled
  20931. * @param options defines the options to configure the compilation
  20932. */
  20933. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20934. clipPlane: boolean;
  20935. }>): void;
  20936. /**
  20937. * Force shader compilation
  20938. * @param mesh defines the mesh that will use this material
  20939. * @param options defines additional options for compiling the shaders
  20940. * @returns a promise that resolves when the compilation completes
  20941. */
  20942. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20943. clipPlane: boolean;
  20944. }>): Promise<void>;
  20945. private static readonly _AllDirtyCallBack;
  20946. private static readonly _ImageProcessingDirtyCallBack;
  20947. private static readonly _TextureDirtyCallBack;
  20948. private static readonly _FresnelDirtyCallBack;
  20949. private static readonly _MiscDirtyCallBack;
  20950. private static readonly _LightsDirtyCallBack;
  20951. private static readonly _AttributeDirtyCallBack;
  20952. private static _FresnelAndMiscDirtyCallBack;
  20953. private static _TextureAndMiscDirtyCallBack;
  20954. private static readonly _DirtyCallbackArray;
  20955. private static readonly _RunDirtyCallBacks;
  20956. /**
  20957. * Marks a define in the material to indicate that it needs to be re-computed
  20958. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20959. */
  20960. markAsDirty(flag: number): void;
  20961. /**
  20962. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20963. * @param func defines a function which checks material defines against the submeshes
  20964. */
  20965. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20966. /**
  20967. * Indicates that we need to re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsAllDirty(): void;
  20970. /**
  20971. * Indicates that image processing needs to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20974. /**
  20975. * Indicates that textures need to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsTexturesDirty(): void;
  20978. /**
  20979. * Indicates that fresnel needs to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsFresnelDirty(): void;
  20982. /**
  20983. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20984. */
  20985. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20986. /**
  20987. * Indicates that lights need to be re-calculated for all submeshes
  20988. */
  20989. protected _markAllSubMeshesAsLightsDirty(): void;
  20990. /**
  20991. * Indicates that attributes need to be re-calculated for all submeshes
  20992. */
  20993. protected _markAllSubMeshesAsAttributesDirty(): void;
  20994. /**
  20995. * Indicates that misc needs to be re-calculated for all submeshes
  20996. */
  20997. protected _markAllSubMeshesAsMiscDirty(): void;
  20998. /**
  20999. * Indicates that textures and misc need to be re-calculated for all submeshes
  21000. */
  21001. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21002. /**
  21003. * Disposes the material
  21004. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21005. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21006. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21007. */
  21008. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21009. /** @hidden */
  21010. private releaseVertexArrayObject;
  21011. /**
  21012. * Serializes this material
  21013. * @returns the serialized material object
  21014. */
  21015. serialize(): any;
  21016. /**
  21017. * Creates a material from parsed material data
  21018. * @param parsedMaterial defines parsed material data
  21019. * @param scene defines the hosting scene
  21020. * @param rootUrl defines the root URL to use to load textures
  21021. * @returns a new material
  21022. */
  21023. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21024. }
  21025. }
  21026. declare module "babylonjs/Materials/multiMaterial" {
  21027. import { Nullable } from "babylonjs/types";
  21028. import { Scene } from "babylonjs/scene";
  21029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21030. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21031. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21032. import { Material } from "babylonjs/Materials/material";
  21033. /**
  21034. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21035. * separate meshes. This can be use to improve performances.
  21036. * @see http://doc.babylonjs.com/how_to/multi_materials
  21037. */
  21038. export class MultiMaterial extends Material {
  21039. private _subMaterials;
  21040. /**
  21041. * Gets or Sets the list of Materials used within the multi material.
  21042. * They need to be ordered according to the submeshes order in the associated mesh
  21043. */
  21044. subMaterials: Nullable<Material>[];
  21045. /**
  21046. * Function used to align with Node.getChildren()
  21047. * @returns the list of Materials used within the multi material
  21048. */
  21049. getChildren(): Nullable<Material>[];
  21050. /**
  21051. * Instantiates a new Multi Material
  21052. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21053. * separate meshes. This can be use to improve performances.
  21054. * @see http://doc.babylonjs.com/how_to/multi_materials
  21055. * @param name Define the name in the scene
  21056. * @param scene Define the scene the material belongs to
  21057. */
  21058. constructor(name: string, scene: Scene);
  21059. private _hookArray;
  21060. /**
  21061. * Get one of the submaterial by its index in the submaterials array
  21062. * @param index The index to look the sub material at
  21063. * @returns The Material if the index has been defined
  21064. */
  21065. getSubMaterial(index: number): Nullable<Material>;
  21066. /**
  21067. * Get the list of active textures for the whole sub materials list.
  21068. * @returns All the textures that will be used during the rendering
  21069. */
  21070. getActiveTextures(): BaseTexture[];
  21071. /**
  21072. * Gets the current class name of the material e.g. "MultiMaterial"
  21073. * Mainly use in serialization.
  21074. * @returns the class name
  21075. */
  21076. getClassName(): string;
  21077. /**
  21078. * Checks if the material is ready to render the requested sub mesh
  21079. * @param mesh Define the mesh the submesh belongs to
  21080. * @param subMesh Define the sub mesh to look readyness for
  21081. * @param useInstances Define whether or not the material is used with instances
  21082. * @returns true if ready, otherwise false
  21083. */
  21084. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21085. /**
  21086. * Clones the current material and its related sub materials
  21087. * @param name Define the name of the newly cloned material
  21088. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21089. * @returns the cloned material
  21090. */
  21091. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21092. /**
  21093. * Serializes the materials into a JSON representation.
  21094. * @returns the JSON representation
  21095. */
  21096. serialize(): any;
  21097. /**
  21098. * Dispose the material and release its associated resources
  21099. * @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)
  21100. * @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)
  21101. * @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)
  21102. */
  21103. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21104. /**
  21105. * Creates a MultiMaterial from parsed MultiMaterial data.
  21106. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21107. * @param scene defines the hosting scene
  21108. * @returns a new MultiMaterial
  21109. */
  21110. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21111. }
  21112. }
  21113. declare module "babylonjs/Meshes/subMesh" {
  21114. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21115. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21116. import { Engine } from "babylonjs/Engines/engine";
  21117. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21118. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21119. import { Effect } from "babylonjs/Materials/effect";
  21120. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21121. import { Plane } from "babylonjs/Maths/math.plane";
  21122. import { Collider } from "babylonjs/Collisions/collider";
  21123. import { Material } from "babylonjs/Materials/material";
  21124. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21126. import { Mesh } from "babylonjs/Meshes/mesh";
  21127. import { Ray } from "babylonjs/Culling/ray";
  21128. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21129. /**
  21130. * Base class for submeshes
  21131. */
  21132. export class BaseSubMesh {
  21133. /** @hidden */
  21134. _materialDefines: Nullable<MaterialDefines>;
  21135. /** @hidden */
  21136. _materialEffect: Nullable<Effect>;
  21137. /**
  21138. * Gets associated effect
  21139. */
  21140. readonly effect: Nullable<Effect>;
  21141. /**
  21142. * Sets associated effect (effect used to render this submesh)
  21143. * @param effect defines the effect to associate with
  21144. * @param defines defines the set of defines used to compile this effect
  21145. */
  21146. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21147. }
  21148. /**
  21149. * Defines a subdivision inside a mesh
  21150. */
  21151. export class SubMesh extends BaseSubMesh implements ICullable {
  21152. /** the material index to use */
  21153. materialIndex: number;
  21154. /** vertex index start */
  21155. verticesStart: number;
  21156. /** vertices count */
  21157. verticesCount: number;
  21158. /** index start */
  21159. indexStart: number;
  21160. /** indices count */
  21161. indexCount: number;
  21162. /** @hidden */
  21163. _linesIndexCount: number;
  21164. private _mesh;
  21165. private _renderingMesh;
  21166. private _boundingInfo;
  21167. private _linesIndexBuffer;
  21168. /** @hidden */
  21169. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21170. /** @hidden */
  21171. _trianglePlanes: Plane[];
  21172. /** @hidden */
  21173. _lastColliderTransformMatrix: Nullable<Matrix>;
  21174. /** @hidden */
  21175. _renderId: number;
  21176. /** @hidden */
  21177. _alphaIndex: number;
  21178. /** @hidden */
  21179. _distanceToCamera: number;
  21180. /** @hidden */
  21181. _id: number;
  21182. private _currentMaterial;
  21183. /**
  21184. * Add a new submesh to a mesh
  21185. * @param materialIndex defines the material index to use
  21186. * @param verticesStart defines vertex index start
  21187. * @param verticesCount defines vertices count
  21188. * @param indexStart defines index start
  21189. * @param indexCount defines indices count
  21190. * @param mesh defines the parent mesh
  21191. * @param renderingMesh defines an optional rendering mesh
  21192. * @param createBoundingBox defines if bounding box should be created for this submesh
  21193. * @returns the new submesh
  21194. */
  21195. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21196. /**
  21197. * Creates a new submesh
  21198. * @param materialIndex defines the material index to use
  21199. * @param verticesStart defines vertex index start
  21200. * @param verticesCount defines vertices count
  21201. * @param indexStart defines index start
  21202. * @param indexCount defines indices count
  21203. * @param mesh defines the parent mesh
  21204. * @param renderingMesh defines an optional rendering mesh
  21205. * @param createBoundingBox defines if bounding box should be created for this submesh
  21206. */
  21207. constructor(
  21208. /** the material index to use */
  21209. materialIndex: number,
  21210. /** vertex index start */
  21211. verticesStart: number,
  21212. /** vertices count */
  21213. verticesCount: number,
  21214. /** index start */
  21215. indexStart: number,
  21216. /** indices count */
  21217. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21218. /**
  21219. * Returns true if this submesh covers the entire parent mesh
  21220. * @ignorenaming
  21221. */
  21222. readonly IsGlobal: boolean;
  21223. /**
  21224. * Returns the submesh BoudingInfo object
  21225. * @returns current bounding info (or mesh's one if the submesh is global)
  21226. */
  21227. getBoundingInfo(): BoundingInfo;
  21228. /**
  21229. * Sets the submesh BoundingInfo
  21230. * @param boundingInfo defines the new bounding info to use
  21231. * @returns the SubMesh
  21232. */
  21233. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21234. /**
  21235. * Returns the mesh of the current submesh
  21236. * @return the parent mesh
  21237. */
  21238. getMesh(): AbstractMesh;
  21239. /**
  21240. * Returns the rendering mesh of the submesh
  21241. * @returns the rendering mesh (could be different from parent mesh)
  21242. */
  21243. getRenderingMesh(): Mesh;
  21244. /**
  21245. * Returns the submesh material
  21246. * @returns null or the current material
  21247. */
  21248. getMaterial(): Nullable<Material>;
  21249. /**
  21250. * Sets a new updated BoundingInfo object to the submesh
  21251. * @param data defines an optional position array to use to determine the bounding info
  21252. * @returns the SubMesh
  21253. */
  21254. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21255. /** @hidden */
  21256. _checkCollision(collider: Collider): boolean;
  21257. /**
  21258. * Updates the submesh BoundingInfo
  21259. * @param world defines the world matrix to use to update the bounding info
  21260. * @returns the submesh
  21261. */
  21262. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21263. /**
  21264. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21265. * @param frustumPlanes defines the frustum planes
  21266. * @returns true if the submesh is intersecting with the frustum
  21267. */
  21268. isInFrustum(frustumPlanes: Plane[]): boolean;
  21269. /**
  21270. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21271. * @param frustumPlanes defines the frustum planes
  21272. * @returns true if the submesh is inside the frustum
  21273. */
  21274. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21275. /**
  21276. * Renders the submesh
  21277. * @param enableAlphaMode defines if alpha needs to be used
  21278. * @returns the submesh
  21279. */
  21280. render(enableAlphaMode: boolean): SubMesh;
  21281. /**
  21282. * @hidden
  21283. */
  21284. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21285. /**
  21286. * Checks if the submesh intersects with a ray
  21287. * @param ray defines the ray to test
  21288. * @returns true is the passed ray intersects the submesh bounding box
  21289. */
  21290. canIntersects(ray: Ray): boolean;
  21291. /**
  21292. * Intersects current submesh with a ray
  21293. * @param ray defines the ray to test
  21294. * @param positions defines mesh's positions array
  21295. * @param indices defines mesh's indices array
  21296. * @param fastCheck defines if only bounding info should be used
  21297. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21298. * @returns intersection info or null if no intersection
  21299. */
  21300. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21301. /** @hidden */
  21302. private _intersectLines;
  21303. /** @hidden */
  21304. private _intersectUnIndexedLines;
  21305. /** @hidden */
  21306. private _intersectTriangles;
  21307. /** @hidden */
  21308. private _intersectUnIndexedTriangles;
  21309. /** @hidden */
  21310. _rebuild(): void;
  21311. /**
  21312. * Creates a new submesh from the passed mesh
  21313. * @param newMesh defines the new hosting mesh
  21314. * @param newRenderingMesh defines an optional rendering mesh
  21315. * @returns the new submesh
  21316. */
  21317. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21318. /**
  21319. * Release associated resources
  21320. */
  21321. dispose(): void;
  21322. /**
  21323. * Gets the class name
  21324. * @returns the string "SubMesh".
  21325. */
  21326. getClassName(): string;
  21327. /**
  21328. * Creates a new submesh from indices data
  21329. * @param materialIndex the index of the main mesh material
  21330. * @param startIndex the index where to start the copy in the mesh indices array
  21331. * @param indexCount the number of indices to copy then from the startIndex
  21332. * @param mesh the main mesh to create the submesh from
  21333. * @param renderingMesh the optional rendering mesh
  21334. * @returns a new submesh
  21335. */
  21336. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21337. }
  21338. }
  21339. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21340. /**
  21341. * Class used to represent data loading progression
  21342. */
  21343. export class SceneLoaderFlags {
  21344. private static _ForceFullSceneLoadingForIncremental;
  21345. private static _ShowLoadingScreen;
  21346. private static _CleanBoneMatrixWeights;
  21347. private static _loggingLevel;
  21348. /**
  21349. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21350. */
  21351. static ForceFullSceneLoadingForIncremental: boolean;
  21352. /**
  21353. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21354. */
  21355. static ShowLoadingScreen: boolean;
  21356. /**
  21357. * Defines the current logging level (while loading the scene)
  21358. * @ignorenaming
  21359. */
  21360. static loggingLevel: number;
  21361. /**
  21362. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21363. */
  21364. static CleanBoneMatrixWeights: boolean;
  21365. }
  21366. }
  21367. declare module "babylonjs/Meshes/geometry" {
  21368. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21369. import { Scene } from "babylonjs/scene";
  21370. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21371. import { Engine } from "babylonjs/Engines/engine";
  21372. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21373. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21374. import { Effect } from "babylonjs/Materials/effect";
  21375. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21376. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21377. import { Mesh } from "babylonjs/Meshes/mesh";
  21378. /**
  21379. * Class used to store geometry data (vertex buffers + index buffer)
  21380. */
  21381. export class Geometry implements IGetSetVerticesData {
  21382. /**
  21383. * Gets or sets the ID of the geometry
  21384. */
  21385. id: string;
  21386. /**
  21387. * Gets or sets the unique ID of the geometry
  21388. */
  21389. uniqueId: number;
  21390. /**
  21391. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21392. */
  21393. delayLoadState: number;
  21394. /**
  21395. * Gets the file containing the data to load when running in delay load state
  21396. */
  21397. delayLoadingFile: Nullable<string>;
  21398. /**
  21399. * Callback called when the geometry is updated
  21400. */
  21401. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21402. private _scene;
  21403. private _engine;
  21404. private _meshes;
  21405. private _totalVertices;
  21406. /** @hidden */
  21407. _indices: IndicesArray;
  21408. /** @hidden */
  21409. _vertexBuffers: {
  21410. [key: string]: VertexBuffer;
  21411. };
  21412. private _isDisposed;
  21413. private _extend;
  21414. private _boundingBias;
  21415. /** @hidden */
  21416. _delayInfo: Array<string>;
  21417. private _indexBuffer;
  21418. private _indexBufferIsUpdatable;
  21419. /** @hidden */
  21420. _boundingInfo: Nullable<BoundingInfo>;
  21421. /** @hidden */
  21422. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21423. /** @hidden */
  21424. _softwareSkinningFrameId: number;
  21425. private _vertexArrayObjects;
  21426. private _updatable;
  21427. /** @hidden */
  21428. _positions: Nullable<Vector3[]>;
  21429. /**
  21430. * 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
  21431. */
  21432. /**
  21433. * 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
  21434. */
  21435. boundingBias: Vector2;
  21436. /**
  21437. * Static function used to attach a new empty geometry to a mesh
  21438. * @param mesh defines the mesh to attach the geometry to
  21439. * @returns the new Geometry
  21440. */
  21441. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21442. /**
  21443. * Creates a new geometry
  21444. * @param id defines the unique ID
  21445. * @param scene defines the hosting scene
  21446. * @param vertexData defines the VertexData used to get geometry data
  21447. * @param updatable defines if geometry must be updatable (false by default)
  21448. * @param mesh defines the mesh that will be associated with the geometry
  21449. */
  21450. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21451. /**
  21452. * Gets the current extend of the geometry
  21453. */
  21454. readonly extend: {
  21455. minimum: Vector3;
  21456. maximum: Vector3;
  21457. };
  21458. /**
  21459. * Gets the hosting scene
  21460. * @returns the hosting Scene
  21461. */
  21462. getScene(): Scene;
  21463. /**
  21464. * Gets the hosting engine
  21465. * @returns the hosting Engine
  21466. */
  21467. getEngine(): Engine;
  21468. /**
  21469. * Defines if the geometry is ready to use
  21470. * @returns true if the geometry is ready to be used
  21471. */
  21472. isReady(): boolean;
  21473. /**
  21474. * Gets a value indicating that the geometry should not be serialized
  21475. */
  21476. readonly doNotSerialize: boolean;
  21477. /** @hidden */
  21478. _rebuild(): void;
  21479. /**
  21480. * Affects all geometry data in one call
  21481. * @param vertexData defines the geometry data
  21482. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21483. */
  21484. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21485. /**
  21486. * Set specific vertex data
  21487. * @param kind defines the data kind (Position, normal, etc...)
  21488. * @param data defines the vertex data to use
  21489. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21490. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21491. */
  21492. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21493. /**
  21494. * Removes a specific vertex data
  21495. * @param kind defines the data kind (Position, normal, etc...)
  21496. */
  21497. removeVerticesData(kind: string): void;
  21498. /**
  21499. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21500. * @param buffer defines the vertex buffer to use
  21501. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21502. */
  21503. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21504. /**
  21505. * Update a specific vertex buffer
  21506. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21507. * It will do nothing if the buffer is not updatable
  21508. * @param kind defines the data kind (Position, normal, etc...)
  21509. * @param data defines the data to use
  21510. * @param offset defines the offset in the target buffer where to store the data
  21511. * @param useBytes set to true if the offset is in bytes
  21512. */
  21513. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21514. /**
  21515. * Update a specific vertex buffer
  21516. * This function will create a new buffer if the current one is not updatable
  21517. * @param kind defines the data kind (Position, normal, etc...)
  21518. * @param data defines the data to use
  21519. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21520. */
  21521. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21522. private _updateBoundingInfo;
  21523. /** @hidden */
  21524. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21525. /**
  21526. * Gets total number of vertices
  21527. * @returns the total number of vertices
  21528. */
  21529. getTotalVertices(): number;
  21530. /**
  21531. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21532. * @param kind defines the data kind (Position, normal, etc...)
  21533. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21534. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21535. * @returns a float array containing vertex data
  21536. */
  21537. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21538. /**
  21539. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21540. * @param kind defines the data kind (Position, normal, etc...)
  21541. * @returns true if the vertex buffer with the specified kind is updatable
  21542. */
  21543. isVertexBufferUpdatable(kind: string): boolean;
  21544. /**
  21545. * Gets a specific vertex buffer
  21546. * @param kind defines the data kind (Position, normal, etc...)
  21547. * @returns a VertexBuffer
  21548. */
  21549. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21550. /**
  21551. * Returns all vertex buffers
  21552. * @return an object holding all vertex buffers indexed by kind
  21553. */
  21554. getVertexBuffers(): Nullable<{
  21555. [key: string]: VertexBuffer;
  21556. }>;
  21557. /**
  21558. * Gets a boolean indicating if specific vertex buffer is present
  21559. * @param kind defines the data kind (Position, normal, etc...)
  21560. * @returns true if data is present
  21561. */
  21562. isVerticesDataPresent(kind: string): boolean;
  21563. /**
  21564. * Gets a list of all attached data kinds (Position, normal, etc...)
  21565. * @returns a list of string containing all kinds
  21566. */
  21567. getVerticesDataKinds(): string[];
  21568. /**
  21569. * Update index buffer
  21570. * @param indices defines the indices to store in the index buffer
  21571. * @param offset defines the offset in the target buffer where to store the data
  21572. * @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)
  21573. */
  21574. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21575. /**
  21576. * Creates a new index buffer
  21577. * @param indices defines the indices to store in the index buffer
  21578. * @param totalVertices defines the total number of vertices (could be null)
  21579. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21580. */
  21581. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21582. /**
  21583. * Return the total number of indices
  21584. * @returns the total number of indices
  21585. */
  21586. getTotalIndices(): number;
  21587. /**
  21588. * Gets the index buffer array
  21589. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21590. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21591. * @returns the index buffer array
  21592. */
  21593. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21594. /**
  21595. * Gets the index buffer
  21596. * @return the index buffer
  21597. */
  21598. getIndexBuffer(): Nullable<DataBuffer>;
  21599. /** @hidden */
  21600. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21601. /**
  21602. * Release the associated resources for a specific mesh
  21603. * @param mesh defines the source mesh
  21604. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21605. */
  21606. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21607. /**
  21608. * Apply current geometry to a given mesh
  21609. * @param mesh defines the mesh to apply geometry to
  21610. */
  21611. applyToMesh(mesh: Mesh): void;
  21612. private _updateExtend;
  21613. private _applyToMesh;
  21614. private notifyUpdate;
  21615. /**
  21616. * Load the geometry if it was flagged as delay loaded
  21617. * @param scene defines the hosting scene
  21618. * @param onLoaded defines a callback called when the geometry is loaded
  21619. */
  21620. load(scene: Scene, onLoaded?: () => void): void;
  21621. private _queueLoad;
  21622. /**
  21623. * Invert the geometry to move from a right handed system to a left handed one.
  21624. */
  21625. toLeftHanded(): void;
  21626. /** @hidden */
  21627. _resetPointsArrayCache(): void;
  21628. /** @hidden */
  21629. _generatePointsArray(): boolean;
  21630. /**
  21631. * Gets a value indicating if the geometry is disposed
  21632. * @returns true if the geometry was disposed
  21633. */
  21634. isDisposed(): boolean;
  21635. private _disposeVertexArrayObjects;
  21636. /**
  21637. * Free all associated resources
  21638. */
  21639. dispose(): void;
  21640. /**
  21641. * Clone the current geometry into a new geometry
  21642. * @param id defines the unique ID of the new geometry
  21643. * @returns a new geometry object
  21644. */
  21645. copy(id: string): Geometry;
  21646. /**
  21647. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21648. * @return a JSON representation of the current geometry data (without the vertices data)
  21649. */
  21650. serialize(): any;
  21651. private toNumberArray;
  21652. /**
  21653. * Serialize all vertices data into a JSON oject
  21654. * @returns a JSON representation of the current geometry data
  21655. */
  21656. serializeVerticeData(): any;
  21657. /**
  21658. * Extracts a clone of a mesh geometry
  21659. * @param mesh defines the source mesh
  21660. * @param id defines the unique ID of the new geometry object
  21661. * @returns the new geometry object
  21662. */
  21663. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21664. /**
  21665. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21666. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21667. * Be aware Math.random() could cause collisions, but:
  21668. * "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"
  21669. * @returns a string containing a new GUID
  21670. */
  21671. static RandomId(): string;
  21672. /** @hidden */
  21673. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21674. private static _CleanMatricesWeights;
  21675. /**
  21676. * Create a new geometry from persisted data (Using .babylon file format)
  21677. * @param parsedVertexData defines the persisted data
  21678. * @param scene defines the hosting scene
  21679. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21680. * @returns the new geometry object
  21681. */
  21682. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21683. }
  21684. }
  21685. declare module "babylonjs/Meshes/mesh.vertexData" {
  21686. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21687. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21688. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21689. import { Geometry } from "babylonjs/Meshes/geometry";
  21690. import { Mesh } from "babylonjs/Meshes/mesh";
  21691. /**
  21692. * Define an interface for all classes that will get and set the data on vertices
  21693. */
  21694. export interface IGetSetVerticesData {
  21695. /**
  21696. * Gets a boolean indicating if specific vertex data is present
  21697. * @param kind defines the vertex data kind to use
  21698. * @returns true is data kind is present
  21699. */
  21700. isVerticesDataPresent(kind: string): boolean;
  21701. /**
  21702. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21703. * @param kind defines the data kind (Position, normal, etc...)
  21704. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21705. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21706. * @returns a float array containing vertex data
  21707. */
  21708. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21709. /**
  21710. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21711. * @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.
  21712. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21713. * @returns the indices array or an empty array if the mesh has no geometry
  21714. */
  21715. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21716. /**
  21717. * Set specific vertex data
  21718. * @param kind defines the data kind (Position, normal, etc...)
  21719. * @param data defines the vertex data to use
  21720. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21721. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21722. */
  21723. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21724. /**
  21725. * Update a specific associated vertex buffer
  21726. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21727. * - VertexBuffer.PositionKind
  21728. * - VertexBuffer.UVKind
  21729. * - VertexBuffer.UV2Kind
  21730. * - VertexBuffer.UV3Kind
  21731. * - VertexBuffer.UV4Kind
  21732. * - VertexBuffer.UV5Kind
  21733. * - VertexBuffer.UV6Kind
  21734. * - VertexBuffer.ColorKind
  21735. * - VertexBuffer.MatricesIndicesKind
  21736. * - VertexBuffer.MatricesIndicesExtraKind
  21737. * - VertexBuffer.MatricesWeightsKind
  21738. * - VertexBuffer.MatricesWeightsExtraKind
  21739. * @param data defines the data source
  21740. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21741. * @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)
  21742. */
  21743. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21744. /**
  21745. * Creates a new index buffer
  21746. * @param indices defines the indices to store in the index buffer
  21747. * @param totalVertices defines the total number of vertices (could be null)
  21748. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21749. */
  21750. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21751. }
  21752. /**
  21753. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21754. */
  21755. export class VertexData {
  21756. /**
  21757. * Mesh side orientation : usually the external or front surface
  21758. */
  21759. static readonly FRONTSIDE: number;
  21760. /**
  21761. * Mesh side orientation : usually the internal or back surface
  21762. */
  21763. static readonly BACKSIDE: number;
  21764. /**
  21765. * Mesh side orientation : both internal and external or front and back surfaces
  21766. */
  21767. static readonly DOUBLESIDE: number;
  21768. /**
  21769. * Mesh side orientation : by default, `FRONTSIDE`
  21770. */
  21771. static readonly DEFAULTSIDE: number;
  21772. /**
  21773. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21774. */
  21775. positions: Nullable<FloatArray>;
  21776. /**
  21777. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21778. */
  21779. normals: Nullable<FloatArray>;
  21780. /**
  21781. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21782. */
  21783. tangents: Nullable<FloatArray>;
  21784. /**
  21785. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs: Nullable<FloatArray>;
  21788. /**
  21789. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21790. */
  21791. uvs2: Nullable<FloatArray>;
  21792. /**
  21793. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21794. */
  21795. uvs3: Nullable<FloatArray>;
  21796. /**
  21797. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21798. */
  21799. uvs4: Nullable<FloatArray>;
  21800. /**
  21801. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21802. */
  21803. uvs5: Nullable<FloatArray>;
  21804. /**
  21805. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21806. */
  21807. uvs6: Nullable<FloatArray>;
  21808. /**
  21809. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21810. */
  21811. colors: Nullable<FloatArray>;
  21812. /**
  21813. * 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).
  21814. */
  21815. matricesIndices: Nullable<FloatArray>;
  21816. /**
  21817. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21818. */
  21819. matricesWeights: Nullable<FloatArray>;
  21820. /**
  21821. * An array extending the number of possible indices
  21822. */
  21823. matricesIndicesExtra: Nullable<FloatArray>;
  21824. /**
  21825. * An array extending the number of possible weights when the number of indices is extended
  21826. */
  21827. matricesWeightsExtra: Nullable<FloatArray>;
  21828. /**
  21829. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21830. */
  21831. indices: Nullable<IndicesArray>;
  21832. /**
  21833. * Uses the passed data array to set the set the values for the specified kind of data
  21834. * @param data a linear array of floating numbers
  21835. * @param kind the type of data that is being set, eg positions, colors etc
  21836. */
  21837. set(data: FloatArray, kind: string): void;
  21838. /**
  21839. * Associates the vertexData to the passed Mesh.
  21840. * Sets it as updatable or not (default `false`)
  21841. * @param mesh the mesh the vertexData is applied to
  21842. * @param updatable when used and having the value true allows new data to update the vertexData
  21843. * @returns the VertexData
  21844. */
  21845. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21846. /**
  21847. * Associates the vertexData to the passed Geometry.
  21848. * Sets it as updatable or not (default `false`)
  21849. * @param geometry the geometry the vertexData is applied to
  21850. * @param updatable when used and having the value true allows new data to update the vertexData
  21851. * @returns VertexData
  21852. */
  21853. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21854. /**
  21855. * Updates the associated mesh
  21856. * @param mesh the mesh to be updated
  21857. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21858. * @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
  21859. * @returns VertexData
  21860. */
  21861. updateMesh(mesh: Mesh): VertexData;
  21862. /**
  21863. * Updates the associated geometry
  21864. * @param geometry the geometry to be updated
  21865. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21866. * @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
  21867. * @returns VertexData.
  21868. */
  21869. updateGeometry(geometry: Geometry): VertexData;
  21870. private _applyTo;
  21871. private _update;
  21872. /**
  21873. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21874. * @param matrix the transforming matrix
  21875. * @returns the VertexData
  21876. */
  21877. transform(matrix: Matrix): VertexData;
  21878. /**
  21879. * Merges the passed VertexData into the current one
  21880. * @param other the VertexData to be merged into the current one
  21881. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21882. * @returns the modified VertexData
  21883. */
  21884. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21885. private _mergeElement;
  21886. private _validate;
  21887. /**
  21888. * Serializes the VertexData
  21889. * @returns a serialized object
  21890. */
  21891. serialize(): any;
  21892. /**
  21893. * Extracts the vertexData from a mesh
  21894. * @param mesh the mesh from which to extract the VertexData
  21895. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21896. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21897. * @returns the object VertexData associated to the passed mesh
  21898. */
  21899. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21900. /**
  21901. * Extracts the vertexData from the geometry
  21902. * @param geometry the geometry from which to extract the VertexData
  21903. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21904. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21905. * @returns the object VertexData associated to the passed mesh
  21906. */
  21907. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21908. private static _ExtractFrom;
  21909. /**
  21910. * Creates the VertexData for a Ribbon
  21911. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21912. * * pathArray array of paths, each of which an array of successive Vector3
  21913. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21914. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21915. * * 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
  21916. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21917. * * 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)
  21918. * * 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)
  21919. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21920. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21921. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21922. * @returns the VertexData of the ribbon
  21923. */
  21924. static CreateRibbon(options: {
  21925. pathArray: Vector3[][];
  21926. closeArray?: boolean;
  21927. closePath?: boolean;
  21928. offset?: number;
  21929. sideOrientation?: number;
  21930. frontUVs?: Vector4;
  21931. backUVs?: Vector4;
  21932. invertUV?: boolean;
  21933. uvs?: Vector2[];
  21934. colors?: Color4[];
  21935. }): VertexData;
  21936. /**
  21937. * Creates the VertexData for a box
  21938. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21939. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21940. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21941. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21942. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21943. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21944. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21945. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21946. * * 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)
  21947. * * 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)
  21948. * @returns the VertexData of the box
  21949. */
  21950. static CreateBox(options: {
  21951. size?: number;
  21952. width?: number;
  21953. height?: number;
  21954. depth?: number;
  21955. faceUV?: Vector4[];
  21956. faceColors?: Color4[];
  21957. sideOrientation?: number;
  21958. frontUVs?: Vector4;
  21959. backUVs?: Vector4;
  21960. }): VertexData;
  21961. /**
  21962. * Creates the VertexData for a tiled box
  21963. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21964. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21965. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21966. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21967. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21968. * @returns the VertexData of the box
  21969. */
  21970. static CreateTiledBox(options: {
  21971. pattern?: number;
  21972. width?: number;
  21973. height?: number;
  21974. depth?: number;
  21975. tileSize?: number;
  21976. tileWidth?: number;
  21977. tileHeight?: number;
  21978. alignHorizontal?: number;
  21979. alignVertical?: number;
  21980. faceUV?: Vector4[];
  21981. faceColors?: Color4[];
  21982. sideOrientation?: number;
  21983. }): VertexData;
  21984. /**
  21985. * Creates the VertexData for a tiled plane
  21986. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21987. * * pattern a limited pattern arrangement depending on the number
  21988. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21989. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21990. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21991. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21992. * * 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)
  21993. * * 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)
  21994. * @returns the VertexData of the tiled plane
  21995. */
  21996. static CreateTiledPlane(options: {
  21997. pattern?: number;
  21998. tileSize?: number;
  21999. tileWidth?: number;
  22000. tileHeight?: number;
  22001. size?: number;
  22002. width?: number;
  22003. height?: number;
  22004. alignHorizontal?: number;
  22005. alignVertical?: number;
  22006. sideOrientation?: number;
  22007. frontUVs?: Vector4;
  22008. backUVs?: Vector4;
  22009. }): VertexData;
  22010. /**
  22011. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22012. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22013. * * segments sets the number of horizontal strips optional, default 32
  22014. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22015. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22016. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22017. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22018. * * 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
  22019. * * 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
  22020. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22021. * * 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)
  22022. * * 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)
  22023. * @returns the VertexData of the ellipsoid
  22024. */
  22025. static CreateSphere(options: {
  22026. segments?: number;
  22027. diameter?: number;
  22028. diameterX?: number;
  22029. diameterY?: number;
  22030. diameterZ?: number;
  22031. arc?: number;
  22032. slice?: number;
  22033. sideOrientation?: number;
  22034. frontUVs?: Vector4;
  22035. backUVs?: Vector4;
  22036. }): VertexData;
  22037. /**
  22038. * Creates the VertexData for a cylinder, cone or prism
  22039. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22040. * * height sets the height (y direction) of the cylinder, optional, default 2
  22041. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22042. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22043. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22044. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22045. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22046. * * 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
  22047. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22048. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22049. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22050. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  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 cylinder, cone or prism
  22055. */
  22056. static CreateCylinder(options: {
  22057. height?: number;
  22058. diameterTop?: number;
  22059. diameterBottom?: number;
  22060. diameter?: number;
  22061. tessellation?: number;
  22062. subdivisions?: number;
  22063. arc?: number;
  22064. faceColors?: Color4[];
  22065. faceUV?: Vector4[];
  22066. hasRings?: boolean;
  22067. enclose?: boolean;
  22068. sideOrientation?: number;
  22069. frontUVs?: Vector4;
  22070. backUVs?: Vector4;
  22071. }): VertexData;
  22072. /**
  22073. * Creates the VertexData for a torus
  22074. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22075. * * diameter the diameter of the torus, optional default 1
  22076. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22077. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22078. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22079. * * 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)
  22080. * * 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)
  22081. * @returns the VertexData of the torus
  22082. */
  22083. static CreateTorus(options: {
  22084. diameter?: number;
  22085. thickness?: number;
  22086. tessellation?: number;
  22087. sideOrientation?: number;
  22088. frontUVs?: Vector4;
  22089. backUVs?: Vector4;
  22090. }): VertexData;
  22091. /**
  22092. * Creates the VertexData of the LineSystem
  22093. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22094. * - lines an array of lines, each line being an array of successive Vector3
  22095. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22096. * @returns the VertexData of the LineSystem
  22097. */
  22098. static CreateLineSystem(options: {
  22099. lines: Vector3[][];
  22100. colors?: Nullable<Color4[][]>;
  22101. }): VertexData;
  22102. /**
  22103. * Create the VertexData for a DashedLines
  22104. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22105. * - points an array successive Vector3
  22106. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22107. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22108. * - dashNb the intended total number of dashes, optional, default 200
  22109. * @returns the VertexData for the DashedLines
  22110. */
  22111. static CreateDashedLines(options: {
  22112. points: Vector3[];
  22113. dashSize?: number;
  22114. gapSize?: number;
  22115. dashNb?: number;
  22116. }): VertexData;
  22117. /**
  22118. * Creates the VertexData for a Ground
  22119. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22120. * - width the width (x direction) of the ground, optional, default 1
  22121. * - height the height (z direction) of the ground, optional, default 1
  22122. * - subdivisions the number of subdivisions per side, optional, default 1
  22123. * @returns the VertexData of the Ground
  22124. */
  22125. static CreateGround(options: {
  22126. width?: number;
  22127. height?: number;
  22128. subdivisions?: number;
  22129. subdivisionsX?: number;
  22130. subdivisionsY?: number;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22134. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22135. * * xmin the ground minimum X coordinate, optional, default -1
  22136. * * zmin the ground minimum Z coordinate, optional, default -1
  22137. * * xmax the ground maximum X coordinate, optional, default 1
  22138. * * zmax the ground maximum Z coordinate, optional, default 1
  22139. * * 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}
  22140. * * 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}
  22141. * @returns the VertexData of the TiledGround
  22142. */
  22143. static CreateTiledGround(options: {
  22144. xmin: number;
  22145. zmin: number;
  22146. xmax: number;
  22147. zmax: number;
  22148. subdivisions?: {
  22149. w: number;
  22150. h: number;
  22151. };
  22152. precision?: {
  22153. w: number;
  22154. h: number;
  22155. };
  22156. }): VertexData;
  22157. /**
  22158. * Creates the VertexData of the Ground designed from a heightmap
  22159. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22160. * * width the width (x direction) of the ground
  22161. * * height the height (z direction) of the ground
  22162. * * subdivisions the number of subdivisions per side
  22163. * * minHeight the minimum altitude on the ground, optional, default 0
  22164. * * maxHeight the maximum altitude on the ground, optional default 1
  22165. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22166. * * buffer the array holding the image color data
  22167. * * bufferWidth the width of image
  22168. * * bufferHeight the height of image
  22169. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22170. * @returns the VertexData of the Ground designed from a heightmap
  22171. */
  22172. static CreateGroundFromHeightMap(options: {
  22173. width: number;
  22174. height: number;
  22175. subdivisions: number;
  22176. minHeight: number;
  22177. maxHeight: number;
  22178. colorFilter: Color3;
  22179. buffer: Uint8Array;
  22180. bufferWidth: number;
  22181. bufferHeight: number;
  22182. alphaFilter: number;
  22183. }): VertexData;
  22184. /**
  22185. * Creates the VertexData for a Plane
  22186. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22187. * * size sets the width and height of the plane to the value of size, optional default 1
  22188. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22189. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22190. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22191. * * 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)
  22192. * * 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)
  22193. * @returns the VertexData of the box
  22194. */
  22195. static CreatePlane(options: {
  22196. size?: number;
  22197. width?: number;
  22198. height?: number;
  22199. sideOrientation?: number;
  22200. frontUVs?: Vector4;
  22201. backUVs?: Vector4;
  22202. }): VertexData;
  22203. /**
  22204. * Creates the VertexData of the Disc or regular Polygon
  22205. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22206. * * radius the radius of the disc, optional default 0.5
  22207. * * tessellation the number of polygon sides, optional, default 64
  22208. * * 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
  22209. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22210. * * 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)
  22211. * * 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)
  22212. * @returns the VertexData of the box
  22213. */
  22214. static CreateDisc(options: {
  22215. radius?: number;
  22216. tessellation?: number;
  22217. arc?: number;
  22218. sideOrientation?: number;
  22219. frontUVs?: Vector4;
  22220. backUVs?: Vector4;
  22221. }): VertexData;
  22222. /**
  22223. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22224. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22225. * @param polygon a mesh built from polygonTriangulation.build()
  22226. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22227. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22228. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22229. * @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)
  22230. * @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)
  22231. * @returns the VertexData of the Polygon
  22232. */
  22233. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22234. /**
  22235. * Creates the VertexData of the IcoSphere
  22236. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22237. * * radius the radius of the IcoSphere, optional default 1
  22238. * * radiusX allows stretching in the x direction, optional, default radius
  22239. * * radiusY allows stretching in the y direction, optional, default radius
  22240. * * radiusZ allows stretching in the z direction, optional, default radius
  22241. * * flat when true creates a flat shaded mesh, optional, default true
  22242. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22243. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22244. * * 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)
  22245. * * 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)
  22246. * @returns the VertexData of the IcoSphere
  22247. */
  22248. static CreateIcoSphere(options: {
  22249. radius?: number;
  22250. radiusX?: number;
  22251. radiusY?: number;
  22252. radiusZ?: number;
  22253. flat?: boolean;
  22254. subdivisions?: number;
  22255. sideOrientation?: number;
  22256. frontUVs?: Vector4;
  22257. backUVs?: Vector4;
  22258. }): VertexData;
  22259. /**
  22260. * Creates the VertexData for a Polyhedron
  22261. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22262. * * type provided types are:
  22263. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22264. * * 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)
  22265. * * size the size of the IcoSphere, optional default 1
  22266. * * sizeX allows stretching in the x direction, optional, default size
  22267. * * sizeY allows stretching in the y direction, optional, default size
  22268. * * sizeZ allows stretching in the z direction, optional, default size
  22269. * * 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
  22270. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22271. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22272. * * flat when true creates a flat shaded mesh, optional, default true
  22273. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22274. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22275. * * 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)
  22276. * * 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)
  22277. * @returns the VertexData of the Polyhedron
  22278. */
  22279. static CreatePolyhedron(options: {
  22280. type?: number;
  22281. size?: number;
  22282. sizeX?: number;
  22283. sizeY?: number;
  22284. sizeZ?: number;
  22285. custom?: any;
  22286. faceUV?: Vector4[];
  22287. faceColors?: Color4[];
  22288. flat?: boolean;
  22289. sideOrientation?: number;
  22290. frontUVs?: Vector4;
  22291. backUVs?: Vector4;
  22292. }): VertexData;
  22293. /**
  22294. * Creates the VertexData for a TorusKnot
  22295. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22296. * * radius the radius of the torus knot, optional, default 2
  22297. * * tube the thickness of the tube, optional, default 0.5
  22298. * * radialSegments the number of sides on each tube segments, optional, default 32
  22299. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22300. * * p the number of windings around the z axis, optional, default 2
  22301. * * q the number of windings around the x axis, optional, default 3
  22302. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22303. * * 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)
  22304. * * 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)
  22305. * @returns the VertexData of the Torus Knot
  22306. */
  22307. static CreateTorusKnot(options: {
  22308. radius?: number;
  22309. tube?: number;
  22310. radialSegments?: number;
  22311. tubularSegments?: number;
  22312. p?: number;
  22313. q?: number;
  22314. sideOrientation?: number;
  22315. frontUVs?: Vector4;
  22316. backUVs?: Vector4;
  22317. }): VertexData;
  22318. /**
  22319. * Compute normals for given positions and indices
  22320. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22321. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22322. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22323. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22324. * * facetNormals : optional array of facet normals (vector3)
  22325. * * facetPositions : optional array of facet positions (vector3)
  22326. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22327. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22328. * * bInfo : optional bounding info, required for facetPartitioning computation
  22329. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22330. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22331. * * useRightHandedSystem: optional boolean to for right handed system computation
  22332. * * depthSort : optional boolean to enable the facet depth sort computation
  22333. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22334. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22335. */
  22336. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22337. facetNormals?: any;
  22338. facetPositions?: any;
  22339. facetPartitioning?: any;
  22340. ratio?: number;
  22341. bInfo?: any;
  22342. bbSize?: Vector3;
  22343. subDiv?: any;
  22344. useRightHandedSystem?: boolean;
  22345. depthSort?: boolean;
  22346. distanceTo?: Vector3;
  22347. depthSortedFacets?: any;
  22348. }): void;
  22349. /** @hidden */
  22350. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22351. /**
  22352. * Applies VertexData created from the imported parameters to the geometry
  22353. * @param parsedVertexData the parsed data from an imported file
  22354. * @param geometry the geometry to apply the VertexData to
  22355. */
  22356. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22357. }
  22358. }
  22359. declare module "babylonjs/Morph/morphTarget" {
  22360. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22361. import { Observable } from "babylonjs/Misc/observable";
  22362. import { Nullable, FloatArray } from "babylonjs/types";
  22363. import { Scene } from "babylonjs/scene";
  22364. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22365. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22366. /**
  22367. * Defines a target to use with MorphTargetManager
  22368. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22369. */
  22370. export class MorphTarget implements IAnimatable {
  22371. /** defines the name of the target */
  22372. name: string;
  22373. /**
  22374. * Gets or sets the list of animations
  22375. */
  22376. animations: import("babylonjs/Animations/animation").Animation[];
  22377. private _scene;
  22378. private _positions;
  22379. private _normals;
  22380. private _tangents;
  22381. private _uvs;
  22382. private _influence;
  22383. /**
  22384. * Observable raised when the influence changes
  22385. */
  22386. onInfluenceChanged: Observable<boolean>;
  22387. /** @hidden */
  22388. _onDataLayoutChanged: Observable<void>;
  22389. /**
  22390. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22391. */
  22392. influence: number;
  22393. /**
  22394. * Gets or sets the id of the morph Target
  22395. */
  22396. id: string;
  22397. private _animationPropertiesOverride;
  22398. /**
  22399. * Gets or sets the animation properties override
  22400. */
  22401. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22402. /**
  22403. * Creates a new MorphTarget
  22404. * @param name defines the name of the target
  22405. * @param influence defines the influence to use
  22406. * @param scene defines the scene the morphtarget belongs to
  22407. */
  22408. constructor(
  22409. /** defines the name of the target */
  22410. name: string, influence?: number, scene?: Nullable<Scene>);
  22411. /**
  22412. * Gets a boolean defining if the target contains position data
  22413. */
  22414. readonly hasPositions: boolean;
  22415. /**
  22416. * Gets a boolean defining if the target contains normal data
  22417. */
  22418. readonly hasNormals: boolean;
  22419. /**
  22420. * Gets a boolean defining if the target contains tangent data
  22421. */
  22422. readonly hasTangents: boolean;
  22423. /**
  22424. * Gets a boolean defining if the target contains texture coordinates data
  22425. */
  22426. readonly hasUVs: boolean;
  22427. /**
  22428. * Affects position data to this target
  22429. * @param data defines the position data to use
  22430. */
  22431. setPositions(data: Nullable<FloatArray>): void;
  22432. /**
  22433. * Gets the position data stored in this target
  22434. * @returns a FloatArray containing the position data (or null if not present)
  22435. */
  22436. getPositions(): Nullable<FloatArray>;
  22437. /**
  22438. * Affects normal data to this target
  22439. * @param data defines the normal data to use
  22440. */
  22441. setNormals(data: Nullable<FloatArray>): void;
  22442. /**
  22443. * Gets the normal data stored in this target
  22444. * @returns a FloatArray containing the normal data (or null if not present)
  22445. */
  22446. getNormals(): Nullable<FloatArray>;
  22447. /**
  22448. * Affects tangent data to this target
  22449. * @param data defines the tangent data to use
  22450. */
  22451. setTangents(data: Nullable<FloatArray>): void;
  22452. /**
  22453. * Gets the tangent data stored in this target
  22454. * @returns a FloatArray containing the tangent data (or null if not present)
  22455. */
  22456. getTangents(): Nullable<FloatArray>;
  22457. /**
  22458. * Affects texture coordinates data to this target
  22459. * @param data defines the texture coordinates data to use
  22460. */
  22461. setUVs(data: Nullable<FloatArray>): void;
  22462. /**
  22463. * Gets the texture coordinates data stored in this target
  22464. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22465. */
  22466. getUVs(): Nullable<FloatArray>;
  22467. /**
  22468. * Serializes the current target into a Serialization object
  22469. * @returns the serialized object
  22470. */
  22471. serialize(): any;
  22472. /**
  22473. * Returns the string "MorphTarget"
  22474. * @returns "MorphTarget"
  22475. */
  22476. getClassName(): string;
  22477. /**
  22478. * Creates a new target from serialized data
  22479. * @param serializationObject defines the serialized data to use
  22480. * @returns a new MorphTarget
  22481. */
  22482. static Parse(serializationObject: any): MorphTarget;
  22483. /**
  22484. * Creates a MorphTarget from mesh data
  22485. * @param mesh defines the source mesh
  22486. * @param name defines the name to use for the new target
  22487. * @param influence defines the influence to attach to the target
  22488. * @returns a new MorphTarget
  22489. */
  22490. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22491. }
  22492. }
  22493. declare module "babylonjs/Morph/morphTargetManager" {
  22494. import { Nullable } from "babylonjs/types";
  22495. import { Scene } from "babylonjs/scene";
  22496. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22497. /**
  22498. * This class is used to deform meshes using morphing between different targets
  22499. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22500. */
  22501. export class MorphTargetManager {
  22502. private _targets;
  22503. private _targetInfluenceChangedObservers;
  22504. private _targetDataLayoutChangedObservers;
  22505. private _activeTargets;
  22506. private _scene;
  22507. private _influences;
  22508. private _supportsNormals;
  22509. private _supportsTangents;
  22510. private _supportsUVs;
  22511. private _vertexCount;
  22512. private _uniqueId;
  22513. private _tempInfluences;
  22514. /**
  22515. * Gets or sets a boolean indicating if normals must be morphed
  22516. */
  22517. enableNormalMorphing: boolean;
  22518. /**
  22519. * Gets or sets a boolean indicating if tangents must be morphed
  22520. */
  22521. enableTangentMorphing: boolean;
  22522. /**
  22523. * Gets or sets a boolean indicating if UV must be morphed
  22524. */
  22525. enableUVMorphing: boolean;
  22526. /**
  22527. * Creates a new MorphTargetManager
  22528. * @param scene defines the current scene
  22529. */
  22530. constructor(scene?: Nullable<Scene>);
  22531. /**
  22532. * Gets the unique ID of this manager
  22533. */
  22534. readonly uniqueId: number;
  22535. /**
  22536. * Gets the number of vertices handled by this manager
  22537. */
  22538. readonly vertexCount: number;
  22539. /**
  22540. * Gets a boolean indicating if this manager supports morphing of normals
  22541. */
  22542. readonly supportsNormals: boolean;
  22543. /**
  22544. * Gets a boolean indicating if this manager supports morphing of tangents
  22545. */
  22546. readonly supportsTangents: boolean;
  22547. /**
  22548. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22549. */
  22550. readonly supportsUVs: boolean;
  22551. /**
  22552. * Gets the number of targets stored in this manager
  22553. */
  22554. readonly numTargets: number;
  22555. /**
  22556. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22557. */
  22558. readonly numInfluencers: number;
  22559. /**
  22560. * Gets the list of influences (one per target)
  22561. */
  22562. readonly influences: Float32Array;
  22563. /**
  22564. * Gets the active target at specified index. An active target is a target with an influence > 0
  22565. * @param index defines the index to check
  22566. * @returns the requested target
  22567. */
  22568. getActiveTarget(index: number): MorphTarget;
  22569. /**
  22570. * Gets the target at specified index
  22571. * @param index defines the index to check
  22572. * @returns the requested target
  22573. */
  22574. getTarget(index: number): MorphTarget;
  22575. /**
  22576. * Add a new target to this manager
  22577. * @param target defines the target to add
  22578. */
  22579. addTarget(target: MorphTarget): void;
  22580. /**
  22581. * Removes a target from the manager
  22582. * @param target defines the target to remove
  22583. */
  22584. removeTarget(target: MorphTarget): void;
  22585. /**
  22586. * Serializes the current manager into a Serialization object
  22587. * @returns the serialized object
  22588. */
  22589. serialize(): any;
  22590. private _syncActiveTargets;
  22591. /**
  22592. * Syncrhonize the targets with all the meshes using this morph target manager
  22593. */
  22594. synchronize(): void;
  22595. /**
  22596. * Creates a new MorphTargetManager from serialized data
  22597. * @param serializationObject defines the serialized data
  22598. * @param scene defines the hosting scene
  22599. * @returns the new MorphTargetManager
  22600. */
  22601. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22602. }
  22603. }
  22604. declare module "babylonjs/Meshes/meshLODLevel" {
  22605. import { Mesh } from "babylonjs/Meshes/mesh";
  22606. import { Nullable } from "babylonjs/types";
  22607. /**
  22608. * Class used to represent a specific level of detail of a mesh
  22609. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22610. */
  22611. export class MeshLODLevel {
  22612. /** Defines the distance where this level should star being displayed */
  22613. distance: number;
  22614. /** Defines the mesh to use to render this level */
  22615. mesh: Nullable<Mesh>;
  22616. /**
  22617. * Creates a new LOD level
  22618. * @param distance defines the distance where this level should star being displayed
  22619. * @param mesh defines the mesh to use to render this level
  22620. */
  22621. constructor(
  22622. /** Defines the distance where this level should star being displayed */
  22623. distance: number,
  22624. /** Defines the mesh to use to render this level */
  22625. mesh: Nullable<Mesh>);
  22626. }
  22627. }
  22628. declare module "babylonjs/Meshes/groundMesh" {
  22629. import { Scene } from "babylonjs/scene";
  22630. import { Vector3 } from "babylonjs/Maths/math.vector";
  22631. import { Mesh } from "babylonjs/Meshes/mesh";
  22632. /**
  22633. * Mesh representing the gorund
  22634. */
  22635. export class GroundMesh extends Mesh {
  22636. /** If octree should be generated */
  22637. generateOctree: boolean;
  22638. private _heightQuads;
  22639. /** @hidden */
  22640. _subdivisionsX: number;
  22641. /** @hidden */
  22642. _subdivisionsY: number;
  22643. /** @hidden */
  22644. _width: number;
  22645. /** @hidden */
  22646. _height: number;
  22647. /** @hidden */
  22648. _minX: number;
  22649. /** @hidden */
  22650. _maxX: number;
  22651. /** @hidden */
  22652. _minZ: number;
  22653. /** @hidden */
  22654. _maxZ: number;
  22655. constructor(name: string, scene: Scene);
  22656. /**
  22657. * "GroundMesh"
  22658. * @returns "GroundMesh"
  22659. */
  22660. getClassName(): string;
  22661. /**
  22662. * The minimum of x and y subdivisions
  22663. */
  22664. readonly subdivisions: number;
  22665. /**
  22666. * X subdivisions
  22667. */
  22668. readonly subdivisionsX: number;
  22669. /**
  22670. * Y subdivisions
  22671. */
  22672. readonly subdivisionsY: number;
  22673. /**
  22674. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22675. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22676. * @param chunksCount the number of subdivisions for x and y
  22677. * @param octreeBlocksSize (Default: 32)
  22678. */
  22679. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22680. /**
  22681. * Returns a height (y) value in the Worl system :
  22682. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22683. * @param x x coordinate
  22684. * @param z z coordinate
  22685. * @returns the ground y position if (x, z) are outside the ground surface.
  22686. */
  22687. getHeightAtCoordinates(x: number, z: number): number;
  22688. /**
  22689. * Returns a normalized vector (Vector3) orthogonal to the ground
  22690. * at the ground coordinates (x, z) expressed in the World system.
  22691. * @param x x coordinate
  22692. * @param z z coordinate
  22693. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22694. */
  22695. getNormalAtCoordinates(x: number, z: number): Vector3;
  22696. /**
  22697. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22698. * at the ground coordinates (x, z) expressed in the World system.
  22699. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22700. * @param x x coordinate
  22701. * @param z z coordinate
  22702. * @param ref vector to store the result
  22703. * @returns the GroundMesh.
  22704. */
  22705. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22706. /**
  22707. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22708. * if the ground has been updated.
  22709. * This can be used in the render loop.
  22710. * @returns the GroundMesh.
  22711. */
  22712. updateCoordinateHeights(): GroundMesh;
  22713. private _getFacetAt;
  22714. private _initHeightQuads;
  22715. private _computeHeightQuads;
  22716. /**
  22717. * Serializes this ground mesh
  22718. * @param serializationObject object to write serialization to
  22719. */
  22720. serialize(serializationObject: any): void;
  22721. /**
  22722. * Parses a serialized ground mesh
  22723. * @param parsedMesh the serialized mesh
  22724. * @param scene the scene to create the ground mesh in
  22725. * @returns the created ground mesh
  22726. */
  22727. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22728. }
  22729. }
  22730. declare module "babylonjs/Physics/physicsJoint" {
  22731. import { Vector3 } from "babylonjs/Maths/math.vector";
  22732. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22733. /**
  22734. * Interface for Physics-Joint data
  22735. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22736. */
  22737. export interface PhysicsJointData {
  22738. /**
  22739. * The main pivot of the joint
  22740. */
  22741. mainPivot?: Vector3;
  22742. /**
  22743. * The connected pivot of the joint
  22744. */
  22745. connectedPivot?: Vector3;
  22746. /**
  22747. * The main axis of the joint
  22748. */
  22749. mainAxis?: Vector3;
  22750. /**
  22751. * The connected axis of the joint
  22752. */
  22753. connectedAxis?: Vector3;
  22754. /**
  22755. * The collision of the joint
  22756. */
  22757. collision?: boolean;
  22758. /**
  22759. * Native Oimo/Cannon/Energy data
  22760. */
  22761. nativeParams?: any;
  22762. }
  22763. /**
  22764. * This is a holder class for the physics joint created by the physics plugin
  22765. * It holds a set of functions to control the underlying joint
  22766. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22767. */
  22768. export class PhysicsJoint {
  22769. /**
  22770. * The type of the physics joint
  22771. */
  22772. type: number;
  22773. /**
  22774. * The data for the physics joint
  22775. */
  22776. jointData: PhysicsJointData;
  22777. private _physicsJoint;
  22778. protected _physicsPlugin: IPhysicsEnginePlugin;
  22779. /**
  22780. * Initializes the physics joint
  22781. * @param type The type of the physics joint
  22782. * @param jointData The data for the physics joint
  22783. */
  22784. constructor(
  22785. /**
  22786. * The type of the physics joint
  22787. */
  22788. type: number,
  22789. /**
  22790. * The data for the physics joint
  22791. */
  22792. jointData: PhysicsJointData);
  22793. /**
  22794. * Gets the physics joint
  22795. */
  22796. /**
  22797. * Sets the physics joint
  22798. */
  22799. physicsJoint: any;
  22800. /**
  22801. * Sets the physics plugin
  22802. */
  22803. physicsPlugin: IPhysicsEnginePlugin;
  22804. /**
  22805. * Execute a function that is physics-plugin specific.
  22806. * @param {Function} func the function that will be executed.
  22807. * It accepts two parameters: the physics world and the physics joint
  22808. */
  22809. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22810. /**
  22811. * Distance-Joint type
  22812. */
  22813. static DistanceJoint: number;
  22814. /**
  22815. * Hinge-Joint type
  22816. */
  22817. static HingeJoint: number;
  22818. /**
  22819. * Ball-and-Socket joint type
  22820. */
  22821. static BallAndSocketJoint: number;
  22822. /**
  22823. * Wheel-Joint type
  22824. */
  22825. static WheelJoint: number;
  22826. /**
  22827. * Slider-Joint type
  22828. */
  22829. static SliderJoint: number;
  22830. /**
  22831. * Prismatic-Joint type
  22832. */
  22833. static PrismaticJoint: number;
  22834. /**
  22835. * Universal-Joint type
  22836. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22837. */
  22838. static UniversalJoint: number;
  22839. /**
  22840. * Hinge-Joint 2 type
  22841. */
  22842. static Hinge2Joint: number;
  22843. /**
  22844. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22845. */
  22846. static PointToPointJoint: number;
  22847. /**
  22848. * Spring-Joint type
  22849. */
  22850. static SpringJoint: number;
  22851. /**
  22852. * Lock-Joint type
  22853. */
  22854. static LockJoint: number;
  22855. }
  22856. /**
  22857. * A class representing a physics distance joint
  22858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22859. */
  22860. export class DistanceJoint extends PhysicsJoint {
  22861. /**
  22862. *
  22863. * @param jointData The data for the Distance-Joint
  22864. */
  22865. constructor(jointData: DistanceJointData);
  22866. /**
  22867. * Update the predefined distance.
  22868. * @param maxDistance The maximum preferred distance
  22869. * @param minDistance The minimum preferred distance
  22870. */
  22871. updateDistance(maxDistance: number, minDistance?: number): void;
  22872. }
  22873. /**
  22874. * Represents a Motor-Enabled Joint
  22875. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22876. */
  22877. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22878. /**
  22879. * Initializes the Motor-Enabled Joint
  22880. * @param type The type of the joint
  22881. * @param jointData The physica joint data for the joint
  22882. */
  22883. constructor(type: number, jointData: PhysicsJointData);
  22884. /**
  22885. * Set the motor values.
  22886. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22887. * @param force the force to apply
  22888. * @param maxForce max force for this motor.
  22889. */
  22890. setMotor(force?: number, maxForce?: number): void;
  22891. /**
  22892. * Set the motor's limits.
  22893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22894. * @param upperLimit The upper limit of the motor
  22895. * @param lowerLimit The lower limit of the motor
  22896. */
  22897. setLimit(upperLimit: number, lowerLimit?: number): void;
  22898. }
  22899. /**
  22900. * This class represents a single physics Hinge-Joint
  22901. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22902. */
  22903. export class HingeJoint extends MotorEnabledJoint {
  22904. /**
  22905. * Initializes the Hinge-Joint
  22906. * @param jointData The joint data for the Hinge-Joint
  22907. */
  22908. constructor(jointData: PhysicsJointData);
  22909. /**
  22910. * Set the motor values.
  22911. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22912. * @param {number} force the force to apply
  22913. * @param {number} maxForce max force for this motor.
  22914. */
  22915. setMotor(force?: number, maxForce?: number): void;
  22916. /**
  22917. * Set the motor's limits.
  22918. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22919. * @param upperLimit The upper limit of the motor
  22920. * @param lowerLimit The lower limit of the motor
  22921. */
  22922. setLimit(upperLimit: number, lowerLimit?: number): void;
  22923. }
  22924. /**
  22925. * This class represents a dual hinge physics joint (same as wheel joint)
  22926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22927. */
  22928. export class Hinge2Joint extends MotorEnabledJoint {
  22929. /**
  22930. * Initializes the Hinge2-Joint
  22931. * @param jointData The joint data for the Hinge2-Joint
  22932. */
  22933. constructor(jointData: PhysicsJointData);
  22934. /**
  22935. * Set the motor values.
  22936. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22937. * @param {number} targetSpeed the speed the motor is to reach
  22938. * @param {number} maxForce max force for this motor.
  22939. * @param {motorIndex} the motor's index, 0 or 1.
  22940. */
  22941. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22942. /**
  22943. * Set the motor limits.
  22944. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22945. * @param {number} upperLimit the upper limit
  22946. * @param {number} lowerLimit lower limit
  22947. * @param {motorIndex} the motor's index, 0 or 1.
  22948. */
  22949. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22950. }
  22951. /**
  22952. * Interface for a motor enabled joint
  22953. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22954. */
  22955. export interface IMotorEnabledJoint {
  22956. /**
  22957. * Physics joint
  22958. */
  22959. physicsJoint: any;
  22960. /**
  22961. * Sets the motor of the motor-enabled joint
  22962. * @param force The force of the motor
  22963. * @param maxForce The maximum force of the motor
  22964. * @param motorIndex The index of the motor
  22965. */
  22966. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22967. /**
  22968. * Sets the limit of the motor
  22969. * @param upperLimit The upper limit of the motor
  22970. * @param lowerLimit The lower limit of the motor
  22971. * @param motorIndex The index of the motor
  22972. */
  22973. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22974. }
  22975. /**
  22976. * Joint data for a Distance-Joint
  22977. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22978. */
  22979. export interface DistanceJointData extends PhysicsJointData {
  22980. /**
  22981. * Max distance the 2 joint objects can be apart
  22982. */
  22983. maxDistance: number;
  22984. }
  22985. /**
  22986. * Joint data from a spring joint
  22987. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22988. */
  22989. export interface SpringJointData extends PhysicsJointData {
  22990. /**
  22991. * Length of the spring
  22992. */
  22993. length: number;
  22994. /**
  22995. * Stiffness of the spring
  22996. */
  22997. stiffness: number;
  22998. /**
  22999. * Damping of the spring
  23000. */
  23001. damping: number;
  23002. /** this callback will be called when applying the force to the impostors. */
  23003. forceApplicationCallback: () => void;
  23004. }
  23005. }
  23006. declare module "babylonjs/Physics/physicsRaycastResult" {
  23007. import { Vector3 } from "babylonjs/Maths/math.vector";
  23008. /**
  23009. * Holds the data for the raycast result
  23010. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23011. */
  23012. export class PhysicsRaycastResult {
  23013. private _hasHit;
  23014. private _hitDistance;
  23015. private _hitNormalWorld;
  23016. private _hitPointWorld;
  23017. private _rayFromWorld;
  23018. private _rayToWorld;
  23019. /**
  23020. * Gets if there was a hit
  23021. */
  23022. readonly hasHit: boolean;
  23023. /**
  23024. * Gets the distance from the hit
  23025. */
  23026. readonly hitDistance: number;
  23027. /**
  23028. * Gets the hit normal/direction in the world
  23029. */
  23030. readonly hitNormalWorld: Vector3;
  23031. /**
  23032. * Gets the hit point in the world
  23033. */
  23034. readonly hitPointWorld: Vector3;
  23035. /**
  23036. * Gets the ray "start point" of the ray in the world
  23037. */
  23038. readonly rayFromWorld: Vector3;
  23039. /**
  23040. * Gets the ray "end point" of the ray in the world
  23041. */
  23042. readonly rayToWorld: Vector3;
  23043. /**
  23044. * Sets the hit data (normal & point in world space)
  23045. * @param hitNormalWorld defines the normal in world space
  23046. * @param hitPointWorld defines the point in world space
  23047. */
  23048. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23049. /**
  23050. * Sets the distance from the start point to the hit point
  23051. * @param distance
  23052. */
  23053. setHitDistance(distance: number): void;
  23054. /**
  23055. * Calculates the distance manually
  23056. */
  23057. calculateHitDistance(): void;
  23058. /**
  23059. * Resets all the values to default
  23060. * @param from The from point on world space
  23061. * @param to The to point on world space
  23062. */
  23063. reset(from?: Vector3, to?: Vector3): void;
  23064. }
  23065. /**
  23066. * Interface for the size containing width and height
  23067. */
  23068. interface IXYZ {
  23069. /**
  23070. * X
  23071. */
  23072. x: number;
  23073. /**
  23074. * Y
  23075. */
  23076. y: number;
  23077. /**
  23078. * Z
  23079. */
  23080. z: number;
  23081. }
  23082. }
  23083. declare module "babylonjs/Physics/IPhysicsEngine" {
  23084. import { Nullable } from "babylonjs/types";
  23085. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23087. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23088. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23089. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23090. /**
  23091. * Interface used to describe a physics joint
  23092. */
  23093. export interface PhysicsImpostorJoint {
  23094. /** Defines the main impostor to which the joint is linked */
  23095. mainImpostor: PhysicsImpostor;
  23096. /** Defines the impostor that is connected to the main impostor using this joint */
  23097. connectedImpostor: PhysicsImpostor;
  23098. /** Defines the joint itself */
  23099. joint: PhysicsJoint;
  23100. }
  23101. /** @hidden */
  23102. export interface IPhysicsEnginePlugin {
  23103. world: any;
  23104. name: string;
  23105. setGravity(gravity: Vector3): void;
  23106. setTimeStep(timeStep: number): void;
  23107. getTimeStep(): number;
  23108. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23109. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23110. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23111. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23112. removePhysicsBody(impostor: PhysicsImpostor): void;
  23113. generateJoint(joint: PhysicsImpostorJoint): void;
  23114. removeJoint(joint: PhysicsImpostorJoint): void;
  23115. isSupported(): boolean;
  23116. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23117. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23118. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23119. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23120. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23121. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23122. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23123. getBodyMass(impostor: PhysicsImpostor): number;
  23124. getBodyFriction(impostor: PhysicsImpostor): number;
  23125. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23126. getBodyRestitution(impostor: PhysicsImpostor): number;
  23127. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23128. getBodyPressure?(impostor: PhysicsImpostor): number;
  23129. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23130. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23131. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23132. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23133. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23134. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23135. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23136. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23137. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23138. sleepBody(impostor: PhysicsImpostor): void;
  23139. wakeUpBody(impostor: PhysicsImpostor): void;
  23140. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23141. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23142. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23143. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23144. getRadius(impostor: PhysicsImpostor): number;
  23145. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23146. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23147. dispose(): void;
  23148. }
  23149. /**
  23150. * Interface used to define a physics engine
  23151. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23152. */
  23153. export interface IPhysicsEngine {
  23154. /**
  23155. * Gets the gravity vector used by the simulation
  23156. */
  23157. gravity: Vector3;
  23158. /**
  23159. * Sets the gravity vector used by the simulation
  23160. * @param gravity defines the gravity vector to use
  23161. */
  23162. setGravity(gravity: Vector3): void;
  23163. /**
  23164. * Set the time step of the physics engine.
  23165. * Default is 1/60.
  23166. * To slow it down, enter 1/600 for example.
  23167. * To speed it up, 1/30
  23168. * @param newTimeStep the new timestep to apply to this world.
  23169. */
  23170. setTimeStep(newTimeStep: number): void;
  23171. /**
  23172. * Get the time step of the physics engine.
  23173. * @returns the current time step
  23174. */
  23175. getTimeStep(): number;
  23176. /**
  23177. * Release all resources
  23178. */
  23179. dispose(): void;
  23180. /**
  23181. * Gets the name of the current physics plugin
  23182. * @returns the name of the plugin
  23183. */
  23184. getPhysicsPluginName(): string;
  23185. /**
  23186. * Adding a new impostor for the impostor tracking.
  23187. * This will be done by the impostor itself.
  23188. * @param impostor the impostor to add
  23189. */
  23190. addImpostor(impostor: PhysicsImpostor): void;
  23191. /**
  23192. * Remove an impostor from the engine.
  23193. * This impostor and its mesh will not longer be updated by the physics engine.
  23194. * @param impostor the impostor to remove
  23195. */
  23196. removeImpostor(impostor: PhysicsImpostor): void;
  23197. /**
  23198. * Add a joint to the physics engine
  23199. * @param mainImpostor defines the main impostor to which the joint is added.
  23200. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23201. * @param joint defines the joint that will connect both impostors.
  23202. */
  23203. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23204. /**
  23205. * Removes a joint from the simulation
  23206. * @param mainImpostor defines the impostor used with the joint
  23207. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23208. * @param joint defines the joint to remove
  23209. */
  23210. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23211. /**
  23212. * Gets the current plugin used to run the simulation
  23213. * @returns current plugin
  23214. */
  23215. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23216. /**
  23217. * Gets the list of physic impostors
  23218. * @returns an array of PhysicsImpostor
  23219. */
  23220. getImpostors(): Array<PhysicsImpostor>;
  23221. /**
  23222. * Gets the impostor for a physics enabled object
  23223. * @param object defines the object impersonated by the impostor
  23224. * @returns the PhysicsImpostor or null if not found
  23225. */
  23226. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23227. /**
  23228. * Gets the impostor for a physics body object
  23229. * @param body defines physics body used by the impostor
  23230. * @returns the PhysicsImpostor or null if not found
  23231. */
  23232. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23233. /**
  23234. * Does a raycast in the physics world
  23235. * @param from when should the ray start?
  23236. * @param to when should the ray end?
  23237. * @returns PhysicsRaycastResult
  23238. */
  23239. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23240. /**
  23241. * Called by the scene. No need to call it.
  23242. * @param delta defines the timespam between frames
  23243. */
  23244. _step(delta: number): void;
  23245. }
  23246. }
  23247. declare module "babylonjs/Physics/physicsImpostor" {
  23248. import { Nullable, IndicesArray } from "babylonjs/types";
  23249. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23250. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23251. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23252. import { Scene } from "babylonjs/scene";
  23253. import { Bone } from "babylonjs/Bones/bone";
  23254. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23255. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23256. import { Space } from "babylonjs/Maths/math.axis";
  23257. /**
  23258. * The interface for the physics imposter parameters
  23259. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23260. */
  23261. export interface PhysicsImpostorParameters {
  23262. /**
  23263. * The mass of the physics imposter
  23264. */
  23265. mass: number;
  23266. /**
  23267. * The friction of the physics imposter
  23268. */
  23269. friction?: number;
  23270. /**
  23271. * The coefficient of restitution of the physics imposter
  23272. */
  23273. restitution?: number;
  23274. /**
  23275. * The native options of the physics imposter
  23276. */
  23277. nativeOptions?: any;
  23278. /**
  23279. * Specifies if the parent should be ignored
  23280. */
  23281. ignoreParent?: boolean;
  23282. /**
  23283. * Specifies if bi-directional transformations should be disabled
  23284. */
  23285. disableBidirectionalTransformation?: boolean;
  23286. /**
  23287. * The pressure inside the physics imposter, soft object only
  23288. */
  23289. pressure?: number;
  23290. /**
  23291. * The stiffness the physics imposter, soft object only
  23292. */
  23293. stiffness?: number;
  23294. /**
  23295. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23296. */
  23297. velocityIterations?: number;
  23298. /**
  23299. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23300. */
  23301. positionIterations?: number;
  23302. /**
  23303. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23304. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23305. * Add to fix multiple points
  23306. */
  23307. fixedPoints?: number;
  23308. /**
  23309. * The collision margin around a soft object
  23310. */
  23311. margin?: number;
  23312. /**
  23313. * The collision margin around a soft object
  23314. */
  23315. damping?: number;
  23316. /**
  23317. * The path for a rope based on an extrusion
  23318. */
  23319. path?: any;
  23320. /**
  23321. * The shape of an extrusion used for a rope based on an extrusion
  23322. */
  23323. shape?: any;
  23324. }
  23325. /**
  23326. * Interface for a physics-enabled object
  23327. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23328. */
  23329. export interface IPhysicsEnabledObject {
  23330. /**
  23331. * The position of the physics-enabled object
  23332. */
  23333. position: Vector3;
  23334. /**
  23335. * The rotation of the physics-enabled object
  23336. */
  23337. rotationQuaternion: Nullable<Quaternion>;
  23338. /**
  23339. * The scale of the physics-enabled object
  23340. */
  23341. scaling: Vector3;
  23342. /**
  23343. * The rotation of the physics-enabled object
  23344. */
  23345. rotation?: Vector3;
  23346. /**
  23347. * The parent of the physics-enabled object
  23348. */
  23349. parent?: any;
  23350. /**
  23351. * The bounding info of the physics-enabled object
  23352. * @returns The bounding info of the physics-enabled object
  23353. */
  23354. getBoundingInfo(): BoundingInfo;
  23355. /**
  23356. * Computes the world matrix
  23357. * @param force Specifies if the world matrix should be computed by force
  23358. * @returns A world matrix
  23359. */
  23360. computeWorldMatrix(force: boolean): Matrix;
  23361. /**
  23362. * Gets the world matrix
  23363. * @returns A world matrix
  23364. */
  23365. getWorldMatrix?(): Matrix;
  23366. /**
  23367. * Gets the child meshes
  23368. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23369. * @returns An array of abstract meshes
  23370. */
  23371. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23372. /**
  23373. * Gets the vertex data
  23374. * @param kind The type of vertex data
  23375. * @returns A nullable array of numbers, or a float32 array
  23376. */
  23377. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23378. /**
  23379. * Gets the indices from the mesh
  23380. * @returns A nullable array of index arrays
  23381. */
  23382. getIndices?(): Nullable<IndicesArray>;
  23383. /**
  23384. * Gets the scene from the mesh
  23385. * @returns the indices array or null
  23386. */
  23387. getScene?(): Scene;
  23388. /**
  23389. * Gets the absolute position from the mesh
  23390. * @returns the absolute position
  23391. */
  23392. getAbsolutePosition(): Vector3;
  23393. /**
  23394. * Gets the absolute pivot point from the mesh
  23395. * @returns the absolute pivot point
  23396. */
  23397. getAbsolutePivotPoint(): Vector3;
  23398. /**
  23399. * Rotates the mesh
  23400. * @param axis The axis of rotation
  23401. * @param amount The amount of rotation
  23402. * @param space The space of the rotation
  23403. * @returns The rotation transform node
  23404. */
  23405. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23406. /**
  23407. * Translates the mesh
  23408. * @param axis The axis of translation
  23409. * @param distance The distance of translation
  23410. * @param space The space of the translation
  23411. * @returns The transform node
  23412. */
  23413. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23414. /**
  23415. * Sets the absolute position of the mesh
  23416. * @param absolutePosition The absolute position of the mesh
  23417. * @returns The transform node
  23418. */
  23419. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23420. /**
  23421. * Gets the class name of the mesh
  23422. * @returns The class name
  23423. */
  23424. getClassName(): string;
  23425. }
  23426. /**
  23427. * Represents a physics imposter
  23428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23429. */
  23430. export class PhysicsImpostor {
  23431. /**
  23432. * The physics-enabled object used as the physics imposter
  23433. */
  23434. object: IPhysicsEnabledObject;
  23435. /**
  23436. * The type of the physics imposter
  23437. */
  23438. type: number;
  23439. private _options;
  23440. private _scene?;
  23441. /**
  23442. * The default object size of the imposter
  23443. */
  23444. static DEFAULT_OBJECT_SIZE: Vector3;
  23445. /**
  23446. * The identity quaternion of the imposter
  23447. */
  23448. static IDENTITY_QUATERNION: Quaternion;
  23449. /** @hidden */
  23450. _pluginData: any;
  23451. private _physicsEngine;
  23452. private _physicsBody;
  23453. private _bodyUpdateRequired;
  23454. private _onBeforePhysicsStepCallbacks;
  23455. private _onAfterPhysicsStepCallbacks;
  23456. /** @hidden */
  23457. _onPhysicsCollideCallbacks: Array<{
  23458. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23459. otherImpostors: Array<PhysicsImpostor>;
  23460. }>;
  23461. private _deltaPosition;
  23462. private _deltaRotation;
  23463. private _deltaRotationConjugated;
  23464. /** @hidden */
  23465. _isFromLine: boolean;
  23466. private _parent;
  23467. private _isDisposed;
  23468. private static _tmpVecs;
  23469. private static _tmpQuat;
  23470. /**
  23471. * Specifies if the physics imposter is disposed
  23472. */
  23473. readonly isDisposed: boolean;
  23474. /**
  23475. * Gets the mass of the physics imposter
  23476. */
  23477. mass: number;
  23478. /**
  23479. * Gets the coefficient of friction
  23480. */
  23481. /**
  23482. * Sets the coefficient of friction
  23483. */
  23484. friction: number;
  23485. /**
  23486. * Gets the coefficient of restitution
  23487. */
  23488. /**
  23489. * Sets the coefficient of restitution
  23490. */
  23491. restitution: number;
  23492. /**
  23493. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23494. */
  23495. /**
  23496. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23497. */
  23498. pressure: number;
  23499. /**
  23500. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23501. */
  23502. /**
  23503. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23504. */
  23505. stiffness: number;
  23506. /**
  23507. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23508. */
  23509. /**
  23510. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23511. */
  23512. velocityIterations: number;
  23513. /**
  23514. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23515. */
  23516. /**
  23517. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23518. */
  23519. positionIterations: number;
  23520. /**
  23521. * The unique id of the physics imposter
  23522. * set by the physics engine when adding this impostor to the array
  23523. */
  23524. uniqueId: number;
  23525. /**
  23526. * @hidden
  23527. */
  23528. soft: boolean;
  23529. /**
  23530. * @hidden
  23531. */
  23532. segments: number;
  23533. private _joints;
  23534. /**
  23535. * Initializes the physics imposter
  23536. * @param object The physics-enabled object used as the physics imposter
  23537. * @param type The type of the physics imposter
  23538. * @param _options The options for the physics imposter
  23539. * @param _scene The Babylon scene
  23540. */
  23541. constructor(
  23542. /**
  23543. * The physics-enabled object used as the physics imposter
  23544. */
  23545. object: IPhysicsEnabledObject,
  23546. /**
  23547. * The type of the physics imposter
  23548. */
  23549. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23550. /**
  23551. * This function will completly initialize this impostor.
  23552. * It will create a new body - but only if this mesh has no parent.
  23553. * If it has, this impostor will not be used other than to define the impostor
  23554. * of the child mesh.
  23555. * @hidden
  23556. */
  23557. _init(): void;
  23558. private _getPhysicsParent;
  23559. /**
  23560. * Should a new body be generated.
  23561. * @returns boolean specifying if body initialization is required
  23562. */
  23563. isBodyInitRequired(): boolean;
  23564. /**
  23565. * Sets the updated scaling
  23566. * @param updated Specifies if the scaling is updated
  23567. */
  23568. setScalingUpdated(): void;
  23569. /**
  23570. * Force a regeneration of this or the parent's impostor's body.
  23571. * Use under cautious - This will remove all joints already implemented.
  23572. */
  23573. forceUpdate(): void;
  23574. /**
  23575. * Gets the body that holds this impostor. Either its own, or its parent.
  23576. */
  23577. /**
  23578. * Set the physics body. Used mainly by the physics engine/plugin
  23579. */
  23580. physicsBody: any;
  23581. /**
  23582. * Get the parent of the physics imposter
  23583. * @returns Physics imposter or null
  23584. */
  23585. /**
  23586. * Sets the parent of the physics imposter
  23587. */
  23588. parent: Nullable<PhysicsImpostor>;
  23589. /**
  23590. * Resets the update flags
  23591. */
  23592. resetUpdateFlags(): void;
  23593. /**
  23594. * Gets the object extend size
  23595. * @returns the object extend size
  23596. */
  23597. getObjectExtendSize(): Vector3;
  23598. /**
  23599. * Gets the object center
  23600. * @returns The object center
  23601. */
  23602. getObjectCenter(): Vector3;
  23603. /**
  23604. * Get a specific parametes from the options parameter
  23605. * @param paramName The object parameter name
  23606. * @returns The object parameter
  23607. */
  23608. getParam(paramName: string): any;
  23609. /**
  23610. * Sets a specific parameter in the options given to the physics plugin
  23611. * @param paramName The parameter name
  23612. * @param value The value of the parameter
  23613. */
  23614. setParam(paramName: string, value: number): void;
  23615. /**
  23616. * Specifically change the body's mass option. Won't recreate the physics body object
  23617. * @param mass The mass of the physics imposter
  23618. */
  23619. setMass(mass: number): void;
  23620. /**
  23621. * Gets the linear velocity
  23622. * @returns linear velocity or null
  23623. */
  23624. getLinearVelocity(): Nullable<Vector3>;
  23625. /**
  23626. * Sets the linear velocity
  23627. * @param velocity linear velocity or null
  23628. */
  23629. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23630. /**
  23631. * Gets the angular velocity
  23632. * @returns angular velocity or null
  23633. */
  23634. getAngularVelocity(): Nullable<Vector3>;
  23635. /**
  23636. * Sets the angular velocity
  23637. * @param velocity The velocity or null
  23638. */
  23639. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23640. /**
  23641. * Execute a function with the physics plugin native code
  23642. * Provide a function the will have two variables - the world object and the physics body object
  23643. * @param func The function to execute with the physics plugin native code
  23644. */
  23645. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23646. /**
  23647. * Register a function that will be executed before the physics world is stepping forward
  23648. * @param func The function to execute before the physics world is stepped forward
  23649. */
  23650. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23651. /**
  23652. * Unregister a function that will be executed before the physics world is stepping forward
  23653. * @param func The function to execute before the physics world is stepped forward
  23654. */
  23655. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23656. /**
  23657. * Register a function that will be executed after the physics step
  23658. * @param func The function to execute after physics step
  23659. */
  23660. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23661. /**
  23662. * Unregisters a function that will be executed after the physics step
  23663. * @param func The function to execute after physics step
  23664. */
  23665. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23666. /**
  23667. * register a function that will be executed when this impostor collides against a different body
  23668. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23669. * @param func Callback that is executed on collision
  23670. */
  23671. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23672. /**
  23673. * Unregisters the physics imposter on contact
  23674. * @param collideAgainst The physics object to collide against
  23675. * @param func Callback to execute on collision
  23676. */
  23677. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23678. private _tmpQuat;
  23679. private _tmpQuat2;
  23680. /**
  23681. * Get the parent rotation
  23682. * @returns The parent rotation
  23683. */
  23684. getParentsRotation(): Quaternion;
  23685. /**
  23686. * this function is executed by the physics engine.
  23687. */
  23688. beforeStep: () => void;
  23689. /**
  23690. * this function is executed by the physics engine
  23691. */
  23692. afterStep: () => void;
  23693. /**
  23694. * Legacy collision detection event support
  23695. */
  23696. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23697. /**
  23698. * event and body object due to cannon's event-based architecture.
  23699. */
  23700. onCollide: (e: {
  23701. body: any;
  23702. }) => void;
  23703. /**
  23704. * Apply a force
  23705. * @param force The force to apply
  23706. * @param contactPoint The contact point for the force
  23707. * @returns The physics imposter
  23708. */
  23709. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23710. /**
  23711. * Apply an impulse
  23712. * @param force The impulse force
  23713. * @param contactPoint The contact point for the impulse force
  23714. * @returns The physics imposter
  23715. */
  23716. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23717. /**
  23718. * A help function to create a joint
  23719. * @param otherImpostor A physics imposter used to create a joint
  23720. * @param jointType The type of joint
  23721. * @param jointData The data for the joint
  23722. * @returns The physics imposter
  23723. */
  23724. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23725. /**
  23726. * Add a joint to this impostor with a different impostor
  23727. * @param otherImpostor A physics imposter used to add a joint
  23728. * @param joint The joint to add
  23729. * @returns The physics imposter
  23730. */
  23731. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23732. /**
  23733. * Add an anchor to a cloth impostor
  23734. * @param otherImpostor rigid impostor to anchor to
  23735. * @param width ratio across width from 0 to 1
  23736. * @param height ratio up height from 0 to 1
  23737. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23738. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23739. * @returns impostor the soft imposter
  23740. */
  23741. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23742. /**
  23743. * Add a hook to a rope impostor
  23744. * @param otherImpostor rigid impostor to anchor to
  23745. * @param length ratio across rope from 0 to 1
  23746. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23747. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23748. * @returns impostor the rope imposter
  23749. */
  23750. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23751. /**
  23752. * Will keep this body still, in a sleep mode.
  23753. * @returns the physics imposter
  23754. */
  23755. sleep(): PhysicsImpostor;
  23756. /**
  23757. * Wake the body up.
  23758. * @returns The physics imposter
  23759. */
  23760. wakeUp(): PhysicsImpostor;
  23761. /**
  23762. * Clones the physics imposter
  23763. * @param newObject The physics imposter clones to this physics-enabled object
  23764. * @returns A nullable physics imposter
  23765. */
  23766. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23767. /**
  23768. * Disposes the physics imposter
  23769. */
  23770. dispose(): void;
  23771. /**
  23772. * Sets the delta position
  23773. * @param position The delta position amount
  23774. */
  23775. setDeltaPosition(position: Vector3): void;
  23776. /**
  23777. * Sets the delta rotation
  23778. * @param rotation The delta rotation amount
  23779. */
  23780. setDeltaRotation(rotation: Quaternion): void;
  23781. /**
  23782. * Gets the box size of the physics imposter and stores the result in the input parameter
  23783. * @param result Stores the box size
  23784. * @returns The physics imposter
  23785. */
  23786. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23787. /**
  23788. * Gets the radius of the physics imposter
  23789. * @returns Radius of the physics imposter
  23790. */
  23791. getRadius(): number;
  23792. /**
  23793. * Sync a bone with this impostor
  23794. * @param bone The bone to sync to the impostor.
  23795. * @param boneMesh The mesh that the bone is influencing.
  23796. * @param jointPivot The pivot of the joint / bone in local space.
  23797. * @param distToJoint Optional distance from the impostor to the joint.
  23798. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23799. */
  23800. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23801. /**
  23802. * Sync impostor to a bone
  23803. * @param bone The bone that the impostor will be synced to.
  23804. * @param boneMesh The mesh that the bone is influencing.
  23805. * @param jointPivot The pivot of the joint / bone in local space.
  23806. * @param distToJoint Optional distance from the impostor to the joint.
  23807. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23808. * @param boneAxis Optional vector3 axis the bone is aligned with
  23809. */
  23810. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23811. /**
  23812. * No-Imposter type
  23813. */
  23814. static NoImpostor: number;
  23815. /**
  23816. * Sphere-Imposter type
  23817. */
  23818. static SphereImpostor: number;
  23819. /**
  23820. * Box-Imposter type
  23821. */
  23822. static BoxImpostor: number;
  23823. /**
  23824. * Plane-Imposter type
  23825. */
  23826. static PlaneImpostor: number;
  23827. /**
  23828. * Mesh-imposter type
  23829. */
  23830. static MeshImpostor: number;
  23831. /**
  23832. * Capsule-Impostor type (Ammo.js plugin only)
  23833. */
  23834. static CapsuleImpostor: number;
  23835. /**
  23836. * Cylinder-Imposter type
  23837. */
  23838. static CylinderImpostor: number;
  23839. /**
  23840. * Particle-Imposter type
  23841. */
  23842. static ParticleImpostor: number;
  23843. /**
  23844. * Heightmap-Imposter type
  23845. */
  23846. static HeightmapImpostor: number;
  23847. /**
  23848. * ConvexHull-Impostor type (Ammo.js plugin only)
  23849. */
  23850. static ConvexHullImpostor: number;
  23851. /**
  23852. * Rope-Imposter type
  23853. */
  23854. static RopeImpostor: number;
  23855. /**
  23856. * Cloth-Imposter type
  23857. */
  23858. static ClothImpostor: number;
  23859. /**
  23860. * Softbody-Imposter type
  23861. */
  23862. static SoftbodyImpostor: number;
  23863. }
  23864. }
  23865. declare module "babylonjs/Meshes/mesh" {
  23866. import { Observable } from "babylonjs/Misc/observable";
  23867. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23868. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23869. import { Camera } from "babylonjs/Cameras/camera";
  23870. import { Scene } from "babylonjs/scene";
  23871. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23872. import { Color4 } from "babylonjs/Maths/math.color";
  23873. import { Engine } from "babylonjs/Engines/engine";
  23874. import { Node } from "babylonjs/node";
  23875. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23876. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23877. import { Buffer } from "babylonjs/Meshes/buffer";
  23878. import { Geometry } from "babylonjs/Meshes/geometry";
  23879. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23880. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23881. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23882. import { Effect } from "babylonjs/Materials/effect";
  23883. import { Material } from "babylonjs/Materials/material";
  23884. import { Skeleton } from "babylonjs/Bones/skeleton";
  23885. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23886. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23887. import { Path3D } from "babylonjs/Maths/math.path";
  23888. import { Plane } from "babylonjs/Maths/math.plane";
  23889. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23890. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23891. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23892. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23893. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23894. /**
  23895. * @hidden
  23896. **/
  23897. export class _CreationDataStorage {
  23898. closePath?: boolean;
  23899. closeArray?: boolean;
  23900. idx: number[];
  23901. dashSize: number;
  23902. gapSize: number;
  23903. path3D: Path3D;
  23904. pathArray: Vector3[][];
  23905. arc: number;
  23906. radius: number;
  23907. cap: number;
  23908. tessellation: number;
  23909. }
  23910. /**
  23911. * @hidden
  23912. **/
  23913. class _InstanceDataStorage {
  23914. visibleInstances: any;
  23915. batchCache: _InstancesBatch;
  23916. instancesBufferSize: number;
  23917. instancesBuffer: Nullable<Buffer>;
  23918. instancesData: Float32Array;
  23919. overridenInstanceCount: number;
  23920. isFrozen: boolean;
  23921. previousBatch: Nullable<_InstancesBatch>;
  23922. hardwareInstancedRendering: boolean;
  23923. sideOrientation: number;
  23924. }
  23925. /**
  23926. * @hidden
  23927. **/
  23928. export class _InstancesBatch {
  23929. mustReturn: boolean;
  23930. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23931. renderSelf: boolean[];
  23932. hardwareInstancedRendering: boolean[];
  23933. }
  23934. /**
  23935. * Class used to represent renderable models
  23936. */
  23937. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23938. /**
  23939. * Mesh side orientation : usually the external or front surface
  23940. */
  23941. static readonly FRONTSIDE: number;
  23942. /**
  23943. * Mesh side orientation : usually the internal or back surface
  23944. */
  23945. static readonly BACKSIDE: number;
  23946. /**
  23947. * Mesh side orientation : both internal and external or front and back surfaces
  23948. */
  23949. static readonly DOUBLESIDE: number;
  23950. /**
  23951. * Mesh side orientation : by default, `FRONTSIDE`
  23952. */
  23953. static readonly DEFAULTSIDE: number;
  23954. /**
  23955. * Mesh cap setting : no cap
  23956. */
  23957. static readonly NO_CAP: number;
  23958. /**
  23959. * Mesh cap setting : one cap at the beginning of the mesh
  23960. */
  23961. static readonly CAP_START: number;
  23962. /**
  23963. * Mesh cap setting : one cap at the end of the mesh
  23964. */
  23965. static readonly CAP_END: number;
  23966. /**
  23967. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23968. */
  23969. static readonly CAP_ALL: number;
  23970. /**
  23971. * Mesh pattern setting : no flip or rotate
  23972. */
  23973. static readonly NO_FLIP: number;
  23974. /**
  23975. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23976. */
  23977. static readonly FLIP_TILE: number;
  23978. /**
  23979. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23980. */
  23981. static readonly ROTATE_TILE: number;
  23982. /**
  23983. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23984. */
  23985. static readonly FLIP_ROW: number;
  23986. /**
  23987. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23988. */
  23989. static readonly ROTATE_ROW: number;
  23990. /**
  23991. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23992. */
  23993. static readonly FLIP_N_ROTATE_TILE: number;
  23994. /**
  23995. * Mesh pattern setting : rotate pattern and rotate
  23996. */
  23997. static readonly FLIP_N_ROTATE_ROW: number;
  23998. /**
  23999. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24000. */
  24001. static readonly CENTER: number;
  24002. /**
  24003. * Mesh tile positioning : part tiles on left
  24004. */
  24005. static readonly LEFT: number;
  24006. /**
  24007. * Mesh tile positioning : part tiles on right
  24008. */
  24009. static readonly RIGHT: number;
  24010. /**
  24011. * Mesh tile positioning : part tiles on top
  24012. */
  24013. static readonly TOP: number;
  24014. /**
  24015. * Mesh tile positioning : part tiles on bottom
  24016. */
  24017. static readonly BOTTOM: number;
  24018. /**
  24019. * Gets the default side orientation.
  24020. * @param orientation the orientation to value to attempt to get
  24021. * @returns the default orientation
  24022. * @hidden
  24023. */
  24024. static _GetDefaultSideOrientation(orientation?: number): number;
  24025. private _internalMeshDataInfo;
  24026. /**
  24027. * An event triggered before rendering the mesh
  24028. */
  24029. readonly onBeforeRenderObservable: Observable<Mesh>;
  24030. /**
  24031. * An event triggered before binding the mesh
  24032. */
  24033. readonly onBeforeBindObservable: Observable<Mesh>;
  24034. /**
  24035. * An event triggered after rendering the mesh
  24036. */
  24037. readonly onAfterRenderObservable: Observable<Mesh>;
  24038. /**
  24039. * An event triggered before drawing the mesh
  24040. */
  24041. readonly onBeforeDrawObservable: Observable<Mesh>;
  24042. private _onBeforeDrawObserver;
  24043. /**
  24044. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24045. */
  24046. onBeforeDraw: () => void;
  24047. readonly hasInstances: boolean;
  24048. /**
  24049. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24050. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24051. */
  24052. delayLoadState: number;
  24053. /**
  24054. * Gets the list of instances created from this mesh
  24055. * it is not supposed to be modified manually.
  24056. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24057. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24058. */
  24059. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24060. /**
  24061. * Gets the file containing delay loading data for this mesh
  24062. */
  24063. delayLoadingFile: string;
  24064. /** @hidden */
  24065. _binaryInfo: any;
  24066. /**
  24067. * User defined function used to change how LOD level selection is done
  24068. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24069. */
  24070. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24071. /**
  24072. * Gets or sets the morph target manager
  24073. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24074. */
  24075. morphTargetManager: Nullable<MorphTargetManager>;
  24076. /** @hidden */
  24077. _creationDataStorage: Nullable<_CreationDataStorage>;
  24078. /** @hidden */
  24079. _geometry: Nullable<Geometry>;
  24080. /** @hidden */
  24081. _delayInfo: Array<string>;
  24082. /** @hidden */
  24083. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24084. /** @hidden */
  24085. _instanceDataStorage: _InstanceDataStorage;
  24086. private _effectiveMaterial;
  24087. /** @hidden */
  24088. _shouldGenerateFlatShading: boolean;
  24089. /** @hidden */
  24090. _originalBuilderSideOrientation: number;
  24091. /**
  24092. * Use this property to change the original side orientation defined at construction time
  24093. */
  24094. overrideMaterialSideOrientation: Nullable<number>;
  24095. /**
  24096. * Gets the source mesh (the one used to clone this one from)
  24097. */
  24098. readonly source: Nullable<Mesh>;
  24099. /**
  24100. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24101. */
  24102. isUnIndexed: boolean;
  24103. /**
  24104. * @constructor
  24105. * @param name The value used by scene.getMeshByName() to do a lookup.
  24106. * @param scene The scene to add this mesh to.
  24107. * @param parent The parent of this mesh, if it has one
  24108. * @param source An optional Mesh from which geometry is shared, cloned.
  24109. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24110. * When false, achieved by calling a clone(), also passing False.
  24111. * This will make creation of children, recursive.
  24112. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24113. */
  24114. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24115. /**
  24116. * Gets the class name
  24117. * @returns the string "Mesh".
  24118. */
  24119. getClassName(): string;
  24120. /** @hidden */
  24121. readonly _isMesh: boolean;
  24122. /**
  24123. * Returns a description of this mesh
  24124. * @param fullDetails define if full details about this mesh must be used
  24125. * @returns a descriptive string representing this mesh
  24126. */
  24127. toString(fullDetails?: boolean): string;
  24128. /** @hidden */
  24129. _unBindEffect(): void;
  24130. /**
  24131. * Gets a boolean indicating if this mesh has LOD
  24132. */
  24133. readonly hasLODLevels: boolean;
  24134. /**
  24135. * Gets the list of MeshLODLevel associated with the current mesh
  24136. * @returns an array of MeshLODLevel
  24137. */
  24138. getLODLevels(): MeshLODLevel[];
  24139. private _sortLODLevels;
  24140. /**
  24141. * Add a mesh as LOD level triggered at the given distance.
  24142. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24143. * @param distance The distance from the center of the object to show this level
  24144. * @param mesh The mesh to be added as LOD level (can be null)
  24145. * @return This mesh (for chaining)
  24146. */
  24147. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24148. /**
  24149. * Returns the LOD level mesh at the passed distance or null if not found.
  24150. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24151. * @param distance The distance from the center of the object to show this level
  24152. * @returns a Mesh or `null`
  24153. */
  24154. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24155. /**
  24156. * Remove a mesh from the LOD array
  24157. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24158. * @param mesh defines the mesh to be removed
  24159. * @return This mesh (for chaining)
  24160. */
  24161. removeLODLevel(mesh: Mesh): Mesh;
  24162. /**
  24163. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24164. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24165. * @param camera defines the camera to use to compute distance
  24166. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24167. * @return This mesh (for chaining)
  24168. */
  24169. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24170. /**
  24171. * Gets the mesh internal Geometry object
  24172. */
  24173. readonly geometry: Nullable<Geometry>;
  24174. /**
  24175. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24176. * @returns the total number of vertices
  24177. */
  24178. getTotalVertices(): number;
  24179. /**
  24180. * Returns the content of an associated vertex buffer
  24181. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24182. * - VertexBuffer.PositionKind
  24183. * - VertexBuffer.UVKind
  24184. * - VertexBuffer.UV2Kind
  24185. * - VertexBuffer.UV3Kind
  24186. * - VertexBuffer.UV4Kind
  24187. * - VertexBuffer.UV5Kind
  24188. * - VertexBuffer.UV6Kind
  24189. * - VertexBuffer.ColorKind
  24190. * - VertexBuffer.MatricesIndicesKind
  24191. * - VertexBuffer.MatricesIndicesExtraKind
  24192. * - VertexBuffer.MatricesWeightsKind
  24193. * - VertexBuffer.MatricesWeightsExtraKind
  24194. * @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
  24195. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24196. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24197. */
  24198. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24199. /**
  24200. * Returns the mesh VertexBuffer object from the requested `kind`
  24201. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24202. * - VertexBuffer.PositionKind
  24203. * - VertexBuffer.NormalKind
  24204. * - VertexBuffer.UVKind
  24205. * - VertexBuffer.UV2Kind
  24206. * - VertexBuffer.UV3Kind
  24207. * - VertexBuffer.UV4Kind
  24208. * - VertexBuffer.UV5Kind
  24209. * - VertexBuffer.UV6Kind
  24210. * - VertexBuffer.ColorKind
  24211. * - VertexBuffer.MatricesIndicesKind
  24212. * - VertexBuffer.MatricesIndicesExtraKind
  24213. * - VertexBuffer.MatricesWeightsKind
  24214. * - VertexBuffer.MatricesWeightsExtraKind
  24215. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24216. */
  24217. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24218. /**
  24219. * Tests if a specific vertex buffer is associated with this mesh
  24220. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24221. * - VertexBuffer.PositionKind
  24222. * - VertexBuffer.NormalKind
  24223. * - VertexBuffer.UVKind
  24224. * - VertexBuffer.UV2Kind
  24225. * - VertexBuffer.UV3Kind
  24226. * - VertexBuffer.UV4Kind
  24227. * - VertexBuffer.UV5Kind
  24228. * - VertexBuffer.UV6Kind
  24229. * - VertexBuffer.ColorKind
  24230. * - VertexBuffer.MatricesIndicesKind
  24231. * - VertexBuffer.MatricesIndicesExtraKind
  24232. * - VertexBuffer.MatricesWeightsKind
  24233. * - VertexBuffer.MatricesWeightsExtraKind
  24234. * @returns a boolean
  24235. */
  24236. isVerticesDataPresent(kind: string): boolean;
  24237. /**
  24238. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24239. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24240. * - VertexBuffer.PositionKind
  24241. * - VertexBuffer.UVKind
  24242. * - VertexBuffer.UV2Kind
  24243. * - VertexBuffer.UV3Kind
  24244. * - VertexBuffer.UV4Kind
  24245. * - VertexBuffer.UV5Kind
  24246. * - VertexBuffer.UV6Kind
  24247. * - VertexBuffer.ColorKind
  24248. * - VertexBuffer.MatricesIndicesKind
  24249. * - VertexBuffer.MatricesIndicesExtraKind
  24250. * - VertexBuffer.MatricesWeightsKind
  24251. * - VertexBuffer.MatricesWeightsExtraKind
  24252. * @returns a boolean
  24253. */
  24254. isVertexBufferUpdatable(kind: string): boolean;
  24255. /**
  24256. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24257. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24258. * - VertexBuffer.PositionKind
  24259. * - VertexBuffer.NormalKind
  24260. * - VertexBuffer.UVKind
  24261. * - VertexBuffer.UV2Kind
  24262. * - VertexBuffer.UV3Kind
  24263. * - VertexBuffer.UV4Kind
  24264. * - VertexBuffer.UV5Kind
  24265. * - VertexBuffer.UV6Kind
  24266. * - VertexBuffer.ColorKind
  24267. * - VertexBuffer.MatricesIndicesKind
  24268. * - VertexBuffer.MatricesIndicesExtraKind
  24269. * - VertexBuffer.MatricesWeightsKind
  24270. * - VertexBuffer.MatricesWeightsExtraKind
  24271. * @returns an array of strings
  24272. */
  24273. getVerticesDataKinds(): string[];
  24274. /**
  24275. * Returns a positive integer : the total number of indices in this mesh geometry.
  24276. * @returns the numner of indices or zero if the mesh has no geometry.
  24277. */
  24278. getTotalIndices(): number;
  24279. /**
  24280. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24281. * @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.
  24282. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24283. * @returns the indices array or an empty array if the mesh has no geometry
  24284. */
  24285. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24286. readonly isBlocked: boolean;
  24287. /**
  24288. * Determine if the current mesh is ready to be rendered
  24289. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24290. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24291. * @returns true if all associated assets are ready (material, textures, shaders)
  24292. */
  24293. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24294. /**
  24295. * 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.
  24296. */
  24297. readonly areNormalsFrozen: boolean;
  24298. /**
  24299. * 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.
  24300. * @returns the current mesh
  24301. */
  24302. freezeNormals(): Mesh;
  24303. /**
  24304. * 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
  24305. * @returns the current mesh
  24306. */
  24307. unfreezeNormals(): Mesh;
  24308. /**
  24309. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24310. */
  24311. overridenInstanceCount: number;
  24312. /** @hidden */
  24313. _preActivate(): Mesh;
  24314. /** @hidden */
  24315. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24316. /** @hidden */
  24317. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24318. /**
  24319. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24320. * This means the mesh underlying bounding box and sphere are recomputed.
  24321. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24322. * @returns the current mesh
  24323. */
  24324. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24325. /** @hidden */
  24326. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24327. /**
  24328. * This function will subdivide the mesh into multiple submeshes
  24329. * @param count defines the expected number of submeshes
  24330. */
  24331. subdivide(count: number): void;
  24332. /**
  24333. * Copy a FloatArray into a specific associated vertex buffer
  24334. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24335. * - VertexBuffer.PositionKind
  24336. * - VertexBuffer.UVKind
  24337. * - VertexBuffer.UV2Kind
  24338. * - VertexBuffer.UV3Kind
  24339. * - VertexBuffer.UV4Kind
  24340. * - VertexBuffer.UV5Kind
  24341. * - VertexBuffer.UV6Kind
  24342. * - VertexBuffer.ColorKind
  24343. * - VertexBuffer.MatricesIndicesKind
  24344. * - VertexBuffer.MatricesIndicesExtraKind
  24345. * - VertexBuffer.MatricesWeightsKind
  24346. * - VertexBuffer.MatricesWeightsExtraKind
  24347. * @param data defines the data source
  24348. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24349. * @param stride defines the data stride size (can be null)
  24350. * @returns the current mesh
  24351. */
  24352. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24353. /**
  24354. * Flags an associated vertex buffer as updatable
  24355. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24356. * - VertexBuffer.PositionKind
  24357. * - VertexBuffer.UVKind
  24358. * - VertexBuffer.UV2Kind
  24359. * - VertexBuffer.UV3Kind
  24360. * - VertexBuffer.UV4Kind
  24361. * - VertexBuffer.UV5Kind
  24362. * - VertexBuffer.UV6Kind
  24363. * - VertexBuffer.ColorKind
  24364. * - VertexBuffer.MatricesIndicesKind
  24365. * - VertexBuffer.MatricesIndicesExtraKind
  24366. * - VertexBuffer.MatricesWeightsKind
  24367. * - VertexBuffer.MatricesWeightsExtraKind
  24368. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24369. */
  24370. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24371. /**
  24372. * Sets the mesh global Vertex Buffer
  24373. * @param buffer defines the buffer to use
  24374. * @returns the current mesh
  24375. */
  24376. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24377. /**
  24378. * Update a specific associated vertex buffer
  24379. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24380. * - VertexBuffer.PositionKind
  24381. * - VertexBuffer.UVKind
  24382. * - VertexBuffer.UV2Kind
  24383. * - VertexBuffer.UV3Kind
  24384. * - VertexBuffer.UV4Kind
  24385. * - VertexBuffer.UV5Kind
  24386. * - VertexBuffer.UV6Kind
  24387. * - VertexBuffer.ColorKind
  24388. * - VertexBuffer.MatricesIndicesKind
  24389. * - VertexBuffer.MatricesIndicesExtraKind
  24390. * - VertexBuffer.MatricesWeightsKind
  24391. * - VertexBuffer.MatricesWeightsExtraKind
  24392. * @param data defines the data source
  24393. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24394. * @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)
  24395. * @returns the current mesh
  24396. */
  24397. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24398. /**
  24399. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24400. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24401. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24402. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24403. * @returns the current mesh
  24404. */
  24405. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24406. /**
  24407. * Creates a un-shared specific occurence of the geometry for the mesh.
  24408. * @returns the current mesh
  24409. */
  24410. makeGeometryUnique(): Mesh;
  24411. /**
  24412. * Set the index buffer of this mesh
  24413. * @param indices defines the source data
  24414. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24415. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24416. * @returns the current mesh
  24417. */
  24418. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24419. /**
  24420. * Update the current index buffer
  24421. * @param indices defines the source data
  24422. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24423. * @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)
  24424. * @returns the current mesh
  24425. */
  24426. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24427. /**
  24428. * Invert the geometry to move from a right handed system to a left handed one.
  24429. * @returns the current mesh
  24430. */
  24431. toLeftHanded(): Mesh;
  24432. /** @hidden */
  24433. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24434. /** @hidden */
  24435. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24436. /**
  24437. * Registers for this mesh a javascript function called just before the rendering process
  24438. * @param func defines the function to call before rendering this mesh
  24439. * @returns the current mesh
  24440. */
  24441. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24442. /**
  24443. * Disposes a previously registered javascript function called before the rendering
  24444. * @param func defines the function to remove
  24445. * @returns the current mesh
  24446. */
  24447. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24448. /**
  24449. * Registers for this mesh a javascript function called just after the rendering is complete
  24450. * @param func defines the function to call after rendering this mesh
  24451. * @returns the current mesh
  24452. */
  24453. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24454. /**
  24455. * Disposes a previously registered javascript function called after the rendering.
  24456. * @param func defines the function to remove
  24457. * @returns the current mesh
  24458. */
  24459. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24460. /** @hidden */
  24461. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24462. /** @hidden */
  24463. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24464. /** @hidden */
  24465. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24466. /** @hidden */
  24467. _rebuild(): void;
  24468. /** @hidden */
  24469. _freeze(): void;
  24470. /** @hidden */
  24471. _unFreeze(): void;
  24472. /**
  24473. * 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
  24474. * @param subMesh defines the subMesh to render
  24475. * @param enableAlphaMode defines if alpha mode can be changed
  24476. * @returns the current mesh
  24477. */
  24478. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24479. private _onBeforeDraw;
  24480. /**
  24481. * Renormalize the mesh and patch it up if there are no weights
  24482. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24483. * However in the case of zero weights then we set just a single influence to 1.
  24484. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24485. */
  24486. cleanMatrixWeights(): void;
  24487. private normalizeSkinFourWeights;
  24488. private normalizeSkinWeightsAndExtra;
  24489. /**
  24490. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24491. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24492. * the user know there was an issue with importing the mesh
  24493. * @returns a validation object with skinned, valid and report string
  24494. */
  24495. validateSkinning(): {
  24496. skinned: boolean;
  24497. valid: boolean;
  24498. report: string;
  24499. };
  24500. /** @hidden */
  24501. _checkDelayState(): Mesh;
  24502. private _queueLoad;
  24503. /**
  24504. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24505. * A mesh is in the frustum if its bounding box intersects the frustum
  24506. * @param frustumPlanes defines the frustum to test
  24507. * @returns true if the mesh is in the frustum planes
  24508. */
  24509. isInFrustum(frustumPlanes: Plane[]): boolean;
  24510. /**
  24511. * Sets the mesh material by the material or multiMaterial `id` property
  24512. * @param id is a string identifying the material or the multiMaterial
  24513. * @returns the current mesh
  24514. */
  24515. setMaterialByID(id: string): Mesh;
  24516. /**
  24517. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24518. * @returns an array of IAnimatable
  24519. */
  24520. getAnimatables(): IAnimatable[];
  24521. /**
  24522. * Modifies the mesh geometry according to the passed transformation matrix.
  24523. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24524. * The mesh normals are modified using the same transformation.
  24525. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24526. * @param transform defines the transform matrix to use
  24527. * @see http://doc.babylonjs.com/resources/baking_transformations
  24528. * @returns the current mesh
  24529. */
  24530. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24531. /**
  24532. * Modifies the mesh geometry according to its own current World Matrix.
  24533. * The mesh World Matrix is then reset.
  24534. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24535. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24536. * @see http://doc.babylonjs.com/resources/baking_transformations
  24537. * @returns the current mesh
  24538. */
  24539. bakeCurrentTransformIntoVertices(): Mesh;
  24540. /** @hidden */
  24541. readonly _positions: Nullable<Vector3[]>;
  24542. /** @hidden */
  24543. _resetPointsArrayCache(): Mesh;
  24544. /** @hidden */
  24545. _generatePointsArray(): boolean;
  24546. /**
  24547. * Returns a new Mesh object generated from the current mesh properties.
  24548. * This method must not get confused with createInstance()
  24549. * @param name is a string, the name given to the new mesh
  24550. * @param newParent can be any Node object (default `null`)
  24551. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24552. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24553. * @returns a new mesh
  24554. */
  24555. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24556. /**
  24557. * Releases resources associated with this mesh.
  24558. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24559. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24560. */
  24561. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24562. /**
  24563. * Modifies the mesh geometry according to a displacement map.
  24564. * 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.
  24565. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24566. * @param url is a string, the URL from the image file is to be downloaded.
  24567. * @param minHeight is the lower limit of the displacement.
  24568. * @param maxHeight is the upper limit of the displacement.
  24569. * @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.
  24570. * @param uvOffset is an optional vector2 used to offset UV.
  24571. * @param uvScale is an optional vector2 used to scale UV.
  24572. * @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.
  24573. * @returns the Mesh.
  24574. */
  24575. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24576. /**
  24577. * Modifies the mesh geometry according to a displacementMap buffer.
  24578. * 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.
  24579. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24580. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24581. * @param heightMapWidth is the width of the buffer image.
  24582. * @param heightMapHeight is the height of the buffer image.
  24583. * @param minHeight is the lower limit of the displacement.
  24584. * @param maxHeight is the upper limit of the displacement.
  24585. * @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.
  24586. * @param uvOffset is an optional vector2 used to offset UV.
  24587. * @param uvScale is an optional vector2 used to scale UV.
  24588. * @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.
  24589. * @returns the Mesh.
  24590. */
  24591. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24592. /**
  24593. * Modify the mesh to get a flat shading rendering.
  24594. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24595. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24596. * @returns current mesh
  24597. */
  24598. convertToFlatShadedMesh(): Mesh;
  24599. /**
  24600. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24601. * In other words, more vertices, no more indices and a single bigger VBO.
  24602. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24603. * @returns current mesh
  24604. */
  24605. convertToUnIndexedMesh(): Mesh;
  24606. /**
  24607. * Inverses facet orientations.
  24608. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24609. * @param flipNormals will also inverts the normals
  24610. * @returns current mesh
  24611. */
  24612. flipFaces(flipNormals?: boolean): Mesh;
  24613. /**
  24614. * Increase the number of facets and hence vertices in a mesh
  24615. * Vertex normals are interpolated from existing vertex normals
  24616. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24617. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24618. */
  24619. increaseVertices(numberPerEdge: number): void;
  24620. /**
  24621. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24622. * This will undo any application of covertToFlatShadedMesh
  24623. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24624. */
  24625. forceSharedVertices(): void;
  24626. /** @hidden */
  24627. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24628. /** @hidden */
  24629. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24630. /**
  24631. * Creates a new InstancedMesh object from the mesh model.
  24632. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24633. * @param name defines the name of the new instance
  24634. * @returns a new InstancedMesh
  24635. */
  24636. createInstance(name: string): InstancedMesh;
  24637. /**
  24638. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24639. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24640. * @returns the current mesh
  24641. */
  24642. synchronizeInstances(): Mesh;
  24643. /**
  24644. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24645. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24646. * This should be used together with the simplification to avoid disappearing triangles.
  24647. * @param successCallback an optional success callback to be called after the optimization finished.
  24648. * @returns the current mesh
  24649. */
  24650. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24651. /**
  24652. * Serialize current mesh
  24653. * @param serializationObject defines the object which will receive the serialization data
  24654. */
  24655. serialize(serializationObject: any): void;
  24656. /** @hidden */
  24657. _syncGeometryWithMorphTargetManager(): void;
  24658. /** @hidden */
  24659. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24660. /**
  24661. * Returns a new Mesh object parsed from the source provided.
  24662. * @param parsedMesh is the source
  24663. * @param scene defines the hosting scene
  24664. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24665. * @returns a new Mesh
  24666. */
  24667. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24668. /**
  24669. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24670. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24671. * @param name defines the name of the mesh to create
  24672. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24673. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24674. * @param closePath creates a seam between the first and the last points of each path of the path array
  24675. * @param offset is taken in account only if the `pathArray` is containing a single path
  24676. * @param scene defines the hosting scene
  24677. * @param updatable defines if the mesh must be flagged as updatable
  24678. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24679. * @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)
  24680. * @returns a new Mesh
  24681. */
  24682. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24683. /**
  24684. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24685. * @param name defines the name of the mesh to create
  24686. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24687. * @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
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param size sets the size (float) of each box side (default 1)
  24698. * @param scene defines the hosting scene
  24699. * @param updatable defines if the mesh must be flagged as updatable
  24700. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24701. * @returns a new Mesh
  24702. */
  24703. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24704. /**
  24705. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24706. * @param name defines the name of the mesh to create
  24707. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24708. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24709. * @param scene defines the hosting scene
  24710. * @param updatable defines if the mesh must be flagged as updatable
  24711. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24712. * @returns a new Mesh
  24713. */
  24714. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24715. /**
  24716. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24717. * @param name defines the name of the mesh to create
  24718. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24719. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24720. * @param scene defines the hosting scene
  24721. * @returns a new Mesh
  24722. */
  24723. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24724. /**
  24725. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24726. * @param name defines the name of the mesh to create
  24727. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24728. * @param diameterTop set the top cap diameter (floats, default 1)
  24729. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24730. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24731. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24732. * @param scene defines the hosting scene
  24733. * @param updatable defines if the mesh must be flagged as updatable
  24734. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24735. * @returns a new Mesh
  24736. */
  24737. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24738. /**
  24739. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24740. * @param name defines the name of the mesh to create
  24741. * @param diameter sets the diameter size (float) of the torus (default 1)
  24742. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24743. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24744. * @param scene defines the hosting scene
  24745. * @param updatable defines if the mesh must be flagged as updatable
  24746. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24747. * @returns a new Mesh
  24748. */
  24749. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24750. /**
  24751. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24752. * @param name defines the name of the mesh to create
  24753. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24754. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24755. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24756. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24757. * @param p the number of windings on X axis (positive integers, default 2)
  24758. * @param q the number of windings on Y axis (positive integers, default 3)
  24759. * @param scene defines the hosting scene
  24760. * @param updatable defines if the mesh must be flagged as updatable
  24761. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24762. * @returns a new Mesh
  24763. */
  24764. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24765. /**
  24766. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24767. * @param name defines the name of the mesh to create
  24768. * @param points is an array successive Vector3
  24769. * @param scene defines the hosting scene
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @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).
  24772. * @returns a new Mesh
  24773. */
  24774. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24775. /**
  24776. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24777. * @param name defines the name of the mesh to create
  24778. * @param points is an array successive Vector3
  24779. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24780. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24781. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24782. * @param scene defines the hosting scene
  24783. * @param updatable defines if the mesh must be flagged as updatable
  24784. * @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)
  24785. * @returns a new Mesh
  24786. */
  24787. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24788. /**
  24789. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24790. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24791. * 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.
  24792. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24793. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24794. * Remember you can only change the shape positions, not their number when updating a polygon.
  24795. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24796. * @param name defines the name of the mesh to create
  24797. * @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
  24798. * @param scene defines the hosting scene
  24799. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24800. * @param updatable defines if the mesh must be flagged as updatable
  24801. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24802. * @param earcutInjection can be used to inject your own earcut reference
  24803. * @returns a new Mesh
  24804. */
  24805. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24806. /**
  24807. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24808. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24809. * @param name defines the name of the mesh to create
  24810. * @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
  24811. * @param depth defines the height of extrusion
  24812. * @param scene defines the hosting scene
  24813. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24814. * @param updatable defines if the mesh must be flagged as updatable
  24815. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24816. * @param earcutInjection can be used to inject your own earcut reference
  24817. * @returns a new Mesh
  24818. */
  24819. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24820. /**
  24821. * Creates an extruded shape mesh.
  24822. * 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
  24823. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24824. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24825. * @param name defines the name of the mesh to create
  24826. * @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
  24827. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24828. * @param scale is the value to scale the shape
  24829. * @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
  24830. * @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
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24834. * @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)
  24835. * @returns a new Mesh
  24836. */
  24837. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24838. /**
  24839. * Creates an custom extruded shape mesh.
  24840. * The custom extrusion is a parametric shape.
  24841. * It has no predefined shape. Its final shape will depend on the input parameters.
  24842. * Please consider using the same method from the MeshBuilder class instead
  24843. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24844. * @param name defines the name of the mesh to create
  24845. * @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
  24846. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24847. * @param scaleFunction is a custom Javascript function called on each path point
  24848. * @param rotationFunction is a custom Javascript function called on each path point
  24849. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24850. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24851. * @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
  24852. * @param scene defines the hosting scene
  24853. * @param updatable defines if the mesh must be flagged as updatable
  24854. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24855. * @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)
  24856. * @returns a new Mesh
  24857. */
  24858. 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;
  24859. /**
  24860. * Creates lathe mesh.
  24861. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24862. * Please consider using the same method from the MeshBuilder class instead
  24863. * @param name defines the name of the mesh to create
  24864. * @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
  24865. * @param radius is the radius value of the lathe
  24866. * @param tessellation is the side number of the lathe.
  24867. * @param scene defines the hosting scene
  24868. * @param updatable defines if the mesh must be flagged as updatable
  24869. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24870. * @returns a new Mesh
  24871. */
  24872. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24873. /**
  24874. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24875. * @param name defines the name of the mesh to create
  24876. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24877. * @param scene defines the hosting scene
  24878. * @param updatable defines if the mesh must be flagged as updatable
  24879. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24880. * @returns a new Mesh
  24881. */
  24882. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24883. /**
  24884. * Creates a ground mesh.
  24885. * Please consider using the same method from the MeshBuilder class instead
  24886. * @param name defines the name of the mesh to create
  24887. * @param width set the width of the ground
  24888. * @param height set the height of the ground
  24889. * @param subdivisions sets the number of subdivisions per side
  24890. * @param scene defines the hosting scene
  24891. * @param updatable defines if the mesh must be flagged as updatable
  24892. * @returns a new Mesh
  24893. */
  24894. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24895. /**
  24896. * Creates a tiled ground mesh.
  24897. * Please consider using the same method from the MeshBuilder class instead
  24898. * @param name defines the name of the mesh to create
  24899. * @param xmin set the ground minimum X coordinate
  24900. * @param zmin set the ground minimum Y coordinate
  24901. * @param xmax set the ground maximum X coordinate
  24902. * @param zmax set the ground maximum Z coordinate
  24903. * @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
  24904. * @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
  24905. * @param scene defines the hosting scene
  24906. * @param updatable defines if the mesh must be flagged as updatable
  24907. * @returns a new Mesh
  24908. */
  24909. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24910. w: number;
  24911. h: number;
  24912. }, precision: {
  24913. w: number;
  24914. h: number;
  24915. }, scene: Scene, updatable?: boolean): Mesh;
  24916. /**
  24917. * Creates a ground mesh from a height map.
  24918. * Please consider using the same method from the MeshBuilder class instead
  24919. * @see http://doc.babylonjs.com/babylon101/height_map
  24920. * @param name defines the name of the mesh to create
  24921. * @param url sets the URL of the height map image resource
  24922. * @param width set the ground width size
  24923. * @param height set the ground height size
  24924. * @param subdivisions sets the number of subdivision per side
  24925. * @param minHeight is the minimum altitude on the ground
  24926. * @param maxHeight is the maximum altitude on the ground
  24927. * @param scene defines the hosting scene
  24928. * @param updatable defines if the mesh must be flagged as updatable
  24929. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24930. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24931. * @returns a new Mesh
  24932. */
  24933. 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;
  24934. /**
  24935. * Creates a tube mesh.
  24936. * The tube is a parametric shape.
  24937. * It has no predefined shape. Its final shape will depend on the input parameters.
  24938. * Please consider using the same method from the MeshBuilder class instead
  24939. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24940. * @param name defines the name of the mesh to create
  24941. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24942. * @param radius sets the tube radius size
  24943. * @param tessellation is the number of sides on the tubular surface
  24944. * @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
  24945. * @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
  24946. * @param scene defines the hosting scene
  24947. * @param updatable defines if the mesh must be flagged as updatable
  24948. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24949. * @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)
  24950. * @returns a new Mesh
  24951. */
  24952. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24953. (i: number, distance: number): number;
  24954. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24955. /**
  24956. * Creates a polyhedron mesh.
  24957. * Please consider using the same method from the MeshBuilder class instead.
  24958. * * 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
  24959. * * The parameter `size` (positive float, default 1) sets the polygon size
  24960. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24961. * * 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`
  24962. * * 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
  24963. * * 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)`)
  24964. * * 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
  24965. * * 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
  24966. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24967. * * If you create a double-sided mesh, you can choose what parts of 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
  24968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24969. * @param name defines the name of the mesh to create
  24970. * @param options defines the options used to create the mesh
  24971. * @param scene defines the hosting scene
  24972. * @returns a new Mesh
  24973. */
  24974. static CreatePolyhedron(name: string, options: {
  24975. type?: number;
  24976. size?: number;
  24977. sizeX?: number;
  24978. sizeY?: number;
  24979. sizeZ?: number;
  24980. custom?: any;
  24981. faceUV?: Vector4[];
  24982. faceColors?: Color4[];
  24983. updatable?: boolean;
  24984. sideOrientation?: number;
  24985. }, scene: Scene): Mesh;
  24986. /**
  24987. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24988. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24989. * * 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`)
  24990. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24991. * * 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
  24992. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24993. * * If you create a double-sided mesh, you can choose what parts of 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
  24994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24995. * @param name defines the name of the mesh
  24996. * @param options defines the options used to create the mesh
  24997. * @param scene defines the hosting scene
  24998. * @returns a new Mesh
  24999. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25000. */
  25001. static CreateIcoSphere(name: string, options: {
  25002. radius?: number;
  25003. flat?: boolean;
  25004. subdivisions?: number;
  25005. sideOrientation?: number;
  25006. updatable?: boolean;
  25007. }, scene: Scene): Mesh;
  25008. /**
  25009. * Creates a decal mesh.
  25010. * Please consider using the same method from the MeshBuilder class instead.
  25011. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25012. * @param name defines the name of the mesh
  25013. * @param sourceMesh defines the mesh receiving the decal
  25014. * @param position sets the position of the decal in world coordinates
  25015. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25016. * @param size sets the decal scaling
  25017. * @param angle sets the angle to rotate the decal
  25018. * @returns a new Mesh
  25019. */
  25020. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25021. /**
  25022. * Prepare internal position array for software CPU skinning
  25023. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25024. */
  25025. setPositionsForCPUSkinning(): Float32Array;
  25026. /**
  25027. * Prepare internal normal array for software CPU skinning
  25028. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25029. */
  25030. setNormalsForCPUSkinning(): Float32Array;
  25031. /**
  25032. * Updates the vertex buffer by applying transformation from the bones
  25033. * @param skeleton defines the skeleton to apply to current mesh
  25034. * @returns the current mesh
  25035. */
  25036. applySkeleton(skeleton: Skeleton): Mesh;
  25037. /**
  25038. * 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
  25039. * @param meshes defines the list of meshes to scan
  25040. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25041. */
  25042. static MinMax(meshes: AbstractMesh[]): {
  25043. min: Vector3;
  25044. max: Vector3;
  25045. };
  25046. /**
  25047. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25048. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25049. * @returns a vector3
  25050. */
  25051. static Center(meshesOrMinMaxVector: {
  25052. min: Vector3;
  25053. max: Vector3;
  25054. } | AbstractMesh[]): Vector3;
  25055. /**
  25056. * Merge the array of meshes into a single mesh for performance reasons.
  25057. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25058. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25059. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25060. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25061. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25062. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25063. * @returns a new mesh
  25064. */
  25065. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25066. /** @hidden */
  25067. addInstance(instance: InstancedMesh): void;
  25068. /** @hidden */
  25069. removeInstance(instance: InstancedMesh): void;
  25070. }
  25071. }
  25072. declare module "babylonjs/Cameras/camera" {
  25073. import { SmartArray } from "babylonjs/Misc/smartArray";
  25074. import { Observable } from "babylonjs/Misc/observable";
  25075. import { Nullable } from "babylonjs/types";
  25076. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25077. import { Scene } from "babylonjs/scene";
  25078. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25079. import { Node } from "babylonjs/node";
  25080. import { Mesh } from "babylonjs/Meshes/mesh";
  25081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25082. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25083. import { Viewport } from "babylonjs/Maths/math.viewport";
  25084. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25085. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25086. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25087. import { Ray } from "babylonjs/Culling/ray";
  25088. /**
  25089. * This is the base class of all the camera used in the application.
  25090. * @see http://doc.babylonjs.com/features/cameras
  25091. */
  25092. export class Camera extends Node {
  25093. /** @hidden */
  25094. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25095. /**
  25096. * This is the default projection mode used by the cameras.
  25097. * It helps recreating a feeling of perspective and better appreciate depth.
  25098. * This is the best way to simulate real life cameras.
  25099. */
  25100. static readonly PERSPECTIVE_CAMERA: number;
  25101. /**
  25102. * This helps creating camera with an orthographic mode.
  25103. * 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.
  25104. */
  25105. static readonly ORTHOGRAPHIC_CAMERA: number;
  25106. /**
  25107. * This is the default FOV mode for perspective cameras.
  25108. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25109. */
  25110. static readonly FOVMODE_VERTICAL_FIXED: number;
  25111. /**
  25112. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25113. */
  25114. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25115. /**
  25116. * This specifies ther is no need for a camera rig.
  25117. * Basically only one eye is rendered corresponding to the camera.
  25118. */
  25119. static readonly RIG_MODE_NONE: number;
  25120. /**
  25121. * Simulates a camera Rig with one blue eye and one red eye.
  25122. * This can be use with 3d blue and red glasses.
  25123. */
  25124. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25125. /**
  25126. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25127. */
  25128. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25129. /**
  25130. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25131. */
  25132. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25133. /**
  25134. * Defines that both eyes of the camera will be rendered over under each other.
  25135. */
  25136. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25137. /**
  25138. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25139. */
  25140. static readonly RIG_MODE_VR: number;
  25141. /**
  25142. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25143. */
  25144. static readonly RIG_MODE_WEBVR: number;
  25145. /**
  25146. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25147. */
  25148. static readonly RIG_MODE_CUSTOM: number;
  25149. /**
  25150. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25151. */
  25152. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25153. /**
  25154. * Define the input manager associated with the camera.
  25155. */
  25156. inputs: CameraInputsManager<Camera>;
  25157. /** @hidden */
  25158. _position: Vector3;
  25159. /**
  25160. * Define the current local position of the camera in the scene
  25161. */
  25162. position: Vector3;
  25163. /**
  25164. * The vector the camera should consider as up.
  25165. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25166. */
  25167. upVector: Vector3;
  25168. /**
  25169. * Define the current limit on the left side for an orthographic camera
  25170. * In scene unit
  25171. */
  25172. orthoLeft: Nullable<number>;
  25173. /**
  25174. * Define the current limit on the right side for an orthographic camera
  25175. * In scene unit
  25176. */
  25177. orthoRight: Nullable<number>;
  25178. /**
  25179. * Define the current limit on the bottom side for an orthographic camera
  25180. * In scene unit
  25181. */
  25182. orthoBottom: Nullable<number>;
  25183. /**
  25184. * Define the current limit on the top side for an orthographic camera
  25185. * In scene unit
  25186. */
  25187. orthoTop: Nullable<number>;
  25188. /**
  25189. * Field Of View is set in Radians. (default is 0.8)
  25190. */
  25191. fov: number;
  25192. /**
  25193. * Define the minimum distance the camera can see from.
  25194. * This is important to note that the depth buffer are not infinite and the closer it starts
  25195. * the more your scene might encounter depth fighting issue.
  25196. */
  25197. minZ: number;
  25198. /**
  25199. * Define the maximum distance the camera can see to.
  25200. * This is important to note that the depth buffer are not infinite and the further it end
  25201. * the more your scene might encounter depth fighting issue.
  25202. */
  25203. maxZ: number;
  25204. /**
  25205. * Define the default inertia of the camera.
  25206. * This helps giving a smooth feeling to the camera movement.
  25207. */
  25208. inertia: number;
  25209. /**
  25210. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25211. */
  25212. mode: number;
  25213. /**
  25214. * Define wether the camera is intermediate.
  25215. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25216. */
  25217. isIntermediate: boolean;
  25218. /**
  25219. * Define the viewport of the camera.
  25220. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25221. */
  25222. viewport: Viewport;
  25223. /**
  25224. * Restricts the camera to viewing objects with the same layerMask.
  25225. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25226. */
  25227. layerMask: number;
  25228. /**
  25229. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25230. */
  25231. fovMode: number;
  25232. /**
  25233. * Rig mode of the camera.
  25234. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25235. * This is normally controlled byt the camera themselves as internal use.
  25236. */
  25237. cameraRigMode: number;
  25238. /**
  25239. * Defines the distance between both "eyes" in case of a RIG
  25240. */
  25241. interaxialDistance: number;
  25242. /**
  25243. * Defines if stereoscopic rendering is done side by side or over under.
  25244. */
  25245. isStereoscopicSideBySide: boolean;
  25246. /**
  25247. * 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
  25248. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25249. * else in the scene. (Eg. security camera)
  25250. *
  25251. * 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)
  25252. */
  25253. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25254. /**
  25255. * When set, the camera will render to this render target instead of the default canvas
  25256. *
  25257. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25258. */
  25259. outputRenderTarget: Nullable<RenderTargetTexture>;
  25260. /**
  25261. * Observable triggered when the camera view matrix has changed.
  25262. */
  25263. onViewMatrixChangedObservable: Observable<Camera>;
  25264. /**
  25265. * Observable triggered when the camera Projection matrix has changed.
  25266. */
  25267. onProjectionMatrixChangedObservable: Observable<Camera>;
  25268. /**
  25269. * Observable triggered when the inputs have been processed.
  25270. */
  25271. onAfterCheckInputsObservable: Observable<Camera>;
  25272. /**
  25273. * Observable triggered when reset has been called and applied to the camera.
  25274. */
  25275. onRestoreStateObservable: Observable<Camera>;
  25276. /** @hidden */
  25277. _cameraRigParams: any;
  25278. /** @hidden */
  25279. _rigCameras: Camera[];
  25280. /** @hidden */
  25281. _rigPostProcess: Nullable<PostProcess>;
  25282. protected _webvrViewMatrix: Matrix;
  25283. /** @hidden */
  25284. _skipRendering: boolean;
  25285. /** @hidden */
  25286. _projectionMatrix: Matrix;
  25287. /** @hidden */
  25288. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25289. /** @hidden */
  25290. _activeMeshes: SmartArray<AbstractMesh>;
  25291. protected _globalPosition: Vector3;
  25292. /** @hidden */
  25293. _computedViewMatrix: Matrix;
  25294. private _doNotComputeProjectionMatrix;
  25295. private _transformMatrix;
  25296. private _frustumPlanes;
  25297. private _refreshFrustumPlanes;
  25298. private _storedFov;
  25299. private _stateStored;
  25300. /**
  25301. * Instantiates a new camera object.
  25302. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25303. * @see http://doc.babylonjs.com/features/cameras
  25304. * @param name Defines the name of the camera in the scene
  25305. * @param position Defines the position of the camera
  25306. * @param scene Defines the scene the camera belongs too
  25307. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25308. */
  25309. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25310. /**
  25311. * Store current camera state (fov, position, etc..)
  25312. * @returns the camera
  25313. */
  25314. storeState(): Camera;
  25315. /**
  25316. * Restores the camera state values if it has been stored. You must call storeState() first
  25317. */
  25318. protected _restoreStateValues(): boolean;
  25319. /**
  25320. * Restored camera state. You must call storeState() first.
  25321. * @returns true if restored and false otherwise
  25322. */
  25323. restoreState(): boolean;
  25324. /**
  25325. * Gets the class name of the camera.
  25326. * @returns the class name
  25327. */
  25328. getClassName(): string;
  25329. /** @hidden */
  25330. readonly _isCamera: boolean;
  25331. /**
  25332. * Gets a string representation of the camera useful for debug purpose.
  25333. * @param fullDetails Defines that a more verboe level of logging is required
  25334. * @returns the string representation
  25335. */
  25336. toString(fullDetails?: boolean): string;
  25337. /**
  25338. * Gets the current world space position of the camera.
  25339. */
  25340. readonly globalPosition: Vector3;
  25341. /**
  25342. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25343. * @returns the active meshe list
  25344. */
  25345. getActiveMeshes(): SmartArray<AbstractMesh>;
  25346. /**
  25347. * Check wether a mesh is part of the current active mesh list of the camera
  25348. * @param mesh Defines the mesh to check
  25349. * @returns true if active, false otherwise
  25350. */
  25351. isActiveMesh(mesh: Mesh): boolean;
  25352. /**
  25353. * Is this camera ready to be used/rendered
  25354. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25355. * @return true if the camera is ready
  25356. */
  25357. isReady(completeCheck?: boolean): boolean;
  25358. /** @hidden */
  25359. _initCache(): void;
  25360. /** @hidden */
  25361. _updateCache(ignoreParentClass?: boolean): void;
  25362. /** @hidden */
  25363. _isSynchronized(): boolean;
  25364. /** @hidden */
  25365. _isSynchronizedViewMatrix(): boolean;
  25366. /** @hidden */
  25367. _isSynchronizedProjectionMatrix(): boolean;
  25368. /**
  25369. * Attach the input controls to a specific dom element to get the input from.
  25370. * @param element Defines the element the controls should be listened from
  25371. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25372. */
  25373. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25374. /**
  25375. * Detach the current controls from the specified dom element.
  25376. * @param element Defines the element to stop listening the inputs from
  25377. */
  25378. detachControl(element: HTMLElement): void;
  25379. /**
  25380. * Update the camera state according to the different inputs gathered during the frame.
  25381. */
  25382. update(): void;
  25383. /** @hidden */
  25384. _checkInputs(): void;
  25385. /** @hidden */
  25386. readonly rigCameras: Camera[];
  25387. /**
  25388. * Gets the post process used by the rig cameras
  25389. */
  25390. readonly rigPostProcess: Nullable<PostProcess>;
  25391. /**
  25392. * Internal, gets the first post proces.
  25393. * @returns the first post process to be run on this camera.
  25394. */
  25395. _getFirstPostProcess(): Nullable<PostProcess>;
  25396. private _cascadePostProcessesToRigCams;
  25397. /**
  25398. * Attach a post process to the camera.
  25399. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25400. * @param postProcess The post process to attach to the camera
  25401. * @param insertAt The position of the post process in case several of them are in use in the scene
  25402. * @returns the position the post process has been inserted at
  25403. */
  25404. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25405. /**
  25406. * Detach a post process to the camera.
  25407. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25408. * @param postProcess The post process to detach from the camera
  25409. */
  25410. detachPostProcess(postProcess: PostProcess): void;
  25411. /**
  25412. * Gets the current world matrix of the camera
  25413. */
  25414. getWorldMatrix(): Matrix;
  25415. /** @hidden */
  25416. _getViewMatrix(): Matrix;
  25417. /**
  25418. * Gets the current view matrix of the camera.
  25419. * @param force forces the camera to recompute the matrix without looking at the cached state
  25420. * @returns the view matrix
  25421. */
  25422. getViewMatrix(force?: boolean): Matrix;
  25423. /**
  25424. * Freeze the projection matrix.
  25425. * It will prevent the cache check of the camera projection compute and can speed up perf
  25426. * if no parameter of the camera are meant to change
  25427. * @param projection Defines manually a projection if necessary
  25428. */
  25429. freezeProjectionMatrix(projection?: Matrix): void;
  25430. /**
  25431. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25432. */
  25433. unfreezeProjectionMatrix(): void;
  25434. /**
  25435. * Gets the current projection matrix of the camera.
  25436. * @param force forces the camera to recompute the matrix without looking at the cached state
  25437. * @returns the projection matrix
  25438. */
  25439. getProjectionMatrix(force?: boolean): Matrix;
  25440. /**
  25441. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25442. * @returns a Matrix
  25443. */
  25444. getTransformationMatrix(): Matrix;
  25445. private _updateFrustumPlanes;
  25446. /**
  25447. * Checks if a cullable object (mesh...) is in the camera frustum
  25448. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25449. * @param target The object to check
  25450. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25451. * @returns true if the object is in frustum otherwise false
  25452. */
  25453. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25454. /**
  25455. * Checks if a cullable object (mesh...) is in the camera frustum
  25456. * Unlike isInFrustum this cheks the full bounding box
  25457. * @param target The object to check
  25458. * @returns true if the object is in frustum otherwise false
  25459. */
  25460. isCompletelyInFrustum(target: ICullable): boolean;
  25461. /**
  25462. * Gets a ray in the forward direction from the camera.
  25463. * @param length Defines the length of the ray to create
  25464. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25465. * @param origin Defines the start point of the ray which defaults to the camera position
  25466. * @returns the forward ray
  25467. */
  25468. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25469. /**
  25470. * Releases resources associated with this node.
  25471. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25472. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25473. */
  25474. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25475. /** @hidden */
  25476. _isLeftCamera: boolean;
  25477. /**
  25478. * Gets the left camera of a rig setup in case of Rigged Camera
  25479. */
  25480. readonly isLeftCamera: boolean;
  25481. /** @hidden */
  25482. _isRightCamera: boolean;
  25483. /**
  25484. * Gets the right camera of a rig setup in case of Rigged Camera
  25485. */
  25486. readonly isRightCamera: boolean;
  25487. /**
  25488. * Gets the left camera of a rig setup in case of Rigged Camera
  25489. */
  25490. readonly leftCamera: Nullable<FreeCamera>;
  25491. /**
  25492. * Gets the right camera of a rig setup in case of Rigged Camera
  25493. */
  25494. readonly rightCamera: Nullable<FreeCamera>;
  25495. /**
  25496. * Gets the left camera target of a rig setup in case of Rigged Camera
  25497. * @returns the target position
  25498. */
  25499. getLeftTarget(): Nullable<Vector3>;
  25500. /**
  25501. * Gets the right camera target of a rig setup in case of Rigged Camera
  25502. * @returns the target position
  25503. */
  25504. getRightTarget(): Nullable<Vector3>;
  25505. /**
  25506. * @hidden
  25507. */
  25508. setCameraRigMode(mode: number, rigParams: any): void;
  25509. /** @hidden */
  25510. static _setStereoscopicRigMode(camera: Camera): void;
  25511. /** @hidden */
  25512. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25513. /** @hidden */
  25514. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25515. /** @hidden */
  25516. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25517. /** @hidden */
  25518. _getVRProjectionMatrix(): Matrix;
  25519. protected _updateCameraRotationMatrix(): void;
  25520. protected _updateWebVRCameraRotationMatrix(): void;
  25521. /**
  25522. * This function MUST be overwritten by the different WebVR cameras available.
  25523. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25524. * @hidden
  25525. */
  25526. _getWebVRProjectionMatrix(): Matrix;
  25527. /**
  25528. * This function MUST be overwritten by the different WebVR cameras available.
  25529. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25530. * @hidden
  25531. */
  25532. _getWebVRViewMatrix(): Matrix;
  25533. /** @hidden */
  25534. setCameraRigParameter(name: string, value: any): void;
  25535. /**
  25536. * needs to be overridden by children so sub has required properties to be copied
  25537. * @hidden
  25538. */
  25539. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25540. /**
  25541. * May need to be overridden by children
  25542. * @hidden
  25543. */
  25544. _updateRigCameras(): void;
  25545. /** @hidden */
  25546. _setupInputs(): void;
  25547. /**
  25548. * Serialiaze the camera setup to a json represention
  25549. * @returns the JSON representation
  25550. */
  25551. serialize(): any;
  25552. /**
  25553. * Clones the current camera.
  25554. * @param name The cloned camera name
  25555. * @returns the cloned camera
  25556. */
  25557. clone(name: string): Camera;
  25558. /**
  25559. * Gets the direction of the camera relative to a given local axis.
  25560. * @param localAxis Defines the reference axis to provide a relative direction.
  25561. * @return the direction
  25562. */
  25563. getDirection(localAxis: Vector3): Vector3;
  25564. /**
  25565. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25566. * @param localAxis Defines the reference axis to provide a relative direction.
  25567. * @param result Defines the vector to store the result in
  25568. */
  25569. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25570. /**
  25571. * Gets a camera constructor for a given camera type
  25572. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25573. * @param name The name of the camera the result will be able to instantiate
  25574. * @param scene The scene the result will construct the camera in
  25575. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25576. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25577. * @returns a factory method to construc the camera
  25578. */
  25579. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25580. /**
  25581. * Compute the world matrix of the camera.
  25582. * @returns the camera workd matrix
  25583. */
  25584. computeWorldMatrix(): Matrix;
  25585. /**
  25586. * Parse a JSON and creates the camera from the parsed information
  25587. * @param parsedCamera The JSON to parse
  25588. * @param scene The scene to instantiate the camera in
  25589. * @returns the newly constructed camera
  25590. */
  25591. static Parse(parsedCamera: any, scene: Scene): Camera;
  25592. }
  25593. }
  25594. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25595. import { Nullable } from "babylonjs/types";
  25596. import { Scene } from "babylonjs/scene";
  25597. import { Vector4 } from "babylonjs/Maths/math.vector";
  25598. import { Mesh } from "babylonjs/Meshes/mesh";
  25599. /**
  25600. * Class containing static functions to help procedurally build meshes
  25601. */
  25602. export class DiscBuilder {
  25603. /**
  25604. * Creates a plane polygonal mesh. By default, this is a disc
  25605. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25606. * * 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
  25607. * * 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
  25608. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25609. * * If you create a double-sided mesh, you can choose what parts of 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
  25610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25611. * @param name defines the name of the mesh
  25612. * @param options defines the options used to create the mesh
  25613. * @param scene defines the hosting scene
  25614. * @returns the plane polygonal mesh
  25615. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25616. */
  25617. static CreateDisc(name: string, options: {
  25618. radius?: number;
  25619. tessellation?: number;
  25620. arc?: number;
  25621. updatable?: boolean;
  25622. sideOrientation?: number;
  25623. frontUVs?: Vector4;
  25624. backUVs?: Vector4;
  25625. }, scene?: Nullable<Scene>): Mesh;
  25626. }
  25627. }
  25628. declare module "babylonjs/Particles/solidParticleSystem" {
  25629. import { Vector3 } from "babylonjs/Maths/math.vector";
  25630. import { Mesh } from "babylonjs/Meshes/mesh";
  25631. import { Scene, IDisposable } from "babylonjs/scene";
  25632. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25633. /**
  25634. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25635. *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.
  25636. * The SPS is also a particle system. It provides some methods to manage the particles.
  25637. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25638. *
  25639. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25640. */
  25641. export class SolidParticleSystem implements IDisposable {
  25642. /**
  25643. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25644. * Example : var p = SPS.particles[i];
  25645. */
  25646. particles: SolidParticle[];
  25647. /**
  25648. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25649. */
  25650. nbParticles: number;
  25651. /**
  25652. * If the particles must ever face the camera (default false). Useful for planar particles.
  25653. */
  25654. billboard: boolean;
  25655. /**
  25656. * Recompute normals when adding a shape
  25657. */
  25658. recomputeNormals: boolean;
  25659. /**
  25660. * This a counter ofr your own usage. It's not set by any SPS functions.
  25661. */
  25662. counter: number;
  25663. /**
  25664. * The SPS name. This name is also given to the underlying mesh.
  25665. */
  25666. name: string;
  25667. /**
  25668. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25669. */
  25670. mesh: Mesh;
  25671. /**
  25672. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25673. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25674. */
  25675. vars: any;
  25676. /**
  25677. * This array is populated when the SPS is set as 'pickable'.
  25678. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25679. * Each element of this array is an object `{idx: int, faceId: int}`.
  25680. * `idx` is the picked particle index in the `SPS.particles` array
  25681. * `faceId` is the picked face index counted within this particle.
  25682. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25683. */
  25684. pickedParticles: {
  25685. idx: number;
  25686. faceId: number;
  25687. }[];
  25688. /**
  25689. * This array is populated when `enableDepthSort` is set to true.
  25690. * Each element of this array is an instance of the class DepthSortedParticle.
  25691. */
  25692. depthSortedParticles: DepthSortedParticle[];
  25693. /**
  25694. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25695. * @hidden
  25696. */
  25697. _bSphereOnly: boolean;
  25698. /**
  25699. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25700. * @hidden
  25701. */
  25702. _bSphereRadiusFactor: number;
  25703. private _scene;
  25704. private _positions;
  25705. private _indices;
  25706. private _normals;
  25707. private _colors;
  25708. private _uvs;
  25709. private _indices32;
  25710. private _positions32;
  25711. private _normals32;
  25712. private _fixedNormal32;
  25713. private _colors32;
  25714. private _uvs32;
  25715. private _index;
  25716. private _updatable;
  25717. private _pickable;
  25718. private _isVisibilityBoxLocked;
  25719. private _alwaysVisible;
  25720. private _depthSort;
  25721. private _shapeCounter;
  25722. private _copy;
  25723. private _color;
  25724. private _computeParticleColor;
  25725. private _computeParticleTexture;
  25726. private _computeParticleRotation;
  25727. private _computeParticleVertex;
  25728. private _computeBoundingBox;
  25729. private _depthSortParticles;
  25730. private _camera;
  25731. private _mustUnrotateFixedNormals;
  25732. private _particlesIntersect;
  25733. private _needs32Bits;
  25734. /**
  25735. * Creates a SPS (Solid Particle System) object.
  25736. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25737. * @param scene (Scene) is the scene in which the SPS is added.
  25738. * @param options defines the options of the sps e.g.
  25739. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25740. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25741. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25742. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25743. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25744. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25745. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25746. */
  25747. constructor(name: string, scene: Scene, options?: {
  25748. updatable?: boolean;
  25749. isPickable?: boolean;
  25750. enableDepthSort?: boolean;
  25751. particleIntersection?: boolean;
  25752. boundingSphereOnly?: boolean;
  25753. bSphereRadiusFactor?: number;
  25754. });
  25755. /**
  25756. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25757. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25758. * @returns the created mesh
  25759. */
  25760. buildMesh(): Mesh;
  25761. /**
  25762. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25763. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25764. * Thus the particles generated from `digest()` have their property `position` set yet.
  25765. * @param mesh ( Mesh ) is the mesh to be digested
  25766. * @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
  25767. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25768. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25769. * @returns the current SPS
  25770. */
  25771. digest(mesh: Mesh, options?: {
  25772. facetNb?: number;
  25773. number?: number;
  25774. delta?: number;
  25775. }): SolidParticleSystem;
  25776. private _unrotateFixedNormals;
  25777. private _resetCopy;
  25778. private _meshBuilder;
  25779. private _posToShape;
  25780. private _uvsToShapeUV;
  25781. private _addParticle;
  25782. /**
  25783. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25784. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25785. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25786. * @param nb (positive integer) the number of particles to be created from this model
  25787. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25788. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25789. * @returns the number of shapes in the system
  25790. */
  25791. addShape(mesh: Mesh, nb: number, options?: {
  25792. positionFunction?: any;
  25793. vertexFunction?: any;
  25794. }): number;
  25795. private _rebuildParticle;
  25796. /**
  25797. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25798. * @returns the SPS.
  25799. */
  25800. rebuildMesh(): SolidParticleSystem;
  25801. /**
  25802. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25803. * This method calls `updateParticle()` for each particle of the SPS.
  25804. * For an animated SPS, it is usually called within the render loop.
  25805. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25806. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25807. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25808. * @returns the SPS.
  25809. */
  25810. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25811. /**
  25812. * Disposes the SPS.
  25813. */
  25814. dispose(): void;
  25815. /**
  25816. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25817. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25818. * @returns the SPS.
  25819. */
  25820. refreshVisibleSize(): SolidParticleSystem;
  25821. /**
  25822. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25823. * @param size the size (float) of the visibility box
  25824. * note : this doesn't lock the SPS mesh bounding box.
  25825. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25826. */
  25827. setVisibilityBox(size: number): void;
  25828. /**
  25829. * Gets whether the SPS as always visible or not
  25830. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25831. */
  25832. /**
  25833. * Sets the SPS as always visible or not
  25834. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25835. */
  25836. isAlwaysVisible: boolean;
  25837. /**
  25838. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25839. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25840. */
  25841. /**
  25842. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25843. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25844. */
  25845. isVisibilityBoxLocked: boolean;
  25846. /**
  25847. * Tells to `setParticles()` to compute the particle rotations or not.
  25848. * Default value : true. The SPS is faster when it's set to false.
  25849. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25850. */
  25851. /**
  25852. * Gets if `setParticles()` computes the particle rotations or not.
  25853. * Default value : true. The SPS is faster when it's set to false.
  25854. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25855. */
  25856. computeParticleRotation: boolean;
  25857. /**
  25858. * Tells to `setParticles()` to compute the particle colors or not.
  25859. * Default value : true. The SPS is faster when it's set to false.
  25860. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25861. */
  25862. /**
  25863. * Gets if `setParticles()` computes the particle colors or not.
  25864. * Default value : true. The SPS is faster when it's set to false.
  25865. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25866. */
  25867. computeParticleColor: boolean;
  25868. /**
  25869. * Gets if `setParticles()` computes the particle textures or not.
  25870. * Default value : true. The SPS is faster when it's set to false.
  25871. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25872. */
  25873. computeParticleTexture: boolean;
  25874. /**
  25875. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25876. * Default value : false. The SPS is faster when it's set to false.
  25877. * Note : the particle custom vertex positions aren't stored values.
  25878. */
  25879. /**
  25880. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25881. * Default value : false. The SPS is faster when it's set to false.
  25882. * Note : the particle custom vertex positions aren't stored values.
  25883. */
  25884. computeParticleVertex: boolean;
  25885. /**
  25886. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25887. */
  25888. /**
  25889. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25890. */
  25891. computeBoundingBox: boolean;
  25892. /**
  25893. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25894. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25895. * Default : `true`
  25896. */
  25897. /**
  25898. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25899. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25900. * Default : `true`
  25901. */
  25902. depthSortParticles: boolean;
  25903. /**
  25904. * This function does nothing. It may be overwritten to set all the particle first values.
  25905. * The SPS doesn't call this function, you may have to call it by your own.
  25906. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25907. */
  25908. initParticles(): void;
  25909. /**
  25910. * This function does nothing. It may be overwritten to recycle a particle.
  25911. * The SPS doesn't call this function, you may have to call it by your own.
  25912. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25913. * @param particle The particle to recycle
  25914. * @returns the recycled particle
  25915. */
  25916. recycleParticle(particle: SolidParticle): SolidParticle;
  25917. /**
  25918. * Updates a particle : this function should be overwritten by the user.
  25919. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25920. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25921. * @example : just set a particle position or velocity and recycle conditions
  25922. * @param particle The particle to update
  25923. * @returns the updated particle
  25924. */
  25925. updateParticle(particle: SolidParticle): SolidParticle;
  25926. /**
  25927. * Updates a vertex of a particle : it can be overwritten by the user.
  25928. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25929. * @param particle the current particle
  25930. * @param vertex the current index of the current particle
  25931. * @param pt the index of the current vertex in the particle shape
  25932. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25933. * @example : just set a vertex particle position
  25934. * @returns the updated vertex
  25935. */
  25936. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25937. /**
  25938. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25939. * This does nothing and may be overwritten by the user.
  25940. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25941. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25942. * @param update the boolean update value actually passed to setParticles()
  25943. */
  25944. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25945. /**
  25946. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25947. * This will be passed three parameters.
  25948. * This does nothing and may be overwritten by the user.
  25949. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25950. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25951. * @param update the boolean update value actually passed to setParticles()
  25952. */
  25953. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25954. }
  25955. }
  25956. declare module "babylonjs/Particles/solidParticle" {
  25957. import { Nullable } from "babylonjs/types";
  25958. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25959. import { Color4 } from "babylonjs/Maths/math.color";
  25960. import { Mesh } from "babylonjs/Meshes/mesh";
  25961. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25962. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25963. import { Plane } from "babylonjs/Maths/math.plane";
  25964. /**
  25965. * Represents one particle of a solid particle system.
  25966. */
  25967. export class SolidParticle {
  25968. /**
  25969. * particle global index
  25970. */
  25971. idx: number;
  25972. /**
  25973. * The color of the particle
  25974. */
  25975. color: Nullable<Color4>;
  25976. /**
  25977. * The world space position of the particle.
  25978. */
  25979. position: Vector3;
  25980. /**
  25981. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25982. */
  25983. rotation: Vector3;
  25984. /**
  25985. * The world space rotation quaternion of the particle.
  25986. */
  25987. rotationQuaternion: Nullable<Quaternion>;
  25988. /**
  25989. * The scaling of the particle.
  25990. */
  25991. scaling: Vector3;
  25992. /**
  25993. * The uvs of the particle.
  25994. */
  25995. uvs: Vector4;
  25996. /**
  25997. * The current speed of the particle.
  25998. */
  25999. velocity: Vector3;
  26000. /**
  26001. * The pivot point in the particle local space.
  26002. */
  26003. pivot: Vector3;
  26004. /**
  26005. * Must the particle be translated from its pivot point in its local space ?
  26006. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26007. * Default : false
  26008. */
  26009. translateFromPivot: boolean;
  26010. /**
  26011. * Is the particle active or not ?
  26012. */
  26013. alive: boolean;
  26014. /**
  26015. * Is the particle visible or not ?
  26016. */
  26017. isVisible: boolean;
  26018. /**
  26019. * Index of this particle in the global "positions" array (Internal use)
  26020. * @hidden
  26021. */
  26022. _pos: number;
  26023. /**
  26024. * @hidden Index of this particle in the global "indices" array (Internal use)
  26025. */
  26026. _ind: number;
  26027. /**
  26028. * @hidden ModelShape of this particle (Internal use)
  26029. */
  26030. _model: ModelShape;
  26031. /**
  26032. * ModelShape id of this particle
  26033. */
  26034. shapeId: number;
  26035. /**
  26036. * Index of the particle in its shape id (Internal use)
  26037. */
  26038. idxInShape: number;
  26039. /**
  26040. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26041. */
  26042. _modelBoundingInfo: BoundingInfo;
  26043. /**
  26044. * @hidden Particle BoundingInfo object (Internal use)
  26045. */
  26046. _boundingInfo: BoundingInfo;
  26047. /**
  26048. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26049. */
  26050. _sps: SolidParticleSystem;
  26051. /**
  26052. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26053. */
  26054. _stillInvisible: boolean;
  26055. /**
  26056. * @hidden Last computed particle rotation matrix
  26057. */
  26058. _rotationMatrix: number[];
  26059. /**
  26060. * Parent particle Id, if any.
  26061. * Default null.
  26062. */
  26063. parentId: Nullable<number>;
  26064. /**
  26065. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26066. * The possible values are :
  26067. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26068. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26069. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26070. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26071. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26072. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26073. * */
  26074. cullingStrategy: number;
  26075. /**
  26076. * @hidden Internal global position in the SPS.
  26077. */
  26078. _globalPosition: Vector3;
  26079. /**
  26080. * Creates a Solid Particle object.
  26081. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26082. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26083. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26084. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26085. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26086. * @param shapeId (integer) is the model shape identifier in the SPS.
  26087. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26088. * @param sps defines the sps it is associated to
  26089. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26090. */
  26091. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26092. /**
  26093. * Legacy support, changed scale to scaling
  26094. */
  26095. /**
  26096. * Legacy support, changed scale to scaling
  26097. */
  26098. scale: Vector3;
  26099. /**
  26100. * Legacy support, changed quaternion to rotationQuaternion
  26101. */
  26102. /**
  26103. * Legacy support, changed quaternion to rotationQuaternion
  26104. */
  26105. quaternion: Nullable<Quaternion>;
  26106. /**
  26107. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26108. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26109. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26110. * @returns true if it intersects
  26111. */
  26112. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26113. /**
  26114. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26115. * A particle is in the frustum if its bounding box intersects the frustum
  26116. * @param frustumPlanes defines the frustum to test
  26117. * @returns true if the particle is in the frustum planes
  26118. */
  26119. isInFrustum(frustumPlanes: Plane[]): boolean;
  26120. /**
  26121. * get the rotation matrix of the particle
  26122. * @hidden
  26123. */
  26124. getRotationMatrix(m: Matrix): void;
  26125. }
  26126. /**
  26127. * Represents the shape of the model used by one particle of a solid particle system.
  26128. * SPS internal tool, don't use it manually.
  26129. */
  26130. export class ModelShape {
  26131. /**
  26132. * The shape id
  26133. * @hidden
  26134. */
  26135. shapeID: number;
  26136. /**
  26137. * flat array of model positions (internal use)
  26138. * @hidden
  26139. */
  26140. _shape: Vector3[];
  26141. /**
  26142. * flat array of model UVs (internal use)
  26143. * @hidden
  26144. */
  26145. _shapeUV: number[];
  26146. /**
  26147. * length of the shape in the model indices array (internal use)
  26148. * @hidden
  26149. */
  26150. _indicesLength: number;
  26151. /**
  26152. * Custom position function (internal use)
  26153. * @hidden
  26154. */
  26155. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26156. /**
  26157. * Custom vertex function (internal use)
  26158. * @hidden
  26159. */
  26160. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26161. /**
  26162. * 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.
  26163. * SPS internal tool, don't use it manually.
  26164. * @hidden
  26165. */
  26166. 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>);
  26167. }
  26168. /**
  26169. * Represents a Depth Sorted Particle in the solid particle system.
  26170. */
  26171. export class DepthSortedParticle {
  26172. /**
  26173. * Index of the particle in the "indices" array
  26174. */
  26175. ind: number;
  26176. /**
  26177. * Length of the particle shape in the "indices" array
  26178. */
  26179. indicesLength: number;
  26180. /**
  26181. * Squared distance from the particle to the camera
  26182. */
  26183. sqDistance: number;
  26184. }
  26185. }
  26186. declare module "babylonjs/Collisions/meshCollisionData" {
  26187. import { Collider } from "babylonjs/Collisions/collider";
  26188. import { Vector3 } from "babylonjs/Maths/math.vector";
  26189. import { Nullable } from "babylonjs/types";
  26190. import { Observer } from "babylonjs/Misc/observable";
  26191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26192. /**
  26193. * @hidden
  26194. */
  26195. export class _MeshCollisionData {
  26196. _checkCollisions: boolean;
  26197. _collisionMask: number;
  26198. _collisionGroup: number;
  26199. _collider: Nullable<Collider>;
  26200. _oldPositionForCollisions: Vector3;
  26201. _diffPositionForCollisions: Vector3;
  26202. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26203. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26204. }
  26205. }
  26206. declare module "babylonjs/Meshes/abstractMesh" {
  26207. import { Observable } from "babylonjs/Misc/observable";
  26208. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26209. import { Camera } from "babylonjs/Cameras/camera";
  26210. import { Scene, IDisposable } from "babylonjs/scene";
  26211. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26212. import { Node } from "babylonjs/node";
  26213. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26214. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26215. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26216. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26217. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26218. import { Material } from "babylonjs/Materials/material";
  26219. import { Light } from "babylonjs/Lights/light";
  26220. import { Skeleton } from "babylonjs/Bones/skeleton";
  26221. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26222. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26223. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26224. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26225. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26226. import { Plane } from "babylonjs/Maths/math.plane";
  26227. import { Ray } from "babylonjs/Culling/ray";
  26228. import { Collider } from "babylonjs/Collisions/collider";
  26229. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26230. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26231. /** @hidden */
  26232. class _FacetDataStorage {
  26233. facetPositions: Vector3[];
  26234. facetNormals: Vector3[];
  26235. facetPartitioning: number[][];
  26236. facetNb: number;
  26237. partitioningSubdivisions: number;
  26238. partitioningBBoxRatio: number;
  26239. facetDataEnabled: boolean;
  26240. facetParameters: any;
  26241. bbSize: Vector3;
  26242. subDiv: {
  26243. max: number;
  26244. X: number;
  26245. Y: number;
  26246. Z: number;
  26247. };
  26248. facetDepthSort: boolean;
  26249. facetDepthSortEnabled: boolean;
  26250. depthSortedIndices: IndicesArray;
  26251. depthSortedFacets: {
  26252. ind: number;
  26253. sqDistance: number;
  26254. }[];
  26255. facetDepthSortFunction: (f1: {
  26256. ind: number;
  26257. sqDistance: number;
  26258. }, f2: {
  26259. ind: number;
  26260. sqDistance: number;
  26261. }) => number;
  26262. facetDepthSortFrom: Vector3;
  26263. facetDepthSortOrigin: Vector3;
  26264. invertedMatrix: Matrix;
  26265. }
  26266. /**
  26267. * @hidden
  26268. **/
  26269. class _InternalAbstractMeshDataInfo {
  26270. _hasVertexAlpha: boolean;
  26271. _useVertexColors: boolean;
  26272. _numBoneInfluencers: number;
  26273. _applyFog: boolean;
  26274. _receiveShadows: boolean;
  26275. _facetData: _FacetDataStorage;
  26276. _visibility: number;
  26277. _skeleton: Nullable<Skeleton>;
  26278. _layerMask: number;
  26279. _computeBonesUsingShaders: boolean;
  26280. _isActive: boolean;
  26281. _onlyForInstances: boolean;
  26282. _isActiveIntermediate: boolean;
  26283. _onlyForInstancesIntermediate: boolean;
  26284. }
  26285. /**
  26286. * Class used to store all common mesh properties
  26287. */
  26288. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26289. /** No occlusion */
  26290. static OCCLUSION_TYPE_NONE: number;
  26291. /** Occlusion set to optimisitic */
  26292. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26293. /** Occlusion set to strict */
  26294. static OCCLUSION_TYPE_STRICT: number;
  26295. /** Use an accurante occlusion algorithm */
  26296. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26297. /** Use a conservative occlusion algorithm */
  26298. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26299. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26300. * Test order :
  26301. * Is the bounding sphere outside the frustum ?
  26302. * If not, are the bounding box vertices outside the frustum ?
  26303. * It not, then the cullable object is in the frustum.
  26304. */
  26305. static readonly CULLINGSTRATEGY_STANDARD: number;
  26306. /** Culling strategy : Bounding Sphere Only.
  26307. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26308. * It's also less accurate than the standard because some not visible objects can still be selected.
  26309. * Test : is the bounding sphere outside the frustum ?
  26310. * If not, then the cullable object is in the frustum.
  26311. */
  26312. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26313. /** Culling strategy : Optimistic Inclusion.
  26314. * This in an inclusion test first, then the standard exclusion test.
  26315. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26316. * 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.
  26317. * Anyway, it's as accurate as the standard strategy.
  26318. * Test :
  26319. * Is the cullable object bounding sphere center in the frustum ?
  26320. * If not, apply the default culling strategy.
  26321. */
  26322. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26323. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26324. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26325. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26326. * 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.
  26327. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26328. * Test :
  26329. * Is the cullable object bounding sphere center in the frustum ?
  26330. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26331. */
  26332. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26333. /**
  26334. * No billboard
  26335. */
  26336. static readonly BILLBOARDMODE_NONE: number;
  26337. /** Billboard on X axis */
  26338. static readonly BILLBOARDMODE_X: number;
  26339. /** Billboard on Y axis */
  26340. static readonly BILLBOARDMODE_Y: number;
  26341. /** Billboard on Z axis */
  26342. static readonly BILLBOARDMODE_Z: number;
  26343. /** Billboard on all axes */
  26344. static readonly BILLBOARDMODE_ALL: number;
  26345. /** Billboard on using position instead of orientation */
  26346. static readonly BILLBOARDMODE_USE_POSITION: number;
  26347. /** @hidden */
  26348. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26349. /**
  26350. * The culling strategy to use to check whether the mesh must be rendered or not.
  26351. * This value can be changed at any time and will be used on the next render mesh selection.
  26352. * The possible values are :
  26353. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26354. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26355. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26356. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26357. * Please read each static variable documentation to get details about the culling process.
  26358. * */
  26359. cullingStrategy: number;
  26360. /**
  26361. * Gets the number of facets in the mesh
  26362. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26363. */
  26364. readonly facetNb: number;
  26365. /**
  26366. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26367. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26368. */
  26369. partitioningSubdivisions: number;
  26370. /**
  26371. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26372. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26373. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26374. */
  26375. partitioningBBoxRatio: number;
  26376. /**
  26377. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26378. * Works only for updatable meshes.
  26379. * Doesn't work with multi-materials
  26380. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26381. */
  26382. mustDepthSortFacets: boolean;
  26383. /**
  26384. * The location (Vector3) where the facet depth sort must be computed from.
  26385. * By default, the active camera position.
  26386. * Used only when facet depth sort is enabled
  26387. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26388. */
  26389. facetDepthSortFrom: Vector3;
  26390. /**
  26391. * gets a boolean indicating if facetData is enabled
  26392. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26393. */
  26394. readonly isFacetDataEnabled: boolean;
  26395. /** @hidden */
  26396. _updateNonUniformScalingState(value: boolean): boolean;
  26397. /**
  26398. * An event triggered when this mesh collides with another one
  26399. */
  26400. onCollideObservable: Observable<AbstractMesh>;
  26401. /** Set a function to call when this mesh collides with another one */
  26402. onCollide: () => void;
  26403. /**
  26404. * An event triggered when the collision's position changes
  26405. */
  26406. onCollisionPositionChangeObservable: Observable<Vector3>;
  26407. /** Set a function to call when the collision's position changes */
  26408. onCollisionPositionChange: () => void;
  26409. /**
  26410. * An event triggered when material is changed
  26411. */
  26412. onMaterialChangedObservable: Observable<AbstractMesh>;
  26413. /**
  26414. * Gets or sets the orientation for POV movement & rotation
  26415. */
  26416. definedFacingForward: boolean;
  26417. /** @hidden */
  26418. _occlusionQuery: Nullable<WebGLQuery>;
  26419. /** @hidden */
  26420. _renderingGroup: Nullable<RenderingGroup>;
  26421. /**
  26422. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26423. */
  26424. /**
  26425. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26426. */
  26427. visibility: number;
  26428. /** Gets or sets the alpha index used to sort transparent meshes
  26429. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26430. */
  26431. alphaIndex: number;
  26432. /**
  26433. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26434. */
  26435. isVisible: boolean;
  26436. /**
  26437. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26438. */
  26439. isPickable: boolean;
  26440. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26441. showSubMeshesBoundingBox: boolean;
  26442. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26443. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26444. */
  26445. isBlocker: boolean;
  26446. /**
  26447. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26448. */
  26449. enablePointerMoveEvents: boolean;
  26450. /**
  26451. * Specifies the rendering group id for this mesh (0 by default)
  26452. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26453. */
  26454. renderingGroupId: number;
  26455. private _material;
  26456. /** Gets or sets current material */
  26457. material: Nullable<Material>;
  26458. /**
  26459. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26460. * @see http://doc.babylonjs.com/babylon101/shadows
  26461. */
  26462. receiveShadows: boolean;
  26463. /** Defines color to use when rendering outline */
  26464. outlineColor: Color3;
  26465. /** Define width to use when rendering outline */
  26466. outlineWidth: number;
  26467. /** Defines color to use when rendering overlay */
  26468. overlayColor: Color3;
  26469. /** Defines alpha to use when rendering overlay */
  26470. overlayAlpha: number;
  26471. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26472. hasVertexAlpha: boolean;
  26473. /** 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) */
  26474. useVertexColors: boolean;
  26475. /**
  26476. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26477. */
  26478. computeBonesUsingShaders: boolean;
  26479. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26480. numBoneInfluencers: number;
  26481. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26482. applyFog: boolean;
  26483. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26484. useOctreeForRenderingSelection: boolean;
  26485. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26486. useOctreeForPicking: boolean;
  26487. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26488. useOctreeForCollisions: boolean;
  26489. /**
  26490. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26491. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26492. */
  26493. layerMask: number;
  26494. /**
  26495. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26496. */
  26497. alwaysSelectAsActiveMesh: boolean;
  26498. /**
  26499. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26500. */
  26501. doNotSyncBoundingInfo: boolean;
  26502. /**
  26503. * Gets or sets the current action manager
  26504. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26505. */
  26506. actionManager: Nullable<AbstractActionManager>;
  26507. private _meshCollisionData;
  26508. /**
  26509. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26510. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26511. */
  26512. ellipsoid: Vector3;
  26513. /**
  26514. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26515. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26516. */
  26517. ellipsoidOffset: Vector3;
  26518. /**
  26519. * Gets or sets a collision mask used to mask collisions (default is -1).
  26520. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26521. */
  26522. collisionMask: number;
  26523. /**
  26524. * Gets or sets the current collision group mask (-1 by default).
  26525. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26526. */
  26527. collisionGroup: number;
  26528. /**
  26529. * Defines edge width used when edgesRenderer is enabled
  26530. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26531. */
  26532. edgesWidth: number;
  26533. /**
  26534. * Defines edge color used when edgesRenderer is enabled
  26535. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26536. */
  26537. edgesColor: Color4;
  26538. /** @hidden */
  26539. _edgesRenderer: Nullable<IEdgesRenderer>;
  26540. /** @hidden */
  26541. _masterMesh: Nullable<AbstractMesh>;
  26542. /** @hidden */
  26543. _boundingInfo: Nullable<BoundingInfo>;
  26544. /** @hidden */
  26545. _renderId: number;
  26546. /**
  26547. * Gets or sets the list of subMeshes
  26548. * @see http://doc.babylonjs.com/how_to/multi_materials
  26549. */
  26550. subMeshes: SubMesh[];
  26551. /** @hidden */
  26552. _intersectionsInProgress: AbstractMesh[];
  26553. /** @hidden */
  26554. _unIndexed: boolean;
  26555. /** @hidden */
  26556. _lightSources: Light[];
  26557. /** Gets the list of lights affecting that mesh */
  26558. readonly lightSources: Light[];
  26559. /** @hidden */
  26560. readonly _positions: Nullable<Vector3[]>;
  26561. /** @hidden */
  26562. _waitingData: {
  26563. lods: Nullable<any>;
  26564. actions: Nullable<any>;
  26565. freezeWorldMatrix: Nullable<boolean>;
  26566. };
  26567. /** @hidden */
  26568. _bonesTransformMatrices: Nullable<Float32Array>;
  26569. /** @hidden */
  26570. _transformMatrixTexture: Nullable<RawTexture>;
  26571. /**
  26572. * Gets or sets a skeleton to apply skining transformations
  26573. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26574. */
  26575. skeleton: Nullable<Skeleton>;
  26576. /**
  26577. * An event triggered when the mesh is rebuilt.
  26578. */
  26579. onRebuildObservable: Observable<AbstractMesh>;
  26580. /**
  26581. * Creates a new AbstractMesh
  26582. * @param name defines the name of the mesh
  26583. * @param scene defines the hosting scene
  26584. */
  26585. constructor(name: string, scene?: Nullable<Scene>);
  26586. /**
  26587. * Returns the string "AbstractMesh"
  26588. * @returns "AbstractMesh"
  26589. */
  26590. getClassName(): string;
  26591. /**
  26592. * Gets a string representation of the current mesh
  26593. * @param fullDetails defines a boolean indicating if full details must be included
  26594. * @returns a string representation of the current mesh
  26595. */
  26596. toString(fullDetails?: boolean): string;
  26597. /**
  26598. * @hidden
  26599. */
  26600. protected _getEffectiveParent(): Nullable<Node>;
  26601. /** @hidden */
  26602. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26603. /** @hidden */
  26604. _rebuild(): void;
  26605. /** @hidden */
  26606. _resyncLightSources(): void;
  26607. /** @hidden */
  26608. _resyncLighSource(light: Light): void;
  26609. /** @hidden */
  26610. _unBindEffect(): void;
  26611. /** @hidden */
  26612. _removeLightSource(light: Light): void;
  26613. private _markSubMeshesAsDirty;
  26614. /** @hidden */
  26615. _markSubMeshesAsLightDirty(): void;
  26616. /** @hidden */
  26617. _markSubMeshesAsAttributesDirty(): void;
  26618. /** @hidden */
  26619. _markSubMeshesAsMiscDirty(): void;
  26620. /**
  26621. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26622. */
  26623. scaling: Vector3;
  26624. /**
  26625. * Returns true if the mesh is blocked. Implemented by child classes
  26626. */
  26627. readonly isBlocked: boolean;
  26628. /**
  26629. * Returns the mesh itself by default. Implemented by child classes
  26630. * @param camera defines the camera to use to pick the right LOD level
  26631. * @returns the currentAbstractMesh
  26632. */
  26633. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26634. /**
  26635. * Returns 0 by default. Implemented by child classes
  26636. * @returns an integer
  26637. */
  26638. getTotalVertices(): number;
  26639. /**
  26640. * Returns a positive integer : the total number of indices in this mesh geometry.
  26641. * @returns the numner of indices or zero if the mesh has no geometry.
  26642. */
  26643. getTotalIndices(): number;
  26644. /**
  26645. * Returns null by default. Implemented by child classes
  26646. * @returns null
  26647. */
  26648. getIndices(): Nullable<IndicesArray>;
  26649. /**
  26650. * Returns the array of the requested vertex data kind. Implemented by child classes
  26651. * @param kind defines the vertex data kind to use
  26652. * @returns null
  26653. */
  26654. getVerticesData(kind: string): Nullable<FloatArray>;
  26655. /**
  26656. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26657. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26658. * Note that a new underlying VertexBuffer object is created each call.
  26659. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26660. * @param kind defines vertex data kind:
  26661. * * VertexBuffer.PositionKind
  26662. * * VertexBuffer.UVKind
  26663. * * VertexBuffer.UV2Kind
  26664. * * VertexBuffer.UV3Kind
  26665. * * VertexBuffer.UV4Kind
  26666. * * VertexBuffer.UV5Kind
  26667. * * VertexBuffer.UV6Kind
  26668. * * VertexBuffer.ColorKind
  26669. * * VertexBuffer.MatricesIndicesKind
  26670. * * VertexBuffer.MatricesIndicesExtraKind
  26671. * * VertexBuffer.MatricesWeightsKind
  26672. * * VertexBuffer.MatricesWeightsExtraKind
  26673. * @param data defines the data source
  26674. * @param updatable defines if the data must be flagged as updatable (or static)
  26675. * @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
  26676. * @returns the current mesh
  26677. */
  26678. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26679. /**
  26680. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26681. * If the mesh has no geometry, it is simply returned as it is.
  26682. * @param kind defines vertex data kind:
  26683. * * VertexBuffer.PositionKind
  26684. * * VertexBuffer.UVKind
  26685. * * VertexBuffer.UV2Kind
  26686. * * VertexBuffer.UV3Kind
  26687. * * VertexBuffer.UV4Kind
  26688. * * VertexBuffer.UV5Kind
  26689. * * VertexBuffer.UV6Kind
  26690. * * VertexBuffer.ColorKind
  26691. * * VertexBuffer.MatricesIndicesKind
  26692. * * VertexBuffer.MatricesIndicesExtraKind
  26693. * * VertexBuffer.MatricesWeightsKind
  26694. * * VertexBuffer.MatricesWeightsExtraKind
  26695. * @param data defines the data source
  26696. * @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
  26697. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26698. * @returns the current mesh
  26699. */
  26700. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26701. /**
  26702. * Sets the mesh indices,
  26703. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26704. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26705. * @param totalVertices Defines the total number of vertices
  26706. * @returns the current mesh
  26707. */
  26708. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26709. /**
  26710. * Gets a boolean indicating if specific vertex data is present
  26711. * @param kind defines the vertex data kind to use
  26712. * @returns true is data kind is present
  26713. */
  26714. isVerticesDataPresent(kind: string): boolean;
  26715. /**
  26716. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26717. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26718. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26719. * @returns a BoundingInfo
  26720. */
  26721. getBoundingInfo(): BoundingInfo;
  26722. /**
  26723. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26724. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26725. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26726. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26727. * @returns the current mesh
  26728. */
  26729. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26730. /**
  26731. * Overwrite the current bounding info
  26732. * @param boundingInfo defines the new bounding info
  26733. * @returns the current mesh
  26734. */
  26735. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26736. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26737. readonly useBones: boolean;
  26738. /** @hidden */
  26739. _preActivate(): void;
  26740. /** @hidden */
  26741. _preActivateForIntermediateRendering(renderId: number): void;
  26742. /** @hidden */
  26743. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26744. /** @hidden */
  26745. _postActivate(): void;
  26746. /** @hidden */
  26747. _freeze(): void;
  26748. /** @hidden */
  26749. _unFreeze(): void;
  26750. /**
  26751. * Gets the current world matrix
  26752. * @returns a Matrix
  26753. */
  26754. getWorldMatrix(): Matrix;
  26755. /** @hidden */
  26756. _getWorldMatrixDeterminant(): number;
  26757. /**
  26758. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26759. */
  26760. readonly isAnInstance: boolean;
  26761. /**
  26762. * Gets a boolean indicating if this mesh has instances
  26763. */
  26764. readonly hasInstances: boolean;
  26765. /**
  26766. * Perform relative position change from the point of view of behind the front of the mesh.
  26767. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26768. * Supports definition of mesh facing forward or backward
  26769. * @param amountRight defines the distance on the right axis
  26770. * @param amountUp defines the distance on the up axis
  26771. * @param amountForward defines the distance on the forward axis
  26772. * @returns the current mesh
  26773. */
  26774. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26775. /**
  26776. * Calculate relative position change from the point of view of behind the front of the mesh.
  26777. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26778. * Supports definition of mesh facing forward or backward
  26779. * @param amountRight defines the distance on the right axis
  26780. * @param amountUp defines the distance on the up axis
  26781. * @param amountForward defines the distance on the forward axis
  26782. * @returns the new displacement vector
  26783. */
  26784. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26785. /**
  26786. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26787. * Supports definition of mesh facing forward or backward
  26788. * @param flipBack defines the flip
  26789. * @param twirlClockwise defines the twirl
  26790. * @param tiltRight defines the tilt
  26791. * @returns the current mesh
  26792. */
  26793. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26794. /**
  26795. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26796. * Supports definition of mesh facing forward or backward.
  26797. * @param flipBack defines the flip
  26798. * @param twirlClockwise defines the twirl
  26799. * @param tiltRight defines the tilt
  26800. * @returns the new rotation vector
  26801. */
  26802. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26803. /**
  26804. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26805. * This means the mesh underlying bounding box and sphere are recomputed.
  26806. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26807. * @returns the current mesh
  26808. */
  26809. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26810. /** @hidden */
  26811. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26812. /** @hidden */
  26813. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26814. /** @hidden */
  26815. _updateBoundingInfo(): AbstractMesh;
  26816. /** @hidden */
  26817. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26818. /** @hidden */
  26819. protected _afterComputeWorldMatrix(): void;
  26820. /** @hidden */
  26821. readonly _effectiveMesh: AbstractMesh;
  26822. /**
  26823. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26824. * A mesh is in the frustum if its bounding box intersects the frustum
  26825. * @param frustumPlanes defines the frustum to test
  26826. * @returns true if the mesh is in the frustum planes
  26827. */
  26828. isInFrustum(frustumPlanes: Plane[]): boolean;
  26829. /**
  26830. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26831. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26832. * @param frustumPlanes defines the frustum to test
  26833. * @returns true if the mesh is completely in the frustum planes
  26834. */
  26835. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26836. /**
  26837. * True if the mesh intersects another mesh or a SolidParticle object
  26838. * @param mesh defines a target mesh or SolidParticle to test
  26839. * @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)
  26840. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26841. * @returns true if there is an intersection
  26842. */
  26843. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26844. /**
  26845. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26846. * @param point defines the point to test
  26847. * @returns true if there is an intersection
  26848. */
  26849. intersectsPoint(point: Vector3): boolean;
  26850. /**
  26851. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26852. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26853. */
  26854. checkCollisions: boolean;
  26855. /**
  26856. * Gets Collider object used to compute collisions (not physics)
  26857. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26858. */
  26859. readonly collider: Nullable<Collider>;
  26860. /**
  26861. * Move the mesh using collision engine
  26862. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26863. * @param displacement defines the requested displacement vector
  26864. * @returns the current mesh
  26865. */
  26866. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26867. private _onCollisionPositionChange;
  26868. /** @hidden */
  26869. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26870. /** @hidden */
  26871. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26872. /** @hidden */
  26873. _checkCollision(collider: Collider): AbstractMesh;
  26874. /** @hidden */
  26875. _generatePointsArray(): boolean;
  26876. /**
  26877. * Checks if the passed Ray intersects with the mesh
  26878. * @param ray defines the ray to use
  26879. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26880. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26881. * @returns the picking info
  26882. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26883. */
  26884. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26885. /**
  26886. * Clones the current mesh
  26887. * @param name defines the mesh name
  26888. * @param newParent defines the new mesh parent
  26889. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26890. * @returns the new mesh
  26891. */
  26892. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26893. /**
  26894. * Disposes all the submeshes of the current meshnp
  26895. * @returns the current mesh
  26896. */
  26897. releaseSubMeshes(): AbstractMesh;
  26898. /**
  26899. * Releases resources associated with this abstract mesh.
  26900. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26901. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26902. */
  26903. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26904. /**
  26905. * Adds the passed mesh as a child to the current mesh
  26906. * @param mesh defines the child mesh
  26907. * @returns the current mesh
  26908. */
  26909. addChild(mesh: AbstractMesh): AbstractMesh;
  26910. /**
  26911. * Removes the passed mesh from the current mesh children list
  26912. * @param mesh defines the child mesh
  26913. * @returns the current mesh
  26914. */
  26915. removeChild(mesh: AbstractMesh): AbstractMesh;
  26916. /** @hidden */
  26917. private _initFacetData;
  26918. /**
  26919. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26920. * This method can be called within the render loop.
  26921. * 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
  26922. * @returns the current mesh
  26923. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26924. */
  26925. updateFacetData(): AbstractMesh;
  26926. /**
  26927. * Returns the facetLocalNormals array.
  26928. * The normals are expressed in the mesh local spac
  26929. * @returns an array of Vector3
  26930. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26931. */
  26932. getFacetLocalNormals(): Vector3[];
  26933. /**
  26934. * Returns the facetLocalPositions array.
  26935. * The facet positions are expressed in the mesh local space
  26936. * @returns an array of Vector3
  26937. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26938. */
  26939. getFacetLocalPositions(): Vector3[];
  26940. /**
  26941. * Returns the facetLocalPartioning array
  26942. * @returns an array of array of numbers
  26943. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26944. */
  26945. getFacetLocalPartitioning(): number[][];
  26946. /**
  26947. * Returns the i-th facet position in the world system.
  26948. * This method allocates a new Vector3 per call
  26949. * @param i defines the facet index
  26950. * @returns a new Vector3
  26951. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26952. */
  26953. getFacetPosition(i: number): Vector3;
  26954. /**
  26955. * Sets the reference Vector3 with the i-th facet position in the world system
  26956. * @param i defines the facet index
  26957. * @param ref defines the target vector
  26958. * @returns the current mesh
  26959. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26960. */
  26961. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26962. /**
  26963. * Returns the i-th facet normal in the world system.
  26964. * This method allocates a new Vector3 per call
  26965. * @param i defines the facet index
  26966. * @returns a new Vector3
  26967. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26968. */
  26969. getFacetNormal(i: number): Vector3;
  26970. /**
  26971. * Sets the reference Vector3 with the i-th facet normal in the world system
  26972. * @param i defines the facet index
  26973. * @param ref defines the target vector
  26974. * @returns the current mesh
  26975. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26976. */
  26977. getFacetNormalToRef(i: number, ref: Vector3): this;
  26978. /**
  26979. * 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)
  26980. * @param x defines x coordinate
  26981. * @param y defines y coordinate
  26982. * @param z defines z coordinate
  26983. * @returns the array of facet indexes
  26984. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26985. */
  26986. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26987. /**
  26988. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26989. * @param projected sets as the (x,y,z) world projection on the facet
  26990. * @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
  26991. * @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
  26992. * @param x defines x coordinate
  26993. * @param y defines y coordinate
  26994. * @param z defines z coordinate
  26995. * @returns the face index if found (or null instead)
  26996. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26997. */
  26998. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26999. /**
  27000. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27001. * @param projected sets as the (x,y,z) local projection on the facet
  27002. * @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
  27003. * @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
  27004. * @param x defines x coordinate
  27005. * @param y defines y coordinate
  27006. * @param z defines z coordinate
  27007. * @returns the face index if found (or null instead)
  27008. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27009. */
  27010. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27011. /**
  27012. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27013. * @returns the parameters
  27014. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27015. */
  27016. getFacetDataParameters(): any;
  27017. /**
  27018. * Disables the feature FacetData and frees the related memory
  27019. * @returns the current mesh
  27020. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27021. */
  27022. disableFacetData(): AbstractMesh;
  27023. /**
  27024. * Updates the AbstractMesh indices array
  27025. * @param indices defines the data source
  27026. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27027. * @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)
  27028. * @returns the current mesh
  27029. */
  27030. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27031. /**
  27032. * Creates new normals data for the mesh
  27033. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27034. * @returns the current mesh
  27035. */
  27036. createNormals(updatable: boolean): AbstractMesh;
  27037. /**
  27038. * Align the mesh with a normal
  27039. * @param normal defines the normal to use
  27040. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27041. * @returns the current mesh
  27042. */
  27043. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27044. /** @hidden */
  27045. _checkOcclusionQuery(): boolean;
  27046. /**
  27047. * Disables the mesh edge rendering mode
  27048. * @returns the currentAbstractMesh
  27049. */
  27050. disableEdgesRendering(): AbstractMesh;
  27051. /**
  27052. * Enables the edge rendering mode on the mesh.
  27053. * This mode makes the mesh edges visible
  27054. * @param epsilon defines the maximal distance between two angles to detect a face
  27055. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27056. * @returns the currentAbstractMesh
  27057. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27058. */
  27059. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27060. }
  27061. }
  27062. declare module "babylonjs/Actions/actionEvent" {
  27063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27064. import { Nullable } from "babylonjs/types";
  27065. import { Sprite } from "babylonjs/Sprites/sprite";
  27066. import { Scene } from "babylonjs/scene";
  27067. import { Vector2 } from "babylonjs/Maths/math.vector";
  27068. /**
  27069. * Interface used to define ActionEvent
  27070. */
  27071. export interface IActionEvent {
  27072. /** The mesh or sprite that triggered the action */
  27073. source: any;
  27074. /** The X mouse cursor position at the time of the event */
  27075. pointerX: number;
  27076. /** The Y mouse cursor position at the time of the event */
  27077. pointerY: number;
  27078. /** The mesh that is currently pointed at (can be null) */
  27079. meshUnderPointer: Nullable<AbstractMesh>;
  27080. /** the original (browser) event that triggered the ActionEvent */
  27081. sourceEvent?: any;
  27082. /** additional data for the event */
  27083. additionalData?: any;
  27084. }
  27085. /**
  27086. * ActionEvent is the event being sent when an action is triggered.
  27087. */
  27088. export class ActionEvent implements IActionEvent {
  27089. /** The mesh or sprite that triggered the action */
  27090. source: any;
  27091. /** The X mouse cursor position at the time of the event */
  27092. pointerX: number;
  27093. /** The Y mouse cursor position at the time of the event */
  27094. pointerY: number;
  27095. /** The mesh that is currently pointed at (can be null) */
  27096. meshUnderPointer: Nullable<AbstractMesh>;
  27097. /** the original (browser) event that triggered the ActionEvent */
  27098. sourceEvent?: any;
  27099. /** additional data for the event */
  27100. additionalData?: any;
  27101. /**
  27102. * Creates a new ActionEvent
  27103. * @param source The mesh or sprite that triggered the action
  27104. * @param pointerX The X mouse cursor position at the time of the event
  27105. * @param pointerY The Y mouse cursor position at the time of the event
  27106. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27107. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27108. * @param additionalData additional data for the event
  27109. */
  27110. constructor(
  27111. /** The mesh or sprite that triggered the action */
  27112. source: any,
  27113. /** The X mouse cursor position at the time of the event */
  27114. pointerX: number,
  27115. /** The Y mouse cursor position at the time of the event */
  27116. pointerY: number,
  27117. /** The mesh that is currently pointed at (can be null) */
  27118. meshUnderPointer: Nullable<AbstractMesh>,
  27119. /** the original (browser) event that triggered the ActionEvent */
  27120. sourceEvent?: any,
  27121. /** additional data for the event */
  27122. additionalData?: any);
  27123. /**
  27124. * Helper function to auto-create an ActionEvent from a source mesh.
  27125. * @param source The source mesh that triggered the event
  27126. * @param evt The original (browser) event
  27127. * @param additionalData additional data for the event
  27128. * @returns the new ActionEvent
  27129. */
  27130. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27131. /**
  27132. * Helper function to auto-create an ActionEvent from a source sprite
  27133. * @param source The source sprite that triggered the event
  27134. * @param scene Scene associated with the sprite
  27135. * @param evt The original (browser) event
  27136. * @param additionalData additional data for the event
  27137. * @returns the new ActionEvent
  27138. */
  27139. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27140. /**
  27141. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27142. * @param scene the scene where the event occurred
  27143. * @param evt The original (browser) event
  27144. * @returns the new ActionEvent
  27145. */
  27146. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27147. /**
  27148. * Helper function to auto-create an ActionEvent from a primitive
  27149. * @param prim defines the target primitive
  27150. * @param pointerPos defines the pointer position
  27151. * @param evt The original (browser) event
  27152. * @param additionalData additional data for the event
  27153. * @returns the new ActionEvent
  27154. */
  27155. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27156. }
  27157. }
  27158. declare module "babylonjs/Actions/abstractActionManager" {
  27159. import { IDisposable } from "babylonjs/scene";
  27160. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27161. import { IAction } from "babylonjs/Actions/action";
  27162. import { Nullable } from "babylonjs/types";
  27163. /**
  27164. * Abstract class used to decouple action Manager from scene and meshes.
  27165. * Do not instantiate.
  27166. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27167. */
  27168. export abstract class AbstractActionManager implements IDisposable {
  27169. /** Gets the list of active triggers */
  27170. static Triggers: {
  27171. [key: string]: number;
  27172. };
  27173. /** Gets the cursor to use when hovering items */
  27174. hoverCursor: string;
  27175. /** Gets the list of actions */
  27176. actions: IAction[];
  27177. /**
  27178. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27179. */
  27180. isRecursive: boolean;
  27181. /**
  27182. * Releases all associated resources
  27183. */
  27184. abstract dispose(): void;
  27185. /**
  27186. * Does this action manager has pointer triggers
  27187. */
  27188. abstract readonly hasPointerTriggers: boolean;
  27189. /**
  27190. * Does this action manager has pick triggers
  27191. */
  27192. abstract readonly hasPickTriggers: boolean;
  27193. /**
  27194. * Process a specific trigger
  27195. * @param trigger defines the trigger to process
  27196. * @param evt defines the event details to be processed
  27197. */
  27198. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27199. /**
  27200. * Does this action manager handles actions of any of the given triggers
  27201. * @param triggers defines the triggers to be tested
  27202. * @return a boolean indicating whether one (or more) of the triggers is handled
  27203. */
  27204. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27205. /**
  27206. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27207. * speed.
  27208. * @param triggerA defines the trigger to be tested
  27209. * @param triggerB defines the trigger to be tested
  27210. * @return a boolean indicating whether one (or more) of the triggers is handled
  27211. */
  27212. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27213. /**
  27214. * Does this action manager handles actions of a given trigger
  27215. * @param trigger defines the trigger to be tested
  27216. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27217. * @return whether the trigger is handled
  27218. */
  27219. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27220. /**
  27221. * Serialize this manager to a JSON object
  27222. * @param name defines the property name to store this manager
  27223. * @returns a JSON representation of this manager
  27224. */
  27225. abstract serialize(name: string): any;
  27226. /**
  27227. * Registers an action to this action manager
  27228. * @param action defines the action to be registered
  27229. * @return the action amended (prepared) after registration
  27230. */
  27231. abstract registerAction(action: IAction): Nullable<IAction>;
  27232. /**
  27233. * Unregisters an action to this action manager
  27234. * @param action defines the action to be unregistered
  27235. * @return a boolean indicating whether the action has been unregistered
  27236. */
  27237. abstract unregisterAction(action: IAction): Boolean;
  27238. /**
  27239. * Does exist one action manager with at least one trigger
  27240. **/
  27241. static readonly HasTriggers: boolean;
  27242. /**
  27243. * Does exist one action manager with at least one pick trigger
  27244. **/
  27245. static readonly HasPickTriggers: boolean;
  27246. /**
  27247. * Does exist one action manager that handles actions of a given trigger
  27248. * @param trigger defines the trigger to be tested
  27249. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27250. **/
  27251. static HasSpecificTrigger(trigger: number): boolean;
  27252. }
  27253. }
  27254. declare module "babylonjs/node" {
  27255. import { Scene } from "babylonjs/scene";
  27256. import { Nullable } from "babylonjs/types";
  27257. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27258. import { Engine } from "babylonjs/Engines/engine";
  27259. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27260. import { Observable } from "babylonjs/Misc/observable";
  27261. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27262. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27263. import { Animatable } from "babylonjs/Animations/animatable";
  27264. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27265. import { Animation } from "babylonjs/Animations/animation";
  27266. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27268. /**
  27269. * Defines how a node can be built from a string name.
  27270. */
  27271. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27272. /**
  27273. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27274. */
  27275. export class Node implements IBehaviorAware<Node> {
  27276. /** @hidden */
  27277. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27278. private static _NodeConstructors;
  27279. /**
  27280. * Add a new node constructor
  27281. * @param type defines the type name of the node to construct
  27282. * @param constructorFunc defines the constructor function
  27283. */
  27284. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27285. /**
  27286. * Returns a node constructor based on type name
  27287. * @param type defines the type name
  27288. * @param name defines the new node name
  27289. * @param scene defines the hosting scene
  27290. * @param options defines optional options to transmit to constructors
  27291. * @returns the new constructor or null
  27292. */
  27293. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27294. /**
  27295. * Gets or sets the name of the node
  27296. */
  27297. name: string;
  27298. /**
  27299. * Gets or sets the id of the node
  27300. */
  27301. id: string;
  27302. /**
  27303. * Gets or sets the unique id of the node
  27304. */
  27305. uniqueId: number;
  27306. /**
  27307. * Gets or sets a string used to store user defined state for the node
  27308. */
  27309. state: string;
  27310. /**
  27311. * Gets or sets an object used to store user defined information for the node
  27312. */
  27313. metadata: any;
  27314. /**
  27315. * For internal use only. Please do not use.
  27316. */
  27317. reservedDataStore: any;
  27318. /**
  27319. * List of inspectable custom properties (used by the Inspector)
  27320. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27321. */
  27322. inspectableCustomProperties: IInspectable[];
  27323. /**
  27324. * Gets or sets a boolean used to define if the node must be serialized
  27325. */
  27326. doNotSerialize: boolean;
  27327. /** @hidden */
  27328. _isDisposed: boolean;
  27329. /**
  27330. * Gets a list of Animations associated with the node
  27331. */
  27332. animations: import("babylonjs/Animations/animation").Animation[];
  27333. protected _ranges: {
  27334. [name: string]: Nullable<AnimationRange>;
  27335. };
  27336. /**
  27337. * Callback raised when the node is ready to be used
  27338. */
  27339. onReady: Nullable<(node: Node) => void>;
  27340. private _isEnabled;
  27341. private _isParentEnabled;
  27342. private _isReady;
  27343. /** @hidden */
  27344. _currentRenderId: number;
  27345. private _parentUpdateId;
  27346. /** @hidden */
  27347. _childUpdateId: number;
  27348. /** @hidden */
  27349. _waitingParentId: Nullable<string>;
  27350. /** @hidden */
  27351. _scene: Scene;
  27352. /** @hidden */
  27353. _cache: any;
  27354. private _parentNode;
  27355. private _children;
  27356. /** @hidden */
  27357. _worldMatrix: Matrix;
  27358. /** @hidden */
  27359. _worldMatrixDeterminant: number;
  27360. /** @hidden */
  27361. _worldMatrixDeterminantIsDirty: boolean;
  27362. /** @hidden */
  27363. private _sceneRootNodesIndex;
  27364. /**
  27365. * Gets a boolean indicating if the node has been disposed
  27366. * @returns true if the node was disposed
  27367. */
  27368. isDisposed(): boolean;
  27369. /**
  27370. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27371. * @see https://doc.babylonjs.com/how_to/parenting
  27372. */
  27373. parent: Nullable<Node>;
  27374. private addToSceneRootNodes;
  27375. private removeFromSceneRootNodes;
  27376. private _animationPropertiesOverride;
  27377. /**
  27378. * Gets or sets the animation properties override
  27379. */
  27380. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27381. /**
  27382. * Gets a string idenfifying the name of the class
  27383. * @returns "Node" string
  27384. */
  27385. getClassName(): string;
  27386. /** @hidden */
  27387. readonly _isNode: boolean;
  27388. /**
  27389. * An event triggered when the mesh is disposed
  27390. */
  27391. onDisposeObservable: Observable<Node>;
  27392. private _onDisposeObserver;
  27393. /**
  27394. * Sets a callback that will be raised when the node will be disposed
  27395. */
  27396. onDispose: () => void;
  27397. /**
  27398. * Creates a new Node
  27399. * @param name the name and id to be given to this node
  27400. * @param scene the scene this node will be added to
  27401. * @param addToRootNodes the node will be added to scene.rootNodes
  27402. */
  27403. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27404. /**
  27405. * Gets the scene of the node
  27406. * @returns a scene
  27407. */
  27408. getScene(): Scene;
  27409. /**
  27410. * Gets the engine of the node
  27411. * @returns a Engine
  27412. */
  27413. getEngine(): Engine;
  27414. private _behaviors;
  27415. /**
  27416. * Attach a behavior to the node
  27417. * @see http://doc.babylonjs.com/features/behaviour
  27418. * @param behavior defines the behavior to attach
  27419. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27420. * @returns the current Node
  27421. */
  27422. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27423. /**
  27424. * Remove an attached behavior
  27425. * @see http://doc.babylonjs.com/features/behaviour
  27426. * @param behavior defines the behavior to attach
  27427. * @returns the current Node
  27428. */
  27429. removeBehavior(behavior: Behavior<Node>): Node;
  27430. /**
  27431. * Gets the list of attached behaviors
  27432. * @see http://doc.babylonjs.com/features/behaviour
  27433. */
  27434. readonly behaviors: Behavior<Node>[];
  27435. /**
  27436. * Gets an attached behavior by name
  27437. * @param name defines the name of the behavior to look for
  27438. * @see http://doc.babylonjs.com/features/behaviour
  27439. * @returns null if behavior was not found else the requested behavior
  27440. */
  27441. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27442. /**
  27443. * Returns the latest update of the World matrix
  27444. * @returns a Matrix
  27445. */
  27446. getWorldMatrix(): Matrix;
  27447. /** @hidden */
  27448. _getWorldMatrixDeterminant(): number;
  27449. /**
  27450. * Returns directly the latest state of the mesh World matrix.
  27451. * A Matrix is returned.
  27452. */
  27453. readonly worldMatrixFromCache: Matrix;
  27454. /** @hidden */
  27455. _initCache(): void;
  27456. /** @hidden */
  27457. updateCache(force?: boolean): void;
  27458. /** @hidden */
  27459. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27460. /** @hidden */
  27461. _updateCache(ignoreParentClass?: boolean): void;
  27462. /** @hidden */
  27463. _isSynchronized(): boolean;
  27464. /** @hidden */
  27465. _markSyncedWithParent(): void;
  27466. /** @hidden */
  27467. isSynchronizedWithParent(): boolean;
  27468. /** @hidden */
  27469. isSynchronized(): boolean;
  27470. /**
  27471. * Is this node ready to be used/rendered
  27472. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27473. * @return true if the node is ready
  27474. */
  27475. isReady(completeCheck?: boolean): boolean;
  27476. /**
  27477. * Is this node enabled?
  27478. * 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
  27479. * @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
  27480. * @return whether this node (and its parent) is enabled
  27481. */
  27482. isEnabled(checkAncestors?: boolean): boolean;
  27483. /** @hidden */
  27484. protected _syncParentEnabledState(): void;
  27485. /**
  27486. * Set the enabled state of this node
  27487. * @param value defines the new enabled state
  27488. */
  27489. setEnabled(value: boolean): void;
  27490. /**
  27491. * Is this node a descendant of the given node?
  27492. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27493. * @param ancestor defines the parent node to inspect
  27494. * @returns a boolean indicating if this node is a descendant of the given node
  27495. */
  27496. isDescendantOf(ancestor: Node): boolean;
  27497. /** @hidden */
  27498. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27499. /**
  27500. * Will return all nodes that have this node as ascendant
  27501. * @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
  27502. * @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
  27503. * @return all children nodes of all types
  27504. */
  27505. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27506. /**
  27507. * Get all child-meshes of this node
  27508. * @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)
  27509. * @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
  27510. * @returns an array of AbstractMesh
  27511. */
  27512. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27513. /**
  27514. * Get all direct children of this node
  27515. * @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
  27516. * @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)
  27517. * @returns an array of Node
  27518. */
  27519. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27520. /** @hidden */
  27521. _setReady(state: boolean): void;
  27522. /**
  27523. * Get an animation by name
  27524. * @param name defines the name of the animation to look for
  27525. * @returns null if not found else the requested animation
  27526. */
  27527. getAnimationByName(name: string): Nullable<Animation>;
  27528. /**
  27529. * Creates an animation range for this node
  27530. * @param name defines the name of the range
  27531. * @param from defines the starting key
  27532. * @param to defines the end key
  27533. */
  27534. createAnimationRange(name: string, from: number, to: number): void;
  27535. /**
  27536. * Delete a specific animation range
  27537. * @param name defines the name of the range to delete
  27538. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27539. */
  27540. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27541. /**
  27542. * Get an animation range by name
  27543. * @param name defines the name of the animation range to look for
  27544. * @returns null if not found else the requested animation range
  27545. */
  27546. getAnimationRange(name: string): Nullable<AnimationRange>;
  27547. /**
  27548. * Gets the list of all animation ranges defined on this node
  27549. * @returns an array
  27550. */
  27551. getAnimationRanges(): Nullable<AnimationRange>[];
  27552. /**
  27553. * Will start the animation sequence
  27554. * @param name defines the range frames for animation sequence
  27555. * @param loop defines if the animation should loop (false by default)
  27556. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27557. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27558. * @returns the object created for this animation. If range does not exist, it will return null
  27559. */
  27560. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27561. /**
  27562. * Serialize animation ranges into a JSON compatible object
  27563. * @returns serialization object
  27564. */
  27565. serializeAnimationRanges(): any;
  27566. /**
  27567. * Computes the world matrix of the node
  27568. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27569. * @returns the world matrix
  27570. */
  27571. computeWorldMatrix(force?: boolean): Matrix;
  27572. /**
  27573. * Releases resources associated with this node.
  27574. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27575. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27576. */
  27577. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27578. /**
  27579. * Parse animation range data from a serialization object and store them into a given node
  27580. * @param node defines where to store the animation ranges
  27581. * @param parsedNode defines the serialization object to read data from
  27582. * @param scene defines the hosting scene
  27583. */
  27584. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27585. /**
  27586. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27587. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27588. * @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
  27589. * @returns the new bounding vectors
  27590. */
  27591. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27592. min: Vector3;
  27593. max: Vector3;
  27594. };
  27595. }
  27596. }
  27597. declare module "babylonjs/Animations/animation" {
  27598. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27599. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27600. import { Color3 } from "babylonjs/Maths/math.color";
  27601. import { Nullable } from "babylonjs/types";
  27602. import { Scene } from "babylonjs/scene";
  27603. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27604. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27605. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27606. import { Node } from "babylonjs/node";
  27607. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27608. import { Size } from "babylonjs/Maths/math.size";
  27609. import { Animatable } from "babylonjs/Animations/animatable";
  27610. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27611. /**
  27612. * @hidden
  27613. */
  27614. export class _IAnimationState {
  27615. key: number;
  27616. repeatCount: number;
  27617. workValue?: any;
  27618. loopMode?: number;
  27619. offsetValue?: any;
  27620. highLimitValue?: any;
  27621. }
  27622. /**
  27623. * Class used to store any kind of animation
  27624. */
  27625. export class Animation {
  27626. /**Name of the animation */
  27627. name: string;
  27628. /**Property to animate */
  27629. targetProperty: string;
  27630. /**The frames per second of the animation */
  27631. framePerSecond: number;
  27632. /**The data type of the animation */
  27633. dataType: number;
  27634. /**The loop mode of the animation */
  27635. loopMode?: number | undefined;
  27636. /**Specifies if blending should be enabled */
  27637. enableBlending?: boolean | undefined;
  27638. /**
  27639. * Use matrix interpolation instead of using direct key value when animating matrices
  27640. */
  27641. static AllowMatricesInterpolation: boolean;
  27642. /**
  27643. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27644. */
  27645. static AllowMatrixDecomposeForInterpolation: boolean;
  27646. /**
  27647. * Stores the key frames of the animation
  27648. */
  27649. private _keys;
  27650. /**
  27651. * Stores the easing function of the animation
  27652. */
  27653. private _easingFunction;
  27654. /**
  27655. * @hidden Internal use only
  27656. */
  27657. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27658. /**
  27659. * The set of event that will be linked to this animation
  27660. */
  27661. private _events;
  27662. /**
  27663. * Stores an array of target property paths
  27664. */
  27665. targetPropertyPath: string[];
  27666. /**
  27667. * Stores the blending speed of the animation
  27668. */
  27669. blendingSpeed: number;
  27670. /**
  27671. * Stores the animation ranges for the animation
  27672. */
  27673. private _ranges;
  27674. /**
  27675. * @hidden Internal use
  27676. */
  27677. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27678. /**
  27679. * Sets up an animation
  27680. * @param property The property to animate
  27681. * @param animationType The animation type to apply
  27682. * @param framePerSecond The frames per second of the animation
  27683. * @param easingFunction The easing function used in the animation
  27684. * @returns The created animation
  27685. */
  27686. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27687. /**
  27688. * Create and start an animation on a node
  27689. * @param name defines the name of the global animation that will be run on all nodes
  27690. * @param node defines the root node where the animation will take place
  27691. * @param targetProperty defines property to animate
  27692. * @param framePerSecond defines the number of frame per second yo use
  27693. * @param totalFrame defines the number of frames in total
  27694. * @param from defines the initial value
  27695. * @param to defines the final value
  27696. * @param loopMode defines which loop mode you want to use (off by default)
  27697. * @param easingFunction defines the easing function to use (linear by default)
  27698. * @param onAnimationEnd defines the callback to call when animation end
  27699. * @returns the animatable created for this animation
  27700. */
  27701. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27702. /**
  27703. * Create and start an animation on a node and its descendants
  27704. * @param name defines the name of the global animation that will be run on all nodes
  27705. * @param node defines the root node where the animation will take place
  27706. * @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
  27707. * @param targetProperty defines property to animate
  27708. * @param framePerSecond defines the number of frame per second to use
  27709. * @param totalFrame defines the number of frames in total
  27710. * @param from defines the initial value
  27711. * @param to defines the final value
  27712. * @param loopMode defines which loop mode you want to use (off by default)
  27713. * @param easingFunction defines the easing function to use (linear by default)
  27714. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27715. * @returns the list of animatables created for all nodes
  27716. * @example https://www.babylonjs-playground.com/#MH0VLI
  27717. */
  27718. 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[]>;
  27719. /**
  27720. * Creates a new animation, merges it with the existing animations and starts it
  27721. * @param name Name of the animation
  27722. * @param node Node which contains the scene that begins the animations
  27723. * @param targetProperty Specifies which property to animate
  27724. * @param framePerSecond The frames per second of the animation
  27725. * @param totalFrame The total number of frames
  27726. * @param from The frame at the beginning of the animation
  27727. * @param to The frame at the end of the animation
  27728. * @param loopMode Specifies the loop mode of the animation
  27729. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27730. * @param onAnimationEnd Callback to run once the animation is complete
  27731. * @returns Nullable animation
  27732. */
  27733. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27734. /**
  27735. * Transition property of an host to the target Value
  27736. * @param property The property to transition
  27737. * @param targetValue The target Value of the property
  27738. * @param host The object where the property to animate belongs
  27739. * @param scene Scene used to run the animation
  27740. * @param frameRate Framerate (in frame/s) to use
  27741. * @param transition The transition type we want to use
  27742. * @param duration The duration of the animation, in milliseconds
  27743. * @param onAnimationEnd Callback trigger at the end of the animation
  27744. * @returns Nullable animation
  27745. */
  27746. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27747. /**
  27748. * Return the array of runtime animations currently using this animation
  27749. */
  27750. readonly runtimeAnimations: RuntimeAnimation[];
  27751. /**
  27752. * Specifies if any of the runtime animations are currently running
  27753. */
  27754. readonly hasRunningRuntimeAnimations: boolean;
  27755. /**
  27756. * Initializes the animation
  27757. * @param name Name of the animation
  27758. * @param targetProperty Property to animate
  27759. * @param framePerSecond The frames per second of the animation
  27760. * @param dataType The data type of the animation
  27761. * @param loopMode The loop mode of the animation
  27762. * @param enableBlending Specifies if blending should be enabled
  27763. */
  27764. constructor(
  27765. /**Name of the animation */
  27766. name: string,
  27767. /**Property to animate */
  27768. targetProperty: string,
  27769. /**The frames per second of the animation */
  27770. framePerSecond: number,
  27771. /**The data type of the animation */
  27772. dataType: number,
  27773. /**The loop mode of the animation */
  27774. loopMode?: number | undefined,
  27775. /**Specifies if blending should be enabled */
  27776. enableBlending?: boolean | undefined);
  27777. /**
  27778. * Converts the animation to a string
  27779. * @param fullDetails support for multiple levels of logging within scene loading
  27780. * @returns String form of the animation
  27781. */
  27782. toString(fullDetails?: boolean): string;
  27783. /**
  27784. * Add an event to this animation
  27785. * @param event Event to add
  27786. */
  27787. addEvent(event: AnimationEvent): void;
  27788. /**
  27789. * Remove all events found at the given frame
  27790. * @param frame The frame to remove events from
  27791. */
  27792. removeEvents(frame: number): void;
  27793. /**
  27794. * Retrieves all the events from the animation
  27795. * @returns Events from the animation
  27796. */
  27797. getEvents(): AnimationEvent[];
  27798. /**
  27799. * Creates an animation range
  27800. * @param name Name of the animation range
  27801. * @param from Starting frame of the animation range
  27802. * @param to Ending frame of the animation
  27803. */
  27804. createRange(name: string, from: number, to: number): void;
  27805. /**
  27806. * Deletes an animation range by name
  27807. * @param name Name of the animation range to delete
  27808. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27809. */
  27810. deleteRange(name: string, deleteFrames?: boolean): void;
  27811. /**
  27812. * Gets the animation range by name, or null if not defined
  27813. * @param name Name of the animation range
  27814. * @returns Nullable animation range
  27815. */
  27816. getRange(name: string): Nullable<AnimationRange>;
  27817. /**
  27818. * Gets the key frames from the animation
  27819. * @returns The key frames of the animation
  27820. */
  27821. getKeys(): Array<IAnimationKey>;
  27822. /**
  27823. * Gets the highest frame rate of the animation
  27824. * @returns Highest frame rate of the animation
  27825. */
  27826. getHighestFrame(): number;
  27827. /**
  27828. * Gets the easing function of the animation
  27829. * @returns Easing function of the animation
  27830. */
  27831. getEasingFunction(): IEasingFunction;
  27832. /**
  27833. * Sets the easing function of the animation
  27834. * @param easingFunction A custom mathematical formula for animation
  27835. */
  27836. setEasingFunction(easingFunction: EasingFunction): void;
  27837. /**
  27838. * Interpolates a scalar linearly
  27839. * @param startValue Start value of the animation curve
  27840. * @param endValue End value of the animation curve
  27841. * @param gradient Scalar amount to interpolate
  27842. * @returns Interpolated scalar value
  27843. */
  27844. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27845. /**
  27846. * Interpolates a scalar cubically
  27847. * @param startValue Start value of the animation curve
  27848. * @param outTangent End tangent of the animation
  27849. * @param endValue End value of the animation curve
  27850. * @param inTangent Start tangent of the animation curve
  27851. * @param gradient Scalar amount to interpolate
  27852. * @returns Interpolated scalar value
  27853. */
  27854. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27855. /**
  27856. * Interpolates a quaternion using a spherical linear interpolation
  27857. * @param startValue Start value of the animation curve
  27858. * @param endValue End value of the animation curve
  27859. * @param gradient Scalar amount to interpolate
  27860. * @returns Interpolated quaternion value
  27861. */
  27862. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27863. /**
  27864. * Interpolates a quaternion cubically
  27865. * @param startValue Start value of the animation curve
  27866. * @param outTangent End tangent of the animation curve
  27867. * @param endValue End value of the animation curve
  27868. * @param inTangent Start tangent of the animation curve
  27869. * @param gradient Scalar amount to interpolate
  27870. * @returns Interpolated quaternion value
  27871. */
  27872. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27873. /**
  27874. * Interpolates a Vector3 linearl
  27875. * @param startValue Start value of the animation curve
  27876. * @param endValue End value of the animation curve
  27877. * @param gradient Scalar amount to interpolate
  27878. * @returns Interpolated scalar value
  27879. */
  27880. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27881. /**
  27882. * Interpolates a Vector3 cubically
  27883. * @param startValue Start value of the animation curve
  27884. * @param outTangent End tangent of the animation
  27885. * @param endValue End value of the animation curve
  27886. * @param inTangent Start tangent of the animation curve
  27887. * @param gradient Scalar amount to interpolate
  27888. * @returns InterpolatedVector3 value
  27889. */
  27890. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27891. /**
  27892. * Interpolates a Vector2 linearly
  27893. * @param startValue Start value of the animation curve
  27894. * @param endValue End value of the animation curve
  27895. * @param gradient Scalar amount to interpolate
  27896. * @returns Interpolated Vector2 value
  27897. */
  27898. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27899. /**
  27900. * Interpolates a Vector2 cubically
  27901. * @param startValue Start value of the animation curve
  27902. * @param outTangent End tangent of the animation
  27903. * @param endValue End value of the animation curve
  27904. * @param inTangent Start tangent of the animation curve
  27905. * @param gradient Scalar amount to interpolate
  27906. * @returns Interpolated Vector2 value
  27907. */
  27908. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27909. /**
  27910. * Interpolates a size linearly
  27911. * @param startValue Start value of the animation curve
  27912. * @param endValue End value of the animation curve
  27913. * @param gradient Scalar amount to interpolate
  27914. * @returns Interpolated Size value
  27915. */
  27916. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27917. /**
  27918. * Interpolates a Color3 linearly
  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 Color3 value
  27923. */
  27924. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27925. /**
  27926. * @hidden Internal use only
  27927. */
  27928. _getKeyValue(value: any): any;
  27929. /**
  27930. * @hidden Internal use only
  27931. */
  27932. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27933. /**
  27934. * Defines the function to use to interpolate matrices
  27935. * @param startValue defines the start matrix
  27936. * @param endValue defines the end matrix
  27937. * @param gradient defines the gradient between both matrices
  27938. * @param result defines an optional target matrix where to store the interpolation
  27939. * @returns the interpolated matrix
  27940. */
  27941. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27942. /**
  27943. * Makes a copy of the animation
  27944. * @returns Cloned animation
  27945. */
  27946. clone(): Animation;
  27947. /**
  27948. * Sets the key frames of the animation
  27949. * @param values The animation key frames to set
  27950. */
  27951. setKeys(values: Array<IAnimationKey>): void;
  27952. /**
  27953. * Serializes the animation to an object
  27954. * @returns Serialized object
  27955. */
  27956. serialize(): any;
  27957. /**
  27958. * Float animation type
  27959. */
  27960. private static _ANIMATIONTYPE_FLOAT;
  27961. /**
  27962. * Vector3 animation type
  27963. */
  27964. private static _ANIMATIONTYPE_VECTOR3;
  27965. /**
  27966. * Quaternion animation type
  27967. */
  27968. private static _ANIMATIONTYPE_QUATERNION;
  27969. /**
  27970. * Matrix animation type
  27971. */
  27972. private static _ANIMATIONTYPE_MATRIX;
  27973. /**
  27974. * Color3 animation type
  27975. */
  27976. private static _ANIMATIONTYPE_COLOR3;
  27977. /**
  27978. * Vector2 animation type
  27979. */
  27980. private static _ANIMATIONTYPE_VECTOR2;
  27981. /**
  27982. * Size animation type
  27983. */
  27984. private static _ANIMATIONTYPE_SIZE;
  27985. /**
  27986. * Relative Loop Mode
  27987. */
  27988. private static _ANIMATIONLOOPMODE_RELATIVE;
  27989. /**
  27990. * Cycle Loop Mode
  27991. */
  27992. private static _ANIMATIONLOOPMODE_CYCLE;
  27993. /**
  27994. * Constant Loop Mode
  27995. */
  27996. private static _ANIMATIONLOOPMODE_CONSTANT;
  27997. /**
  27998. * Get the float animation type
  27999. */
  28000. static readonly ANIMATIONTYPE_FLOAT: number;
  28001. /**
  28002. * Get the Vector3 animation type
  28003. */
  28004. static readonly ANIMATIONTYPE_VECTOR3: number;
  28005. /**
  28006. * Get the Vector2 animation type
  28007. */
  28008. static readonly ANIMATIONTYPE_VECTOR2: number;
  28009. /**
  28010. * Get the Size animation type
  28011. */
  28012. static readonly ANIMATIONTYPE_SIZE: number;
  28013. /**
  28014. * Get the Quaternion animation type
  28015. */
  28016. static readonly ANIMATIONTYPE_QUATERNION: number;
  28017. /**
  28018. * Get the Matrix animation type
  28019. */
  28020. static readonly ANIMATIONTYPE_MATRIX: number;
  28021. /**
  28022. * Get the Color3 animation type
  28023. */
  28024. static readonly ANIMATIONTYPE_COLOR3: number;
  28025. /**
  28026. * Get the Relative Loop Mode
  28027. */
  28028. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28029. /**
  28030. * Get the Cycle Loop Mode
  28031. */
  28032. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28033. /**
  28034. * Get the Constant Loop Mode
  28035. */
  28036. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28037. /** @hidden */
  28038. static _UniversalLerp(left: any, right: any, amount: number): any;
  28039. /**
  28040. * Parses an animation object and creates an animation
  28041. * @param parsedAnimation Parsed animation object
  28042. * @returns Animation object
  28043. */
  28044. static Parse(parsedAnimation: any): Animation;
  28045. /**
  28046. * Appends the serialized animations from the source animations
  28047. * @param source Source containing the animations
  28048. * @param destination Target to store the animations
  28049. */
  28050. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28051. }
  28052. }
  28053. declare module "babylonjs/Animations/animatable.interface" {
  28054. import { Nullable } from "babylonjs/types";
  28055. import { Animation } from "babylonjs/Animations/animation";
  28056. /**
  28057. * Interface containing an array of animations
  28058. */
  28059. export interface IAnimatable {
  28060. /**
  28061. * Array of animations
  28062. */
  28063. animations: Nullable<Array<Animation>>;
  28064. }
  28065. }
  28066. declare module "babylonjs/Materials/fresnelParameters" {
  28067. import { Color3 } from "babylonjs/Maths/math.color";
  28068. /**
  28069. * This represents all the required information to add a fresnel effect on a material:
  28070. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28071. */
  28072. export class FresnelParameters {
  28073. private _isEnabled;
  28074. /**
  28075. * Define if the fresnel effect is enable or not.
  28076. */
  28077. isEnabled: boolean;
  28078. /**
  28079. * Define the color used on edges (grazing angle)
  28080. */
  28081. leftColor: Color3;
  28082. /**
  28083. * Define the color used on center
  28084. */
  28085. rightColor: Color3;
  28086. /**
  28087. * Define bias applied to computed fresnel term
  28088. */
  28089. bias: number;
  28090. /**
  28091. * Defined the power exponent applied to fresnel term
  28092. */
  28093. power: number;
  28094. /**
  28095. * Clones the current fresnel and its valuues
  28096. * @returns a clone fresnel configuration
  28097. */
  28098. clone(): FresnelParameters;
  28099. /**
  28100. * Serializes the current fresnel parameters to a JSON representation.
  28101. * @return the JSON serialization
  28102. */
  28103. serialize(): any;
  28104. /**
  28105. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28106. * @param parsedFresnelParameters Define the JSON representation
  28107. * @returns the parsed parameters
  28108. */
  28109. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28110. }
  28111. }
  28112. declare module "babylonjs/Misc/decorators" {
  28113. import { Nullable } from "babylonjs/types";
  28114. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28115. import { Scene } from "babylonjs/scene";
  28116. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28117. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28118. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28119. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28120. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28121. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28122. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28123. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28124. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28125. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28126. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28127. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28128. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28129. /**
  28130. * Decorator used to define property that can be serialized as reference to a camera
  28131. * @param sourceName defines the name of the property to decorate
  28132. */
  28133. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28134. /**
  28135. * Class used to help serialization objects
  28136. */
  28137. export class SerializationHelper {
  28138. /** @hidden */
  28139. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28140. /** @hidden */
  28141. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28142. /** @hidden */
  28143. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28144. /** @hidden */
  28145. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28146. /**
  28147. * Appends the serialized animations from the source animations
  28148. * @param source Source containing the animations
  28149. * @param destination Target to store the animations
  28150. */
  28151. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28152. /**
  28153. * Static function used to serialized a specific entity
  28154. * @param entity defines the entity to serialize
  28155. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28156. * @returns a JSON compatible object representing the serialization of the entity
  28157. */
  28158. static Serialize<T>(entity: T, serializationObject?: any): any;
  28159. /**
  28160. * Creates a new entity from a serialization data object
  28161. * @param creationFunction defines a function used to instanciated the new entity
  28162. * @param source defines the source serialization data
  28163. * @param scene defines the hosting scene
  28164. * @param rootUrl defines the root url for resources
  28165. * @returns a new entity
  28166. */
  28167. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28168. /**
  28169. * Clones an object
  28170. * @param creationFunction defines the function used to instanciate the new object
  28171. * @param source defines the source object
  28172. * @returns the cloned object
  28173. */
  28174. static Clone<T>(creationFunction: () => T, source: T): T;
  28175. /**
  28176. * Instanciates a new object based on a source one (some data will be shared between both object)
  28177. * @param creationFunction defines the function used to instanciate the new object
  28178. * @param source defines the source object
  28179. * @returns the new object
  28180. */
  28181. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28182. }
  28183. }
  28184. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28185. import { Nullable } from "babylonjs/types";
  28186. /**
  28187. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28188. */
  28189. export interface CubeMapInfo {
  28190. /**
  28191. * The pixel array for the front face.
  28192. * This is stored in format, left to right, up to down format.
  28193. */
  28194. front: Nullable<ArrayBufferView>;
  28195. /**
  28196. * The pixel array for the back face.
  28197. * This is stored in format, left to right, up to down format.
  28198. */
  28199. back: Nullable<ArrayBufferView>;
  28200. /**
  28201. * The pixel array for the left face.
  28202. * This is stored in format, left to right, up to down format.
  28203. */
  28204. left: Nullable<ArrayBufferView>;
  28205. /**
  28206. * The pixel array for the right face.
  28207. * This is stored in format, left to right, up to down format.
  28208. */
  28209. right: Nullable<ArrayBufferView>;
  28210. /**
  28211. * The pixel array for the up face.
  28212. * This is stored in format, left to right, up to down format.
  28213. */
  28214. up: Nullable<ArrayBufferView>;
  28215. /**
  28216. * The pixel array for the down face.
  28217. * This is stored in format, left to right, up to down format.
  28218. */
  28219. down: Nullable<ArrayBufferView>;
  28220. /**
  28221. * The size of the cubemap stored.
  28222. *
  28223. * Each faces will be size * size pixels.
  28224. */
  28225. size: number;
  28226. /**
  28227. * The format of the texture.
  28228. *
  28229. * RGBA, RGB.
  28230. */
  28231. format: number;
  28232. /**
  28233. * The type of the texture data.
  28234. *
  28235. * UNSIGNED_INT, FLOAT.
  28236. */
  28237. type: number;
  28238. /**
  28239. * Specifies whether the texture is in gamma space.
  28240. */
  28241. gammaSpace: boolean;
  28242. }
  28243. /**
  28244. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28245. */
  28246. export class PanoramaToCubeMapTools {
  28247. private static FACE_FRONT;
  28248. private static FACE_BACK;
  28249. private static FACE_RIGHT;
  28250. private static FACE_LEFT;
  28251. private static FACE_DOWN;
  28252. private static FACE_UP;
  28253. /**
  28254. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28255. *
  28256. * @param float32Array The source data.
  28257. * @param inputWidth The width of the input panorama.
  28258. * @param inputHeight The height of the input panorama.
  28259. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28260. * @return The cubemap data
  28261. */
  28262. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28263. private static CreateCubemapTexture;
  28264. private static CalcProjectionSpherical;
  28265. }
  28266. }
  28267. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28268. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28269. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28270. import { Nullable } from "babylonjs/types";
  28271. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28272. /**
  28273. * Helper class dealing with the extraction of spherical polynomial dataArray
  28274. * from a cube map.
  28275. */
  28276. export class CubeMapToSphericalPolynomialTools {
  28277. private static FileFaces;
  28278. /**
  28279. * Converts a texture to the according Spherical Polynomial data.
  28280. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28281. *
  28282. * @param texture The texture to extract the information from.
  28283. * @return The Spherical Polynomial data.
  28284. */
  28285. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28286. /**
  28287. * Converts a cubemap to the according Spherical Polynomial data.
  28288. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28289. *
  28290. * @param cubeInfo The Cube map to extract the information from.
  28291. * @return The Spherical Polynomial data.
  28292. */
  28293. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28294. }
  28295. }
  28296. declare module "babylonjs/Misc/guid" {
  28297. /**
  28298. * Class used to manipulate GUIDs
  28299. */
  28300. export class GUID {
  28301. /**
  28302. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28303. * Be aware Math.random() could cause collisions, but:
  28304. * "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"
  28305. * @returns a pseudo random id
  28306. */
  28307. static RandomId(): string;
  28308. }
  28309. }
  28310. declare module "babylonjs/Materials/Textures/baseTexture" {
  28311. import { Observable } from "babylonjs/Misc/observable";
  28312. import { Nullable } from "babylonjs/types";
  28313. import { Scene } from "babylonjs/scene";
  28314. import { Matrix } from "babylonjs/Maths/math.vector";
  28315. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28316. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28317. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28318. import { ISize } from "babylonjs/Maths/math.size";
  28319. /**
  28320. * Base class of all the textures in babylon.
  28321. * It groups all the common properties the materials, post process, lights... might need
  28322. * in order to make a correct use of the texture.
  28323. */
  28324. export class BaseTexture implements IAnimatable {
  28325. /**
  28326. * Default anisotropic filtering level for the application.
  28327. * It is set to 4 as a good tradeoff between perf and quality.
  28328. */
  28329. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28330. /**
  28331. * Gets or sets the unique id of the texture
  28332. */
  28333. uniqueId: number;
  28334. /**
  28335. * Define the name of the texture.
  28336. */
  28337. name: string;
  28338. /**
  28339. * Gets or sets an object used to store user defined information.
  28340. */
  28341. metadata: any;
  28342. /**
  28343. * For internal use only. Please do not use.
  28344. */
  28345. reservedDataStore: any;
  28346. private _hasAlpha;
  28347. /**
  28348. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28349. */
  28350. hasAlpha: boolean;
  28351. /**
  28352. * Defines if the alpha value should be determined via the rgb values.
  28353. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28354. */
  28355. getAlphaFromRGB: boolean;
  28356. /**
  28357. * Intensity or strength of the texture.
  28358. * It is commonly used by materials to fine tune the intensity of the texture
  28359. */
  28360. level: number;
  28361. /**
  28362. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28363. * This is part of the texture as textures usually maps to one uv set.
  28364. */
  28365. coordinatesIndex: number;
  28366. private _coordinatesMode;
  28367. /**
  28368. * How a texture is mapped.
  28369. *
  28370. * | Value | Type | Description |
  28371. * | ----- | ----------------------------------- | ----------- |
  28372. * | 0 | EXPLICIT_MODE | |
  28373. * | 1 | SPHERICAL_MODE | |
  28374. * | 2 | PLANAR_MODE | |
  28375. * | 3 | CUBIC_MODE | |
  28376. * | 4 | PROJECTION_MODE | |
  28377. * | 5 | SKYBOX_MODE | |
  28378. * | 6 | INVCUBIC_MODE | |
  28379. * | 7 | EQUIRECTANGULAR_MODE | |
  28380. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28381. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28382. */
  28383. coordinatesMode: number;
  28384. /**
  28385. * | Value | Type | Description |
  28386. * | ----- | ------------------ | ----------- |
  28387. * | 0 | CLAMP_ADDRESSMODE | |
  28388. * | 1 | WRAP_ADDRESSMODE | |
  28389. * | 2 | MIRROR_ADDRESSMODE | |
  28390. */
  28391. wrapU: number;
  28392. /**
  28393. * | Value | Type | Description |
  28394. * | ----- | ------------------ | ----------- |
  28395. * | 0 | CLAMP_ADDRESSMODE | |
  28396. * | 1 | WRAP_ADDRESSMODE | |
  28397. * | 2 | MIRROR_ADDRESSMODE | |
  28398. */
  28399. wrapV: number;
  28400. /**
  28401. * | Value | Type | Description |
  28402. * | ----- | ------------------ | ----------- |
  28403. * | 0 | CLAMP_ADDRESSMODE | |
  28404. * | 1 | WRAP_ADDRESSMODE | |
  28405. * | 2 | MIRROR_ADDRESSMODE | |
  28406. */
  28407. wrapR: number;
  28408. /**
  28409. * With compliant hardware and browser (supporting anisotropic filtering)
  28410. * this defines the level of anisotropic filtering in the texture.
  28411. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28412. */
  28413. anisotropicFilteringLevel: number;
  28414. /**
  28415. * Define if the texture is a cube texture or if false a 2d texture.
  28416. */
  28417. isCube: boolean;
  28418. /**
  28419. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28420. */
  28421. is3D: boolean;
  28422. /**
  28423. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28424. * HDR texture are usually stored in linear space.
  28425. * This only impacts the PBR and Background materials
  28426. */
  28427. gammaSpace: boolean;
  28428. /**
  28429. * Gets whether or not the texture contains RGBD data.
  28430. */
  28431. readonly isRGBD: boolean;
  28432. /**
  28433. * Is Z inverted in the texture (useful in a cube texture).
  28434. */
  28435. invertZ: boolean;
  28436. /**
  28437. * Are mip maps generated for this texture or not.
  28438. */
  28439. readonly noMipmap: boolean;
  28440. /**
  28441. * @hidden
  28442. */
  28443. lodLevelInAlpha: boolean;
  28444. /**
  28445. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28446. */
  28447. lodGenerationOffset: number;
  28448. /**
  28449. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28450. */
  28451. lodGenerationScale: number;
  28452. /**
  28453. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28454. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28455. * average roughness values.
  28456. */
  28457. linearSpecularLOD: boolean;
  28458. /**
  28459. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28460. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28461. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28462. */
  28463. irradianceTexture: Nullable<BaseTexture>;
  28464. /**
  28465. * Define if the texture is a render target.
  28466. */
  28467. isRenderTarget: boolean;
  28468. /**
  28469. * Define the unique id of the texture in the scene.
  28470. */
  28471. readonly uid: string;
  28472. /**
  28473. * Return a string representation of the texture.
  28474. * @returns the texture as a string
  28475. */
  28476. toString(): string;
  28477. /**
  28478. * Get the class name of the texture.
  28479. * @returns "BaseTexture"
  28480. */
  28481. getClassName(): string;
  28482. /**
  28483. * Define the list of animation attached to the texture.
  28484. */
  28485. animations: import("babylonjs/Animations/animation").Animation[];
  28486. /**
  28487. * An event triggered when the texture is disposed.
  28488. */
  28489. onDisposeObservable: Observable<BaseTexture>;
  28490. private _onDisposeObserver;
  28491. /**
  28492. * Callback triggered when the texture has been disposed.
  28493. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28494. */
  28495. onDispose: () => void;
  28496. /**
  28497. * Define the current state of the loading sequence when in delayed load mode.
  28498. */
  28499. delayLoadState: number;
  28500. private _scene;
  28501. /** @hidden */
  28502. _texture: Nullable<InternalTexture>;
  28503. private _uid;
  28504. /**
  28505. * Define if the texture is preventinga material to render or not.
  28506. * If not and the texture is not ready, the engine will use a default black texture instead.
  28507. */
  28508. readonly isBlocking: boolean;
  28509. /**
  28510. * Instantiates a new BaseTexture.
  28511. * Base class of all the textures in babylon.
  28512. * It groups all the common properties the materials, post process, lights... might need
  28513. * in order to make a correct use of the texture.
  28514. * @param scene Define the scene the texture blongs to
  28515. */
  28516. constructor(scene: Nullable<Scene>);
  28517. /**
  28518. * Get the scene the texture belongs to.
  28519. * @returns the scene or null if undefined
  28520. */
  28521. getScene(): Nullable<Scene>;
  28522. /**
  28523. * Get the texture transform matrix used to offset tile the texture for istance.
  28524. * @returns the transformation matrix
  28525. */
  28526. getTextureMatrix(): Matrix;
  28527. /**
  28528. * Get the texture reflection matrix used to rotate/transform the reflection.
  28529. * @returns the reflection matrix
  28530. */
  28531. getReflectionTextureMatrix(): Matrix;
  28532. /**
  28533. * Get the underlying lower level texture from Babylon.
  28534. * @returns the insternal texture
  28535. */
  28536. getInternalTexture(): Nullable<InternalTexture>;
  28537. /**
  28538. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28539. * @returns true if ready or not blocking
  28540. */
  28541. isReadyOrNotBlocking(): boolean;
  28542. /**
  28543. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28544. * @returns true if fully ready
  28545. */
  28546. isReady(): boolean;
  28547. private _cachedSize;
  28548. /**
  28549. * Get the size of the texture.
  28550. * @returns the texture size.
  28551. */
  28552. getSize(): ISize;
  28553. /**
  28554. * Get the base size of the texture.
  28555. * It can be different from the size if the texture has been resized for POT for instance
  28556. * @returns the base size
  28557. */
  28558. getBaseSize(): ISize;
  28559. /**
  28560. * Update the sampling mode of the texture.
  28561. * Default is Trilinear mode.
  28562. *
  28563. * | Value | Type | Description |
  28564. * | ----- | ------------------ | ----------- |
  28565. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28566. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28567. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28568. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28569. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28570. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28571. * | 7 | NEAREST_LINEAR | |
  28572. * | 8 | NEAREST_NEAREST | |
  28573. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28574. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28575. * | 11 | LINEAR_LINEAR | |
  28576. * | 12 | LINEAR_NEAREST | |
  28577. *
  28578. * > _mag_: magnification filter (close to the viewer)
  28579. * > _min_: minification filter (far from the viewer)
  28580. * > _mip_: filter used between mip map levels
  28581. *@param samplingMode Define the new sampling mode of the texture
  28582. */
  28583. updateSamplingMode(samplingMode: number): void;
  28584. /**
  28585. * Scales the texture if is `canRescale()`
  28586. * @param ratio the resize factor we want to use to rescale
  28587. */
  28588. scale(ratio: number): void;
  28589. /**
  28590. * Get if the texture can rescale.
  28591. */
  28592. readonly canRescale: boolean;
  28593. /** @hidden */
  28594. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28595. /** @hidden */
  28596. _rebuild(): void;
  28597. /**
  28598. * Triggers the load sequence in delayed load mode.
  28599. */
  28600. delayLoad(): void;
  28601. /**
  28602. * Clones the texture.
  28603. * @returns the cloned texture
  28604. */
  28605. clone(): Nullable<BaseTexture>;
  28606. /**
  28607. * Get the texture underlying type (INT, FLOAT...)
  28608. */
  28609. readonly textureType: number;
  28610. /**
  28611. * Get the texture underlying format (RGB, RGBA...)
  28612. */
  28613. readonly textureFormat: number;
  28614. /**
  28615. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28616. * This will returns an RGBA array buffer containing either in values (0-255) or
  28617. * float values (0-1) depending of the underlying buffer type.
  28618. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28619. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28620. * @param buffer defines a user defined buffer to fill with data (can be null)
  28621. * @returns The Array buffer containing the pixels data.
  28622. */
  28623. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28624. /**
  28625. * Release and destroy the underlying lower level texture aka internalTexture.
  28626. */
  28627. releaseInternalTexture(): void;
  28628. /**
  28629. * Get the polynomial representation of the texture data.
  28630. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28631. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28632. */
  28633. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28634. /** @hidden */
  28635. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28636. /** @hidden */
  28637. readonly _lodTextureMid: Nullable<BaseTexture>;
  28638. /** @hidden */
  28639. readonly _lodTextureLow: Nullable<BaseTexture>;
  28640. /**
  28641. * Dispose the texture and release its associated resources.
  28642. */
  28643. dispose(): void;
  28644. /**
  28645. * Serialize the texture into a JSON representation that can be parsed later on.
  28646. * @returns the JSON representation of the texture
  28647. */
  28648. serialize(): any;
  28649. /**
  28650. * Helper function to be called back once a list of texture contains only ready textures.
  28651. * @param textures Define the list of textures to wait for
  28652. * @param callback Define the callback triggered once the entire list will be ready
  28653. */
  28654. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28655. }
  28656. }
  28657. declare module "babylonjs/Materials/Textures/internalTexture" {
  28658. import { Observable } from "babylonjs/Misc/observable";
  28659. import { Nullable, int } from "babylonjs/types";
  28660. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28661. import { Engine } from "babylonjs/Engines/engine";
  28662. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28663. /**
  28664. * Class used to store data associated with WebGL texture data for the engine
  28665. * This class should not be used directly
  28666. */
  28667. export class InternalTexture {
  28668. /** @hidden */
  28669. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28670. /**
  28671. * The source of the texture data is unknown
  28672. */
  28673. static DATASOURCE_UNKNOWN: number;
  28674. /**
  28675. * Texture data comes from an URL
  28676. */
  28677. static DATASOURCE_URL: number;
  28678. /**
  28679. * Texture data is only used for temporary storage
  28680. */
  28681. static DATASOURCE_TEMP: number;
  28682. /**
  28683. * Texture data comes from raw data (ArrayBuffer)
  28684. */
  28685. static DATASOURCE_RAW: number;
  28686. /**
  28687. * Texture content is dynamic (video or dynamic texture)
  28688. */
  28689. static DATASOURCE_DYNAMIC: number;
  28690. /**
  28691. * Texture content is generated by rendering to it
  28692. */
  28693. static DATASOURCE_RENDERTARGET: number;
  28694. /**
  28695. * Texture content is part of a multi render target process
  28696. */
  28697. static DATASOURCE_MULTIRENDERTARGET: number;
  28698. /**
  28699. * Texture data comes from a cube data file
  28700. */
  28701. static DATASOURCE_CUBE: number;
  28702. /**
  28703. * Texture data comes from a raw cube data
  28704. */
  28705. static DATASOURCE_CUBERAW: number;
  28706. /**
  28707. * Texture data come from a prefiltered cube data file
  28708. */
  28709. static DATASOURCE_CUBEPREFILTERED: number;
  28710. /**
  28711. * Texture content is raw 3D data
  28712. */
  28713. static DATASOURCE_RAW3D: number;
  28714. /**
  28715. * Texture content is a depth texture
  28716. */
  28717. static DATASOURCE_DEPTHTEXTURE: number;
  28718. /**
  28719. * Texture data comes from a raw cube data encoded with RGBD
  28720. */
  28721. static DATASOURCE_CUBERAW_RGBD: number;
  28722. /**
  28723. * Defines if the texture is ready
  28724. */
  28725. isReady: boolean;
  28726. /**
  28727. * Defines if the texture is a cube texture
  28728. */
  28729. isCube: boolean;
  28730. /**
  28731. * Defines if the texture contains 3D data
  28732. */
  28733. is3D: boolean;
  28734. /**
  28735. * Defines if the texture contains multiview data
  28736. */
  28737. isMultiview: boolean;
  28738. /**
  28739. * Gets the URL used to load this texture
  28740. */
  28741. url: string;
  28742. /**
  28743. * Gets the sampling mode of the texture
  28744. */
  28745. samplingMode: number;
  28746. /**
  28747. * Gets a boolean indicating if the texture needs mipmaps generation
  28748. */
  28749. generateMipMaps: boolean;
  28750. /**
  28751. * Gets the number of samples used by the texture (WebGL2+ only)
  28752. */
  28753. samples: number;
  28754. /**
  28755. * Gets the type of the texture (int, float...)
  28756. */
  28757. type: number;
  28758. /**
  28759. * Gets the format of the texture (RGB, RGBA...)
  28760. */
  28761. format: number;
  28762. /**
  28763. * Observable called when the texture is loaded
  28764. */
  28765. onLoadedObservable: Observable<InternalTexture>;
  28766. /**
  28767. * Gets the width of the texture
  28768. */
  28769. width: number;
  28770. /**
  28771. * Gets the height of the texture
  28772. */
  28773. height: number;
  28774. /**
  28775. * Gets the depth of the texture
  28776. */
  28777. depth: number;
  28778. /**
  28779. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28780. */
  28781. baseWidth: number;
  28782. /**
  28783. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28784. */
  28785. baseHeight: number;
  28786. /**
  28787. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28788. */
  28789. baseDepth: number;
  28790. /**
  28791. * Gets a boolean indicating if the texture is inverted on Y axis
  28792. */
  28793. invertY: boolean;
  28794. /** @hidden */
  28795. _invertVScale: boolean;
  28796. /** @hidden */
  28797. _associatedChannel: number;
  28798. /** @hidden */
  28799. _dataSource: number;
  28800. /** @hidden */
  28801. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28802. /** @hidden */
  28803. _bufferView: Nullable<ArrayBufferView>;
  28804. /** @hidden */
  28805. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28806. /** @hidden */
  28807. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28808. /** @hidden */
  28809. _size: number;
  28810. /** @hidden */
  28811. _extension: string;
  28812. /** @hidden */
  28813. _files: Nullable<string[]>;
  28814. /** @hidden */
  28815. _workingCanvas: Nullable<HTMLCanvasElement>;
  28816. /** @hidden */
  28817. _workingContext: Nullable<CanvasRenderingContext2D>;
  28818. /** @hidden */
  28819. _framebuffer: Nullable<WebGLFramebuffer>;
  28820. /** @hidden */
  28821. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28822. /** @hidden */
  28823. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28824. /** @hidden */
  28825. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28826. /** @hidden */
  28827. _attachments: Nullable<number[]>;
  28828. /** @hidden */
  28829. _cachedCoordinatesMode: Nullable<number>;
  28830. /** @hidden */
  28831. _cachedWrapU: Nullable<number>;
  28832. /** @hidden */
  28833. _cachedWrapV: Nullable<number>;
  28834. /** @hidden */
  28835. _cachedWrapR: Nullable<number>;
  28836. /** @hidden */
  28837. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28838. /** @hidden */
  28839. _isDisabled: boolean;
  28840. /** @hidden */
  28841. _compression: Nullable<string>;
  28842. /** @hidden */
  28843. _generateStencilBuffer: boolean;
  28844. /** @hidden */
  28845. _generateDepthBuffer: boolean;
  28846. /** @hidden */
  28847. _comparisonFunction: number;
  28848. /** @hidden */
  28849. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28850. /** @hidden */
  28851. _lodGenerationScale: number;
  28852. /** @hidden */
  28853. _lodGenerationOffset: number;
  28854. /** @hidden */
  28855. _colorTextureArray: Nullable<WebGLTexture>;
  28856. /** @hidden */
  28857. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28858. /** @hidden */
  28859. _lodTextureHigh: Nullable<BaseTexture>;
  28860. /** @hidden */
  28861. _lodTextureMid: Nullable<BaseTexture>;
  28862. /** @hidden */
  28863. _lodTextureLow: Nullable<BaseTexture>;
  28864. /** @hidden */
  28865. _isRGBD: boolean;
  28866. /** @hidden */
  28867. _linearSpecularLOD: boolean;
  28868. /** @hidden */
  28869. _irradianceTexture: Nullable<BaseTexture>;
  28870. /** @hidden */
  28871. _webGLTexture: Nullable<WebGLTexture>;
  28872. /** @hidden */
  28873. _references: number;
  28874. private _engine;
  28875. /**
  28876. * Gets the Engine the texture belongs to.
  28877. * @returns The babylon engine
  28878. */
  28879. getEngine(): Engine;
  28880. /**
  28881. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28882. */
  28883. readonly dataSource: number;
  28884. /**
  28885. * Creates a new InternalTexture
  28886. * @param engine defines the engine to use
  28887. * @param dataSource defines the type of data that will be used
  28888. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28889. */
  28890. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28891. /**
  28892. * Increments the number of references (ie. the number of Texture that point to it)
  28893. */
  28894. incrementReferences(): void;
  28895. /**
  28896. * Change the size of the texture (not the size of the content)
  28897. * @param width defines the new width
  28898. * @param height defines the new height
  28899. * @param depth defines the new depth (1 by default)
  28900. */
  28901. updateSize(width: int, height: int, depth?: int): void;
  28902. /** @hidden */
  28903. _rebuild(): void;
  28904. /** @hidden */
  28905. _swapAndDie(target: InternalTexture): void;
  28906. /**
  28907. * Dispose the current allocated resources
  28908. */
  28909. dispose(): void;
  28910. }
  28911. }
  28912. declare module "babylonjs/Materials/effect" {
  28913. import { Observable } from "babylonjs/Misc/observable";
  28914. import { Nullable } from "babylonjs/types";
  28915. import { IDisposable } from "babylonjs/scene";
  28916. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28917. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28918. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28919. import { Engine } from "babylonjs/Engines/engine";
  28920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28923. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28924. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28925. /**
  28926. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28927. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28928. */
  28929. export class EffectFallbacks {
  28930. private _defines;
  28931. private _currentRank;
  28932. private _maxRank;
  28933. private _mesh;
  28934. /**
  28935. * Removes the fallback from the bound mesh.
  28936. */
  28937. unBindMesh(): void;
  28938. /**
  28939. * Adds a fallback on the specified property.
  28940. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28941. * @param define The name of the define in the shader
  28942. */
  28943. addFallback(rank: number, define: string): void;
  28944. /**
  28945. * Sets the mesh to use CPU skinning when needing to fallback.
  28946. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28947. * @param mesh The mesh to use the fallbacks.
  28948. */
  28949. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28950. /**
  28951. * Checks to see if more fallbacks are still availible.
  28952. */
  28953. readonly isMoreFallbacks: boolean;
  28954. /**
  28955. * Removes the defines that should be removed when falling back.
  28956. * @param currentDefines defines the current define statements for the shader.
  28957. * @param effect defines the current effect we try to compile
  28958. * @returns The resulting defines with defines of the current rank removed.
  28959. */
  28960. reduce(currentDefines: string, effect: Effect): string;
  28961. }
  28962. /**
  28963. * Options to be used when creating an effect.
  28964. */
  28965. export class EffectCreationOptions {
  28966. /**
  28967. * Atrributes that will be used in the shader.
  28968. */
  28969. attributes: string[];
  28970. /**
  28971. * Uniform varible names that will be set in the shader.
  28972. */
  28973. uniformsNames: string[];
  28974. /**
  28975. * Uniform buffer varible names that will be set in the shader.
  28976. */
  28977. uniformBuffersNames: string[];
  28978. /**
  28979. * Sampler texture variable names that will be set in the shader.
  28980. */
  28981. samplers: string[];
  28982. /**
  28983. * Define statements that will be set in the shader.
  28984. */
  28985. defines: any;
  28986. /**
  28987. * Possible fallbacks for this effect to improve performance when needed.
  28988. */
  28989. fallbacks: Nullable<EffectFallbacks>;
  28990. /**
  28991. * Callback that will be called when the shader is compiled.
  28992. */
  28993. onCompiled: Nullable<(effect: Effect) => void>;
  28994. /**
  28995. * Callback that will be called if an error occurs during shader compilation.
  28996. */
  28997. onError: Nullable<(effect: Effect, errors: string) => void>;
  28998. /**
  28999. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29000. */
  29001. indexParameters: any;
  29002. /**
  29003. * Max number of lights that can be used in the shader.
  29004. */
  29005. maxSimultaneousLights: number;
  29006. /**
  29007. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29008. */
  29009. transformFeedbackVaryings: Nullable<string[]>;
  29010. }
  29011. /**
  29012. * Effect containing vertex and fragment shader that can be executed on an object.
  29013. */
  29014. export class Effect implements IDisposable {
  29015. /**
  29016. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29017. */
  29018. static ShadersRepository: string;
  29019. /**
  29020. * Name of the effect.
  29021. */
  29022. name: any;
  29023. /**
  29024. * String container all the define statements that should be set on the shader.
  29025. */
  29026. defines: string;
  29027. /**
  29028. * Callback that will be called when the shader is compiled.
  29029. */
  29030. onCompiled: Nullable<(effect: Effect) => void>;
  29031. /**
  29032. * Callback that will be called if an error occurs during shader compilation.
  29033. */
  29034. onError: Nullable<(effect: Effect, errors: string) => void>;
  29035. /**
  29036. * Callback that will be called when effect is bound.
  29037. */
  29038. onBind: Nullable<(effect: Effect) => void>;
  29039. /**
  29040. * Unique ID of the effect.
  29041. */
  29042. uniqueId: number;
  29043. /**
  29044. * Observable that will be called when the shader is compiled.
  29045. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29046. */
  29047. onCompileObservable: Observable<Effect>;
  29048. /**
  29049. * Observable that will be called if an error occurs during shader compilation.
  29050. */
  29051. onErrorObservable: Observable<Effect>;
  29052. /** @hidden */
  29053. _onBindObservable: Nullable<Observable<Effect>>;
  29054. /**
  29055. * Observable that will be called when effect is bound.
  29056. */
  29057. readonly onBindObservable: Observable<Effect>;
  29058. /** @hidden */
  29059. _bonesComputationForcedToCPU: boolean;
  29060. private static _uniqueIdSeed;
  29061. private _engine;
  29062. private _uniformBuffersNames;
  29063. private _uniformsNames;
  29064. private _samplerList;
  29065. private _samplers;
  29066. private _isReady;
  29067. private _compilationError;
  29068. private _attributesNames;
  29069. private _attributes;
  29070. private _uniforms;
  29071. /**
  29072. * Key for the effect.
  29073. * @hidden
  29074. */
  29075. _key: string;
  29076. private _indexParameters;
  29077. private _fallbacks;
  29078. private _vertexSourceCode;
  29079. private _fragmentSourceCode;
  29080. private _vertexSourceCodeOverride;
  29081. private _fragmentSourceCodeOverride;
  29082. private _transformFeedbackVaryings;
  29083. /**
  29084. * Compiled shader to webGL program.
  29085. * @hidden
  29086. */
  29087. _pipelineContext: Nullable<IPipelineContext>;
  29088. private _valueCache;
  29089. private static _baseCache;
  29090. /**
  29091. * Instantiates an effect.
  29092. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29093. * @param baseName Name of the effect.
  29094. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29095. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29096. * @param samplers List of sampler variables that will be passed to the shader.
  29097. * @param engine Engine to be used to render the effect
  29098. * @param defines Define statements to be added to the shader.
  29099. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29100. * @param onCompiled Callback that will be called when the shader is compiled.
  29101. * @param onError Callback that will be called if an error occurs during shader compilation.
  29102. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29103. */
  29104. 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);
  29105. private _useFinalCode;
  29106. /**
  29107. * Unique key for this effect
  29108. */
  29109. readonly key: string;
  29110. /**
  29111. * If the effect has been compiled and prepared.
  29112. * @returns if the effect is compiled and prepared.
  29113. */
  29114. isReady(): boolean;
  29115. /**
  29116. * The engine the effect was initialized with.
  29117. * @returns the engine.
  29118. */
  29119. getEngine(): Engine;
  29120. /**
  29121. * The pipeline context for this effect
  29122. * @returns the associated pipeline context
  29123. */
  29124. getPipelineContext(): Nullable<IPipelineContext>;
  29125. /**
  29126. * The set of names of attribute variables for the shader.
  29127. * @returns An array of attribute names.
  29128. */
  29129. getAttributesNames(): string[];
  29130. /**
  29131. * Returns the attribute at the given index.
  29132. * @param index The index of the attribute.
  29133. * @returns The location of the attribute.
  29134. */
  29135. getAttributeLocation(index: number): number;
  29136. /**
  29137. * Returns the attribute based on the name of the variable.
  29138. * @param name of the attribute to look up.
  29139. * @returns the attribute location.
  29140. */
  29141. getAttributeLocationByName(name: string): number;
  29142. /**
  29143. * The number of attributes.
  29144. * @returns the numnber of attributes.
  29145. */
  29146. getAttributesCount(): number;
  29147. /**
  29148. * Gets the index of a uniform variable.
  29149. * @param uniformName of the uniform to look up.
  29150. * @returns the index.
  29151. */
  29152. getUniformIndex(uniformName: string): number;
  29153. /**
  29154. * Returns the attribute based on the name of the variable.
  29155. * @param uniformName of the uniform to look up.
  29156. * @returns the location of the uniform.
  29157. */
  29158. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29159. /**
  29160. * Returns an array of sampler variable names
  29161. * @returns The array of sampler variable neames.
  29162. */
  29163. getSamplers(): string[];
  29164. /**
  29165. * The error from the last compilation.
  29166. * @returns the error string.
  29167. */
  29168. getCompilationError(): string;
  29169. /**
  29170. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29171. * @param func The callback to be used.
  29172. */
  29173. executeWhenCompiled(func: (effect: Effect) => void): void;
  29174. private _checkIsReady;
  29175. /** @hidden */
  29176. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29177. /** @hidden */
  29178. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29179. /** @hidden */
  29180. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29181. /**
  29182. * Recompiles the webGL program
  29183. * @param vertexSourceCode The source code for the vertex shader.
  29184. * @param fragmentSourceCode The source code for the fragment shader.
  29185. * @param onCompiled Callback called when completed.
  29186. * @param onError Callback called on error.
  29187. * @hidden
  29188. */
  29189. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29190. /**
  29191. * Prepares the effect
  29192. * @hidden
  29193. */
  29194. _prepareEffect(): void;
  29195. /**
  29196. * Checks if the effect is supported. (Must be called after compilation)
  29197. */
  29198. readonly isSupported: boolean;
  29199. /**
  29200. * Binds a texture to the engine to be used as output of the shader.
  29201. * @param channel Name of the output variable.
  29202. * @param texture Texture to bind.
  29203. * @hidden
  29204. */
  29205. _bindTexture(channel: string, texture: InternalTexture): void;
  29206. /**
  29207. * Sets a texture on the engine to be used in the shader.
  29208. * @param channel Name of the sampler variable.
  29209. * @param texture Texture to set.
  29210. */
  29211. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29212. /**
  29213. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29214. * @param channel Name of the sampler variable.
  29215. * @param texture Texture to set.
  29216. */
  29217. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29218. /**
  29219. * Sets an array of textures on the engine to be used in the shader.
  29220. * @param channel Name of the variable.
  29221. * @param textures Textures to set.
  29222. */
  29223. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29224. /**
  29225. * 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)
  29226. * @param channel Name of the sampler variable.
  29227. * @param postProcess Post process to get the input texture from.
  29228. */
  29229. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29230. /**
  29231. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29232. * 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)
  29233. * @param channel Name of the sampler variable.
  29234. * @param postProcess Post process to get the output texture from.
  29235. */
  29236. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29237. /** @hidden */
  29238. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29239. /** @hidden */
  29240. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29241. /** @hidden */
  29242. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29243. /** @hidden */
  29244. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29245. /**
  29246. * Binds a buffer to a uniform.
  29247. * @param buffer Buffer to bind.
  29248. * @param name Name of the uniform variable to bind to.
  29249. */
  29250. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29251. /**
  29252. * Binds block to a uniform.
  29253. * @param blockName Name of the block to bind.
  29254. * @param index Index to bind.
  29255. */
  29256. bindUniformBlock(blockName: string, index: number): void;
  29257. /**
  29258. * Sets an interger value on a uniform variable.
  29259. * @param uniformName Name of the variable.
  29260. * @param value Value to be set.
  29261. * @returns this effect.
  29262. */
  29263. setInt(uniformName: string, value: number): Effect;
  29264. /**
  29265. * Sets an int array on a uniform variable.
  29266. * @param uniformName Name of the variable.
  29267. * @param array array to be set.
  29268. * @returns this effect.
  29269. */
  29270. setIntArray(uniformName: string, array: Int32Array): Effect;
  29271. /**
  29272. * 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)
  29273. * @param uniformName Name of the variable.
  29274. * @param array array to be set.
  29275. * @returns this effect.
  29276. */
  29277. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29278. /**
  29279. * 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)
  29280. * @param uniformName Name of the variable.
  29281. * @param array array to be set.
  29282. * @returns this effect.
  29283. */
  29284. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29285. /**
  29286. * 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)
  29287. * @param uniformName Name of the variable.
  29288. * @param array array to be set.
  29289. * @returns this effect.
  29290. */
  29291. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29292. /**
  29293. * Sets an float array on a uniform variable.
  29294. * @param uniformName Name of the variable.
  29295. * @param array array to be set.
  29296. * @returns this effect.
  29297. */
  29298. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29299. /**
  29300. * 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)
  29301. * @param uniformName Name of the variable.
  29302. * @param array array to be set.
  29303. * @returns this effect.
  29304. */
  29305. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29306. /**
  29307. * 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)
  29308. * @param uniformName Name of the variable.
  29309. * @param array array to be set.
  29310. * @returns this effect.
  29311. */
  29312. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29313. /**
  29314. * 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)
  29315. * @param uniformName Name of the variable.
  29316. * @param array array to be set.
  29317. * @returns this effect.
  29318. */
  29319. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29320. /**
  29321. * Sets an array on a uniform variable.
  29322. * @param uniformName Name of the variable.
  29323. * @param array array to be set.
  29324. * @returns this effect.
  29325. */
  29326. setArray(uniformName: string, array: number[]): Effect;
  29327. /**
  29328. * 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)
  29329. * @param uniformName Name of the variable.
  29330. * @param array array to be set.
  29331. * @returns this effect.
  29332. */
  29333. setArray2(uniformName: string, array: number[]): Effect;
  29334. /**
  29335. * 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)
  29336. * @param uniformName Name of the variable.
  29337. * @param array array to be set.
  29338. * @returns this effect.
  29339. */
  29340. setArray3(uniformName: string, array: number[]): Effect;
  29341. /**
  29342. * 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)
  29343. * @param uniformName Name of the variable.
  29344. * @param array array to be set.
  29345. * @returns this effect.
  29346. */
  29347. setArray4(uniformName: string, array: number[]): Effect;
  29348. /**
  29349. * Sets matrices on a uniform variable.
  29350. * @param uniformName Name of the variable.
  29351. * @param matrices matrices to be set.
  29352. * @returns this effect.
  29353. */
  29354. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29355. /**
  29356. * Sets matrix on a uniform variable.
  29357. * @param uniformName Name of the variable.
  29358. * @param matrix matrix to be set.
  29359. * @returns this effect.
  29360. */
  29361. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29362. /**
  29363. * 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)
  29364. * @param uniformName Name of the variable.
  29365. * @param matrix matrix to be set.
  29366. * @returns this effect.
  29367. */
  29368. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29369. /**
  29370. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29371. * @param uniformName Name of the variable.
  29372. * @param matrix matrix to be set.
  29373. * @returns this effect.
  29374. */
  29375. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29376. /**
  29377. * Sets a float on a uniform variable.
  29378. * @param uniformName Name of the variable.
  29379. * @param value value to be set.
  29380. * @returns this effect.
  29381. */
  29382. setFloat(uniformName: string, value: number): Effect;
  29383. /**
  29384. * Sets a boolean on a uniform variable.
  29385. * @param uniformName Name of the variable.
  29386. * @param bool value to be set.
  29387. * @returns this effect.
  29388. */
  29389. setBool(uniformName: string, bool: boolean): Effect;
  29390. /**
  29391. * Sets a Vector2 on a uniform variable.
  29392. * @param uniformName Name of the variable.
  29393. * @param vector2 vector2 to be set.
  29394. * @returns this effect.
  29395. */
  29396. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29397. /**
  29398. * Sets a float2 on a uniform variable.
  29399. * @param uniformName Name of the variable.
  29400. * @param x First float in float2.
  29401. * @param y Second float in float2.
  29402. * @returns this effect.
  29403. */
  29404. setFloat2(uniformName: string, x: number, y: number): Effect;
  29405. /**
  29406. * Sets a Vector3 on a uniform variable.
  29407. * @param uniformName Name of the variable.
  29408. * @param vector3 Value to be set.
  29409. * @returns this effect.
  29410. */
  29411. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29412. /**
  29413. * Sets a float3 on a uniform variable.
  29414. * @param uniformName Name of the variable.
  29415. * @param x First float in float3.
  29416. * @param y Second float in float3.
  29417. * @param z Third float in float3.
  29418. * @returns this effect.
  29419. */
  29420. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29421. /**
  29422. * Sets a Vector4 on a uniform variable.
  29423. * @param uniformName Name of the variable.
  29424. * @param vector4 Value to be set.
  29425. * @returns this effect.
  29426. */
  29427. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29428. /**
  29429. * Sets a float4 on a uniform variable.
  29430. * @param uniformName Name of the variable.
  29431. * @param x First float in float4.
  29432. * @param y Second float in float4.
  29433. * @param z Third float in float4.
  29434. * @param w Fourth float in float4.
  29435. * @returns this effect.
  29436. */
  29437. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29438. /**
  29439. * Sets a Color3 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param color3 Value to be set.
  29442. * @returns this effect.
  29443. */
  29444. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29445. /**
  29446. * Sets a Color4 on a uniform variable.
  29447. * @param uniformName Name of the variable.
  29448. * @param color3 Value to be set.
  29449. * @param alpha Alpha value to be set.
  29450. * @returns this effect.
  29451. */
  29452. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29453. /**
  29454. * Sets a Color4 on a uniform variable
  29455. * @param uniformName defines the name of the variable
  29456. * @param color4 defines the value to be set
  29457. * @returns this effect.
  29458. */
  29459. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29460. /** Release all associated resources */
  29461. dispose(): void;
  29462. /**
  29463. * This function will add a new shader to the shader store
  29464. * @param name the name of the shader
  29465. * @param pixelShader optional pixel shader content
  29466. * @param vertexShader optional vertex shader content
  29467. */
  29468. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29469. /**
  29470. * Store of each shader (The can be looked up using effect.key)
  29471. */
  29472. static ShadersStore: {
  29473. [key: string]: string;
  29474. };
  29475. /**
  29476. * Store of each included file for a shader (The can be looked up using effect.key)
  29477. */
  29478. static IncludesShadersStore: {
  29479. [key: string]: string;
  29480. };
  29481. /**
  29482. * Resets the cache of effects.
  29483. */
  29484. static ResetCache(): void;
  29485. }
  29486. }
  29487. declare module "babylonjs/Materials/uniformBuffer" {
  29488. import { Nullable, FloatArray } from "babylonjs/types";
  29489. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29490. import { Engine } from "babylonjs/Engines/engine";
  29491. import { Effect } from "babylonjs/Materials/effect";
  29492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29493. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29494. import { Color3 } from "babylonjs/Maths/math.color";
  29495. /**
  29496. * Uniform buffer objects.
  29497. *
  29498. * Handles blocks of uniform on the GPU.
  29499. *
  29500. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29501. *
  29502. * For more information, please refer to :
  29503. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29504. */
  29505. export class UniformBuffer {
  29506. private _engine;
  29507. private _buffer;
  29508. private _data;
  29509. private _bufferData;
  29510. private _dynamic?;
  29511. private _uniformLocations;
  29512. private _uniformSizes;
  29513. private _uniformLocationPointer;
  29514. private _needSync;
  29515. private _noUBO;
  29516. private _currentEffect;
  29517. private static _MAX_UNIFORM_SIZE;
  29518. private static _tempBuffer;
  29519. /**
  29520. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29521. * This is dynamic to allow compat with webgl 1 and 2.
  29522. * You will need to pass the name of the uniform as well as the value.
  29523. */
  29524. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29525. /**
  29526. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29527. * This is dynamic to allow compat with webgl 1 and 2.
  29528. * You will need to pass the name of the uniform as well as the value.
  29529. */
  29530. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29531. /**
  29532. * Lambda to Update a single float in a uniform buffer.
  29533. * This is dynamic to allow compat with webgl 1 and 2.
  29534. * You will need to pass the name of the uniform as well as the value.
  29535. */
  29536. updateFloat: (name: string, x: number) => void;
  29537. /**
  29538. * Lambda to Update a vec2 of float in a uniform buffer.
  29539. * This is dynamic to allow compat with webgl 1 and 2.
  29540. * You will need to pass the name of the uniform as well as the value.
  29541. */
  29542. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29543. /**
  29544. * Lambda to Update a vec3 of float in a uniform buffer.
  29545. * This is dynamic to allow compat with webgl 1 and 2.
  29546. * You will need to pass the name of the uniform as well as the value.
  29547. */
  29548. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29549. /**
  29550. * Lambda to Update a vec4 of float in a uniform buffer.
  29551. * This is dynamic to allow compat with webgl 1 and 2.
  29552. * You will need to pass the name of the uniform as well as the value.
  29553. */
  29554. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29555. /**
  29556. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29557. * This is dynamic to allow compat with webgl 1 and 2.
  29558. * You will need to pass the name of the uniform as well as the value.
  29559. */
  29560. updateMatrix: (name: string, mat: Matrix) => void;
  29561. /**
  29562. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29563. * This is dynamic to allow compat with webgl 1 and 2.
  29564. * You will need to pass the name of the uniform as well as the value.
  29565. */
  29566. updateVector3: (name: string, vector: Vector3) => void;
  29567. /**
  29568. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29569. * This is dynamic to allow compat with webgl 1 and 2.
  29570. * You will need to pass the name of the uniform as well as the value.
  29571. */
  29572. updateVector4: (name: string, vector: Vector4) => void;
  29573. /**
  29574. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29575. * This is dynamic to allow compat with webgl 1 and 2.
  29576. * You will need to pass the name of the uniform as well as the value.
  29577. */
  29578. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29579. /**
  29580. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29581. * This is dynamic to allow compat with webgl 1 and 2.
  29582. * You will need to pass the name of the uniform as well as the value.
  29583. */
  29584. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29585. /**
  29586. * Instantiates a new Uniform buffer objects.
  29587. *
  29588. * Handles blocks of uniform on the GPU.
  29589. *
  29590. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29591. *
  29592. * For more information, please refer to :
  29593. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29594. * @param engine Define the engine the buffer is associated with
  29595. * @param data Define the data contained in the buffer
  29596. * @param dynamic Define if the buffer is updatable
  29597. */
  29598. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29599. /**
  29600. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29601. * or just falling back on setUniformXXX calls.
  29602. */
  29603. readonly useUbo: boolean;
  29604. /**
  29605. * Indicates if the WebGL underlying uniform buffer is in sync
  29606. * with the javascript cache data.
  29607. */
  29608. readonly isSync: boolean;
  29609. /**
  29610. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29611. * Also, a dynamic UniformBuffer will disable cache verification and always
  29612. * update the underlying WebGL uniform buffer to the GPU.
  29613. * @returns if Dynamic, otherwise false
  29614. */
  29615. isDynamic(): boolean;
  29616. /**
  29617. * The data cache on JS side.
  29618. * @returns the underlying data as a float array
  29619. */
  29620. getData(): Float32Array;
  29621. /**
  29622. * The underlying WebGL Uniform buffer.
  29623. * @returns the webgl buffer
  29624. */
  29625. getBuffer(): Nullable<DataBuffer>;
  29626. /**
  29627. * std140 layout specifies how to align data within an UBO structure.
  29628. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29629. * for specs.
  29630. */
  29631. private _fillAlignment;
  29632. /**
  29633. * Adds an uniform in the buffer.
  29634. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29635. * for the layout to be correct !
  29636. * @param name Name of the uniform, as used in the uniform block in the shader.
  29637. * @param size Data size, or data directly.
  29638. */
  29639. addUniform(name: string, size: number | number[]): void;
  29640. /**
  29641. * Adds a Matrix 4x4 to the uniform buffer.
  29642. * @param name Name of the uniform, as used in the uniform block in the shader.
  29643. * @param mat A 4x4 matrix.
  29644. */
  29645. addMatrix(name: string, mat: Matrix): void;
  29646. /**
  29647. * Adds a vec2 to the uniform buffer.
  29648. * @param name Name of the uniform, as used in the uniform block in the shader.
  29649. * @param x Define the x component value of the vec2
  29650. * @param y Define the y component value of the vec2
  29651. */
  29652. addFloat2(name: string, x: number, y: number): void;
  29653. /**
  29654. * Adds a vec3 to the uniform buffer.
  29655. * @param name Name of the uniform, as used in the uniform block in the shader.
  29656. * @param x Define the x component value of the vec3
  29657. * @param y Define the y component value of the vec3
  29658. * @param z Define the z component value of the vec3
  29659. */
  29660. addFloat3(name: string, x: number, y: number, z: number): void;
  29661. /**
  29662. * Adds a vec3 to the uniform buffer.
  29663. * @param name Name of the uniform, as used in the uniform block in the shader.
  29664. * @param color Define the vec3 from a Color
  29665. */
  29666. addColor3(name: string, color: Color3): void;
  29667. /**
  29668. * Adds a vec4 to the uniform buffer.
  29669. * @param name Name of the uniform, as used in the uniform block in the shader.
  29670. * @param color Define the rgb components from a Color
  29671. * @param alpha Define the a component of the vec4
  29672. */
  29673. addColor4(name: string, color: Color3, alpha: number): void;
  29674. /**
  29675. * Adds a vec3 to the uniform buffer.
  29676. * @param name Name of the uniform, as used in the uniform block in the shader.
  29677. * @param vector Define the vec3 components from a Vector
  29678. */
  29679. addVector3(name: string, vector: Vector3): void;
  29680. /**
  29681. * Adds a Matrix 3x3 to the uniform buffer.
  29682. * @param name Name of the uniform, as used in the uniform block in the shader.
  29683. */
  29684. addMatrix3x3(name: string): void;
  29685. /**
  29686. * Adds a Matrix 2x2 to the uniform buffer.
  29687. * @param name Name of the uniform, as used in the uniform block in the shader.
  29688. */
  29689. addMatrix2x2(name: string): void;
  29690. /**
  29691. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29692. */
  29693. create(): void;
  29694. /** @hidden */
  29695. _rebuild(): void;
  29696. /**
  29697. * Updates the WebGL Uniform Buffer on the GPU.
  29698. * If the `dynamic` flag is set to true, no cache comparison is done.
  29699. * Otherwise, the buffer will be updated only if the cache differs.
  29700. */
  29701. update(): void;
  29702. /**
  29703. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29704. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29705. * @param data Define the flattened data
  29706. * @param size Define the size of the data.
  29707. */
  29708. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29709. private _valueCache;
  29710. private _cacheMatrix;
  29711. private _updateMatrix3x3ForUniform;
  29712. private _updateMatrix3x3ForEffect;
  29713. private _updateMatrix2x2ForEffect;
  29714. private _updateMatrix2x2ForUniform;
  29715. private _updateFloatForEffect;
  29716. private _updateFloatForUniform;
  29717. private _updateFloat2ForEffect;
  29718. private _updateFloat2ForUniform;
  29719. private _updateFloat3ForEffect;
  29720. private _updateFloat3ForUniform;
  29721. private _updateFloat4ForEffect;
  29722. private _updateFloat4ForUniform;
  29723. private _updateMatrixForEffect;
  29724. private _updateMatrixForUniform;
  29725. private _updateVector3ForEffect;
  29726. private _updateVector3ForUniform;
  29727. private _updateVector4ForEffect;
  29728. private _updateVector4ForUniform;
  29729. private _updateColor3ForEffect;
  29730. private _updateColor3ForUniform;
  29731. private _updateColor4ForEffect;
  29732. private _updateColor4ForUniform;
  29733. /**
  29734. * Sets a sampler uniform on the effect.
  29735. * @param name Define the name of the sampler.
  29736. * @param texture Define the texture to set in the sampler
  29737. */
  29738. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29739. /**
  29740. * Directly updates the value of the uniform in the cache AND on the GPU.
  29741. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29742. * @param data Define the flattened data
  29743. */
  29744. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29745. /**
  29746. * Binds this uniform buffer to an effect.
  29747. * @param effect Define the effect to bind the buffer to
  29748. * @param name Name of the uniform block in the shader.
  29749. */
  29750. bindToEffect(effect: Effect, name: string): void;
  29751. /**
  29752. * Disposes the uniform buffer.
  29753. */
  29754. dispose(): void;
  29755. }
  29756. }
  29757. declare module "babylonjs/Audio/analyser" {
  29758. import { Scene } from "babylonjs/scene";
  29759. /**
  29760. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29761. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29762. */
  29763. export class Analyser {
  29764. /**
  29765. * Gets or sets the smoothing
  29766. * @ignorenaming
  29767. */
  29768. SMOOTHING: number;
  29769. /**
  29770. * Gets or sets the FFT table size
  29771. * @ignorenaming
  29772. */
  29773. FFT_SIZE: number;
  29774. /**
  29775. * Gets or sets the bar graph amplitude
  29776. * @ignorenaming
  29777. */
  29778. BARGRAPHAMPLITUDE: number;
  29779. /**
  29780. * Gets or sets the position of the debug canvas
  29781. * @ignorenaming
  29782. */
  29783. DEBUGCANVASPOS: {
  29784. x: number;
  29785. y: number;
  29786. };
  29787. /**
  29788. * Gets or sets the debug canvas size
  29789. * @ignorenaming
  29790. */
  29791. DEBUGCANVASSIZE: {
  29792. width: number;
  29793. height: number;
  29794. };
  29795. private _byteFreqs;
  29796. private _byteTime;
  29797. private _floatFreqs;
  29798. private _webAudioAnalyser;
  29799. private _debugCanvas;
  29800. private _debugCanvasContext;
  29801. private _scene;
  29802. private _registerFunc;
  29803. private _audioEngine;
  29804. /**
  29805. * Creates a new analyser
  29806. * @param scene defines hosting scene
  29807. */
  29808. constructor(scene: Scene);
  29809. /**
  29810. * Get the number of data values you will have to play with for the visualization
  29811. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29812. * @returns a number
  29813. */
  29814. getFrequencyBinCount(): number;
  29815. /**
  29816. * Gets the current frequency data as a byte array
  29817. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29818. * @returns a Uint8Array
  29819. */
  29820. getByteFrequencyData(): Uint8Array;
  29821. /**
  29822. * Gets the current waveform as a byte array
  29823. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29824. * @returns a Uint8Array
  29825. */
  29826. getByteTimeDomainData(): Uint8Array;
  29827. /**
  29828. * Gets the current frequency data as a float array
  29829. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29830. * @returns a Float32Array
  29831. */
  29832. getFloatFrequencyData(): Float32Array;
  29833. /**
  29834. * Renders the debug canvas
  29835. */
  29836. drawDebugCanvas(): void;
  29837. /**
  29838. * Stops rendering the debug canvas and removes it
  29839. */
  29840. stopDebugCanvas(): void;
  29841. /**
  29842. * Connects two audio nodes
  29843. * @param inputAudioNode defines first node to connect
  29844. * @param outputAudioNode defines second node to connect
  29845. */
  29846. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29847. /**
  29848. * Releases all associated resources
  29849. */
  29850. dispose(): void;
  29851. }
  29852. }
  29853. declare module "babylonjs/Audio/audioEngine" {
  29854. import { IDisposable } from "babylonjs/scene";
  29855. import { Analyser } from "babylonjs/Audio/analyser";
  29856. import { Nullable } from "babylonjs/types";
  29857. import { Observable } from "babylonjs/Misc/observable";
  29858. /**
  29859. * This represents an audio engine and it is responsible
  29860. * to play, synchronize and analyse sounds throughout the application.
  29861. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29862. */
  29863. export interface IAudioEngine extends IDisposable {
  29864. /**
  29865. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29866. */
  29867. readonly canUseWebAudio: boolean;
  29868. /**
  29869. * Gets the current AudioContext if available.
  29870. */
  29871. readonly audioContext: Nullable<AudioContext>;
  29872. /**
  29873. * The master gain node defines the global audio volume of your audio engine.
  29874. */
  29875. readonly masterGain: GainNode;
  29876. /**
  29877. * Gets whether or not mp3 are supported by your browser.
  29878. */
  29879. readonly isMP3supported: boolean;
  29880. /**
  29881. * Gets whether or not ogg are supported by your browser.
  29882. */
  29883. readonly isOGGsupported: boolean;
  29884. /**
  29885. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29886. * @ignoreNaming
  29887. */
  29888. WarnedWebAudioUnsupported: boolean;
  29889. /**
  29890. * Defines if the audio engine relies on a custom unlocked button.
  29891. * In this case, the embedded button will not be displayed.
  29892. */
  29893. useCustomUnlockedButton: boolean;
  29894. /**
  29895. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29896. */
  29897. readonly unlocked: boolean;
  29898. /**
  29899. * Event raised when audio has been unlocked on the browser.
  29900. */
  29901. onAudioUnlockedObservable: Observable<AudioEngine>;
  29902. /**
  29903. * Event raised when audio has been locked on the browser.
  29904. */
  29905. onAudioLockedObservable: Observable<AudioEngine>;
  29906. /**
  29907. * Flags the audio engine in Locked state.
  29908. * This happens due to new browser policies preventing audio to autoplay.
  29909. */
  29910. lock(): void;
  29911. /**
  29912. * Unlocks the audio engine once a user action has been done on the dom.
  29913. * This is helpful to resume play once browser policies have been satisfied.
  29914. */
  29915. unlock(): void;
  29916. }
  29917. /**
  29918. * This represents the default audio engine used in babylon.
  29919. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29920. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29921. */
  29922. export class AudioEngine implements IAudioEngine {
  29923. private _audioContext;
  29924. private _audioContextInitialized;
  29925. private _muteButton;
  29926. private _hostElement;
  29927. /**
  29928. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29929. */
  29930. canUseWebAudio: boolean;
  29931. /**
  29932. * The master gain node defines the global audio volume of your audio engine.
  29933. */
  29934. masterGain: GainNode;
  29935. /**
  29936. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29937. * @ignoreNaming
  29938. */
  29939. WarnedWebAudioUnsupported: boolean;
  29940. /**
  29941. * Gets whether or not mp3 are supported by your browser.
  29942. */
  29943. isMP3supported: boolean;
  29944. /**
  29945. * Gets whether or not ogg are supported by your browser.
  29946. */
  29947. isOGGsupported: boolean;
  29948. /**
  29949. * Gets whether audio has been unlocked on the device.
  29950. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29951. * a user interaction has happened.
  29952. */
  29953. unlocked: boolean;
  29954. /**
  29955. * Defines if the audio engine relies on a custom unlocked button.
  29956. * In this case, the embedded button will not be displayed.
  29957. */
  29958. useCustomUnlockedButton: boolean;
  29959. /**
  29960. * Event raised when audio has been unlocked on the browser.
  29961. */
  29962. onAudioUnlockedObservable: Observable<AudioEngine>;
  29963. /**
  29964. * Event raised when audio has been locked on the browser.
  29965. */
  29966. onAudioLockedObservable: Observable<AudioEngine>;
  29967. /**
  29968. * Gets the current AudioContext if available.
  29969. */
  29970. readonly audioContext: Nullable<AudioContext>;
  29971. private _connectedAnalyser;
  29972. /**
  29973. * Instantiates a new audio engine.
  29974. *
  29975. * There should be only one per page as some browsers restrict the number
  29976. * of audio contexts you can create.
  29977. * @param hostElement defines the host element where to display the mute icon if necessary
  29978. */
  29979. constructor(hostElement?: Nullable<HTMLElement>);
  29980. /**
  29981. * Flags the audio engine in Locked state.
  29982. * This happens due to new browser policies preventing audio to autoplay.
  29983. */
  29984. lock(): void;
  29985. /**
  29986. * Unlocks the audio engine once a user action has been done on the dom.
  29987. * This is helpful to resume play once browser policies have been satisfied.
  29988. */
  29989. unlock(): void;
  29990. private _resumeAudioContext;
  29991. private _initializeAudioContext;
  29992. private _tryToRun;
  29993. private _triggerRunningState;
  29994. private _triggerSuspendedState;
  29995. private _displayMuteButton;
  29996. private _moveButtonToTopLeft;
  29997. private _onResize;
  29998. private _hideMuteButton;
  29999. /**
  30000. * Destroy and release the resources associated with the audio ccontext.
  30001. */
  30002. dispose(): void;
  30003. /**
  30004. * Gets the global volume sets on the master gain.
  30005. * @returns the global volume if set or -1 otherwise
  30006. */
  30007. getGlobalVolume(): number;
  30008. /**
  30009. * Sets the global volume of your experience (sets on the master gain).
  30010. * @param newVolume Defines the new global volume of the application
  30011. */
  30012. setGlobalVolume(newVolume: number): void;
  30013. /**
  30014. * Connect the audio engine to an audio analyser allowing some amazing
  30015. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30016. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30017. * @param analyser The analyser to connect to the engine
  30018. */
  30019. connectToAnalyser(analyser: Analyser): void;
  30020. }
  30021. }
  30022. declare module "babylonjs/Loading/loadingScreen" {
  30023. /**
  30024. * Interface used to present a loading screen while loading a scene
  30025. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30026. */
  30027. export interface ILoadingScreen {
  30028. /**
  30029. * Function called to display the loading screen
  30030. */
  30031. displayLoadingUI: () => void;
  30032. /**
  30033. * Function called to hide the loading screen
  30034. */
  30035. hideLoadingUI: () => void;
  30036. /**
  30037. * Gets or sets the color to use for the background
  30038. */
  30039. loadingUIBackgroundColor: string;
  30040. /**
  30041. * Gets or sets the text to display while loading
  30042. */
  30043. loadingUIText: string;
  30044. }
  30045. /**
  30046. * Class used for the default loading screen
  30047. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30048. */
  30049. export class DefaultLoadingScreen implements ILoadingScreen {
  30050. private _renderingCanvas;
  30051. private _loadingText;
  30052. private _loadingDivBackgroundColor;
  30053. private _loadingDiv;
  30054. private _loadingTextDiv;
  30055. /** Gets or sets the logo url to use for the default loading screen */
  30056. static DefaultLogoUrl: string;
  30057. /** Gets or sets the spinner url to use for the default loading screen */
  30058. static DefaultSpinnerUrl: string;
  30059. /**
  30060. * Creates a new default loading screen
  30061. * @param _renderingCanvas defines the canvas used to render the scene
  30062. * @param _loadingText defines the default text to display
  30063. * @param _loadingDivBackgroundColor defines the default background color
  30064. */
  30065. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30066. /**
  30067. * Function called to display the loading screen
  30068. */
  30069. displayLoadingUI(): void;
  30070. /**
  30071. * Function called to hide the loading screen
  30072. */
  30073. hideLoadingUI(): void;
  30074. /**
  30075. * Gets or sets the text to display while loading
  30076. */
  30077. loadingUIText: string;
  30078. /**
  30079. * Gets or sets the color to use for the background
  30080. */
  30081. loadingUIBackgroundColor: string;
  30082. private _resizeLoadingUI;
  30083. }
  30084. }
  30085. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30086. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30087. import { Engine } from "babylonjs/Engines/engine";
  30088. import { Nullable } from "babylonjs/types";
  30089. /** @hidden */
  30090. export class WebGLPipelineContext implements IPipelineContext {
  30091. engine: Engine;
  30092. program: Nullable<WebGLProgram>;
  30093. context?: WebGLRenderingContext;
  30094. vertexShader?: WebGLShader;
  30095. fragmentShader?: WebGLShader;
  30096. isParallelCompiled: boolean;
  30097. onCompiled?: () => void;
  30098. transformFeedback?: WebGLTransformFeedback | null;
  30099. readonly isAsync: boolean;
  30100. readonly isReady: boolean;
  30101. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30102. }
  30103. }
  30104. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30105. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30106. /** @hidden */
  30107. export class WebGLDataBuffer extends DataBuffer {
  30108. private _buffer;
  30109. constructor(resource: WebGLBuffer);
  30110. readonly underlyingResource: any;
  30111. }
  30112. }
  30113. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30114. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30115. /** @hidden */
  30116. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30117. attributeProcessor(attribute: string): string;
  30118. varyingProcessor(varying: string, isFragment: boolean): string;
  30119. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30120. }
  30121. }
  30122. declare module "babylonjs/Misc/perfCounter" {
  30123. /**
  30124. * This class is used to track a performance counter which is number based.
  30125. * The user has access to many properties which give statistics of different nature.
  30126. *
  30127. * The implementer can track two kinds of Performance Counter: time and count.
  30128. * 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.
  30129. * 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.
  30130. */
  30131. export class PerfCounter {
  30132. /**
  30133. * Gets or sets a global boolean to turn on and off all the counters
  30134. */
  30135. static Enabled: boolean;
  30136. /**
  30137. * Returns the smallest value ever
  30138. */
  30139. readonly min: number;
  30140. /**
  30141. * Returns the biggest value ever
  30142. */
  30143. readonly max: number;
  30144. /**
  30145. * Returns the average value since the performance counter is running
  30146. */
  30147. readonly average: number;
  30148. /**
  30149. * Returns the average value of the last second the counter was monitored
  30150. */
  30151. readonly lastSecAverage: number;
  30152. /**
  30153. * Returns the current value
  30154. */
  30155. readonly current: number;
  30156. /**
  30157. * Gets the accumulated total
  30158. */
  30159. readonly total: number;
  30160. /**
  30161. * Gets the total value count
  30162. */
  30163. readonly count: number;
  30164. /**
  30165. * Creates a new counter
  30166. */
  30167. constructor();
  30168. /**
  30169. * Call this method to start monitoring a new frame.
  30170. * 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.
  30171. */
  30172. fetchNewFrame(): void;
  30173. /**
  30174. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30175. * @param newCount the count value to add to the monitored count
  30176. * @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.
  30177. */
  30178. addCount(newCount: number, fetchResult: boolean): void;
  30179. /**
  30180. * Start monitoring this performance counter
  30181. */
  30182. beginMonitoring(): void;
  30183. /**
  30184. * Compute the time lapsed since the previous beginMonitoring() call.
  30185. * @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
  30186. */
  30187. endMonitoring(newFrame?: boolean): void;
  30188. private _fetchResult;
  30189. private _startMonitoringTime;
  30190. private _min;
  30191. private _max;
  30192. private _average;
  30193. private _current;
  30194. private _totalValueCount;
  30195. private _totalAccumulated;
  30196. private _lastSecAverage;
  30197. private _lastSecAccumulated;
  30198. private _lastSecTime;
  30199. private _lastSecValueCount;
  30200. }
  30201. }
  30202. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30203. /**
  30204. * Interface for any object that can request an animation frame
  30205. */
  30206. export interface ICustomAnimationFrameRequester {
  30207. /**
  30208. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30209. */
  30210. renderFunction?: Function;
  30211. /**
  30212. * Called to request the next frame to render to
  30213. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30214. */
  30215. requestAnimationFrame: Function;
  30216. /**
  30217. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30218. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30219. */
  30220. requestID?: number;
  30221. }
  30222. }
  30223. declare module "babylonjs/Materials/Textures/videoTexture" {
  30224. import { Observable } from "babylonjs/Misc/observable";
  30225. import { Nullable } from "babylonjs/types";
  30226. import { Scene } from "babylonjs/scene";
  30227. import { Texture } from "babylonjs/Materials/Textures/texture";
  30228. /**
  30229. * Settings for finer control over video usage
  30230. */
  30231. export interface VideoTextureSettings {
  30232. /**
  30233. * Applies `autoplay` to video, if specified
  30234. */
  30235. autoPlay?: boolean;
  30236. /**
  30237. * Applies `loop` to video, if specified
  30238. */
  30239. loop?: boolean;
  30240. /**
  30241. * Automatically updates internal texture from video at every frame in the render loop
  30242. */
  30243. autoUpdateTexture: boolean;
  30244. /**
  30245. * Image src displayed during the video loading or until the user interacts with the video.
  30246. */
  30247. poster?: string;
  30248. }
  30249. /**
  30250. * If you want to display a video in your scene, this is the special texture for that.
  30251. * This special texture works similar to other textures, with the exception of a few parameters.
  30252. * @see https://doc.babylonjs.com/how_to/video_texture
  30253. */
  30254. export class VideoTexture extends Texture {
  30255. /**
  30256. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30257. */
  30258. readonly autoUpdateTexture: boolean;
  30259. /**
  30260. * The video instance used by the texture internally
  30261. */
  30262. readonly video: HTMLVideoElement;
  30263. private _onUserActionRequestedObservable;
  30264. /**
  30265. * Event triggerd when a dom action is required by the user to play the video.
  30266. * This happens due to recent changes in browser policies preventing video to auto start.
  30267. */
  30268. readonly onUserActionRequestedObservable: Observable<Texture>;
  30269. private _generateMipMaps;
  30270. private _engine;
  30271. private _stillImageCaptured;
  30272. private _displayingPosterTexture;
  30273. private _settings;
  30274. private _createInternalTextureOnEvent;
  30275. /**
  30276. * Creates a video texture.
  30277. * If you want to display a video in your scene, this is the special texture for that.
  30278. * This special texture works similar to other textures, with the exception of a few parameters.
  30279. * @see https://doc.babylonjs.com/how_to/video_texture
  30280. * @param name optional name, will detect from video source, if not defined
  30281. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30282. * @param scene is obviously the current scene.
  30283. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30284. * @param invertY is false by default but can be used to invert video on Y axis
  30285. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30286. * @param settings allows finer control over video usage
  30287. */
  30288. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30289. private _getName;
  30290. private _getVideo;
  30291. private _createInternalTexture;
  30292. private reset;
  30293. /**
  30294. * @hidden Internal method to initiate `update`.
  30295. */
  30296. _rebuild(): void;
  30297. /**
  30298. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30299. */
  30300. update(): void;
  30301. /**
  30302. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30303. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30304. */
  30305. updateTexture(isVisible: boolean): void;
  30306. protected _updateInternalTexture: () => void;
  30307. /**
  30308. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30309. * @param url New url.
  30310. */
  30311. updateURL(url: string): void;
  30312. /**
  30313. * Dispose the texture and release its associated resources.
  30314. */
  30315. dispose(): void;
  30316. /**
  30317. * Creates a video texture straight from a stream.
  30318. * @param scene Define the scene the texture should be created in
  30319. * @param stream Define the stream the texture should be created from
  30320. * @returns The created video texture as a promise
  30321. */
  30322. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30323. /**
  30324. * Creates a video texture straight from your WebCam video feed.
  30325. * @param scene Define the scene the texture should be created in
  30326. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30327. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30328. * @returns The created video texture as a promise
  30329. */
  30330. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30331. minWidth: number;
  30332. maxWidth: number;
  30333. minHeight: number;
  30334. maxHeight: number;
  30335. deviceId: string;
  30336. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30337. /**
  30338. * Creates a video texture straight from your WebCam video feed.
  30339. * @param scene Define the scene the texture should be created in
  30340. * @param onReady Define a callback to triggered once the texture will be ready
  30341. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30342. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30343. */
  30344. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30345. minWidth: number;
  30346. maxWidth: number;
  30347. minHeight: number;
  30348. maxHeight: number;
  30349. deviceId: string;
  30350. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30351. }
  30352. }
  30353. declare module "babylonjs/Engines/engine" {
  30354. import { Observable } from "babylonjs/Misc/observable";
  30355. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30356. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30357. import { Scene } from "babylonjs/scene";
  30358. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30359. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30360. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30361. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30362. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30363. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30364. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30365. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30366. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30367. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30368. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30369. import { WebRequest } from "babylonjs/Misc/webRequest";
  30370. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30371. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30372. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30373. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30374. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30375. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30376. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30377. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30378. import { Material } from "babylonjs/Materials/material";
  30379. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30380. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30381. /**
  30382. * Defines the interface used by objects containing a viewport (like a camera)
  30383. */
  30384. interface IViewportOwnerLike {
  30385. /**
  30386. * Gets or sets the viewport
  30387. */
  30388. viewport: IViewportLike;
  30389. }
  30390. /**
  30391. * Interface for attribute information associated with buffer instanciation
  30392. */
  30393. export class InstancingAttributeInfo {
  30394. /**
  30395. * Index/offset of the attribute in the vertex shader
  30396. */
  30397. index: number;
  30398. /**
  30399. * size of the attribute, 1, 2, 3 or 4
  30400. */
  30401. attributeSize: number;
  30402. /**
  30403. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30404. * default is FLOAT
  30405. */
  30406. attribyteType: number;
  30407. /**
  30408. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30409. */
  30410. normalized: boolean;
  30411. /**
  30412. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30413. */
  30414. offset: number;
  30415. /**
  30416. * Name of the GLSL attribute, for debugging purpose only
  30417. */
  30418. attributeName: string;
  30419. }
  30420. /**
  30421. * Define options used to create a depth texture
  30422. */
  30423. export class DepthTextureCreationOptions {
  30424. /** Specifies whether or not a stencil should be allocated in the texture */
  30425. generateStencil?: boolean;
  30426. /** Specifies whether or not bilinear filtering is enable on the texture */
  30427. bilinearFiltering?: boolean;
  30428. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30429. comparisonFunction?: number;
  30430. /** Specifies if the created texture is a cube texture */
  30431. isCube?: boolean;
  30432. }
  30433. /**
  30434. * Class used to describe the capabilities of the engine relatively to the current browser
  30435. */
  30436. export class EngineCapabilities {
  30437. /** Maximum textures units per fragment shader */
  30438. maxTexturesImageUnits: number;
  30439. /** Maximum texture units per vertex shader */
  30440. maxVertexTextureImageUnits: number;
  30441. /** Maximum textures units in the entire pipeline */
  30442. maxCombinedTexturesImageUnits: number;
  30443. /** Maximum texture size */
  30444. maxTextureSize: number;
  30445. /** Maximum cube texture size */
  30446. maxCubemapTextureSize: number;
  30447. /** Maximum render texture size */
  30448. maxRenderTextureSize: number;
  30449. /** Maximum number of vertex attributes */
  30450. maxVertexAttribs: number;
  30451. /** Maximum number of varyings */
  30452. maxVaryingVectors: number;
  30453. /** Maximum number of uniforms per vertex shader */
  30454. maxVertexUniformVectors: number;
  30455. /** Maximum number of uniforms per fragment shader */
  30456. maxFragmentUniformVectors: number;
  30457. /** Defines if standard derivates (dx/dy) are supported */
  30458. standardDerivatives: boolean;
  30459. /** Defines if s3tc texture compression is supported */
  30460. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30461. /** Defines if pvrtc texture compression is supported */
  30462. pvrtc: any;
  30463. /** Defines if etc1 texture compression is supported */
  30464. etc1: any;
  30465. /** Defines if etc2 texture compression is supported */
  30466. etc2: any;
  30467. /** Defines if astc texture compression is supported */
  30468. astc: any;
  30469. /** Defines if float textures are supported */
  30470. textureFloat: boolean;
  30471. /** Defines if vertex array objects are supported */
  30472. vertexArrayObject: boolean;
  30473. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30474. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30475. /** Gets the maximum level of anisotropy supported */
  30476. maxAnisotropy: number;
  30477. /** Defines if instancing is supported */
  30478. instancedArrays: boolean;
  30479. /** Defines if 32 bits indices are supported */
  30480. uintIndices: boolean;
  30481. /** Defines if high precision shaders are supported */
  30482. highPrecisionShaderSupported: boolean;
  30483. /** Defines if depth reading in the fragment shader is supported */
  30484. fragmentDepthSupported: boolean;
  30485. /** Defines if float texture linear filtering is supported*/
  30486. textureFloatLinearFiltering: boolean;
  30487. /** Defines if rendering to float textures is supported */
  30488. textureFloatRender: boolean;
  30489. /** Defines if half float textures are supported*/
  30490. textureHalfFloat: boolean;
  30491. /** Defines if half float texture linear filtering is supported*/
  30492. textureHalfFloatLinearFiltering: boolean;
  30493. /** Defines if rendering to half float textures is supported */
  30494. textureHalfFloatRender: boolean;
  30495. /** Defines if textureLOD shader command is supported */
  30496. textureLOD: boolean;
  30497. /** Defines if draw buffers extension is supported */
  30498. drawBuffersExtension: boolean;
  30499. /** Defines if depth textures are supported */
  30500. depthTextureExtension: boolean;
  30501. /** Defines if float color buffer are supported */
  30502. colorBufferFloat: boolean;
  30503. /** Gets disjoint timer query extension (null if not supported) */
  30504. timerQuery: EXT_disjoint_timer_query;
  30505. /** Defines if timestamp can be used with timer query */
  30506. canUseTimestampForTimerQuery: boolean;
  30507. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30508. multiview: any;
  30509. /** Function used to let the system compiles shaders in background */
  30510. parallelShaderCompile: {
  30511. COMPLETION_STATUS_KHR: number;
  30512. };
  30513. /** Max number of texture samples for MSAA */
  30514. maxMSAASamples: number;
  30515. }
  30516. /** Interface defining initialization parameters for Engine class */
  30517. export interface EngineOptions extends WebGLContextAttributes {
  30518. /**
  30519. * Defines if the engine should no exceed a specified device ratio
  30520. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30521. */
  30522. limitDeviceRatio?: number;
  30523. /**
  30524. * Defines if webvr should be enabled automatically
  30525. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30526. */
  30527. autoEnableWebVR?: boolean;
  30528. /**
  30529. * Defines if webgl2 should be turned off even if supported
  30530. * @see http://doc.babylonjs.com/features/webgl2
  30531. */
  30532. disableWebGL2Support?: boolean;
  30533. /**
  30534. * Defines if webaudio should be initialized as well
  30535. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30536. */
  30537. audioEngine?: boolean;
  30538. /**
  30539. * Defines if animations should run using a deterministic lock step
  30540. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30541. */
  30542. deterministicLockstep?: boolean;
  30543. /** Defines the maximum steps to use with deterministic lock step mode */
  30544. lockstepMaxSteps?: number;
  30545. /**
  30546. * Defines that engine should ignore context lost events
  30547. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30548. */
  30549. doNotHandleContextLost?: boolean;
  30550. /**
  30551. * Defines that engine should ignore modifying touch action attribute and style
  30552. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30553. */
  30554. doNotHandleTouchAction?: boolean;
  30555. /**
  30556. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30557. */
  30558. useHighPrecisionFloats?: boolean;
  30559. }
  30560. /**
  30561. * Defines the interface used by display changed events
  30562. */
  30563. export interface IDisplayChangedEventArgs {
  30564. /** Gets the vrDisplay object (if any) */
  30565. vrDisplay: Nullable<any>;
  30566. /** Gets a boolean indicating if webVR is supported */
  30567. vrSupported: boolean;
  30568. }
  30569. /**
  30570. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30571. */
  30572. export class Engine {
  30573. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30574. static ExceptionList: ({
  30575. key: string;
  30576. capture: string;
  30577. captureConstraint: number;
  30578. targets: string[];
  30579. } | {
  30580. key: string;
  30581. capture: null;
  30582. captureConstraint: null;
  30583. targets: string[];
  30584. })[];
  30585. /** Gets the list of created engines */
  30586. static readonly Instances: Engine[];
  30587. /**
  30588. * Gets the latest created engine
  30589. */
  30590. static readonly LastCreatedEngine: Nullable<Engine>;
  30591. /**
  30592. * Gets the latest created scene
  30593. */
  30594. static readonly LastCreatedScene: Nullable<Scene>;
  30595. /**
  30596. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30597. * @param flag defines which part of the materials must be marked as dirty
  30598. * @param predicate defines a predicate used to filter which materials should be affected
  30599. */
  30600. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30601. /** @hidden */
  30602. static _TextureLoaders: IInternalTextureLoader[];
  30603. /** Defines that alpha blending is disabled */
  30604. static readonly ALPHA_DISABLE: number;
  30605. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30606. static readonly ALPHA_ADD: number;
  30607. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30608. static readonly ALPHA_COMBINE: number;
  30609. /** Defines that alpha blending to DEST - SRC * DEST */
  30610. static readonly ALPHA_SUBTRACT: number;
  30611. /** Defines that alpha blending to SRC * DEST */
  30612. static readonly ALPHA_MULTIPLY: number;
  30613. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30614. static readonly ALPHA_MAXIMIZED: number;
  30615. /** Defines that alpha blending to SRC + DEST */
  30616. static readonly ALPHA_ONEONE: number;
  30617. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30618. static readonly ALPHA_PREMULTIPLIED: number;
  30619. /**
  30620. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30621. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30622. */
  30623. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30624. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30625. static readonly ALPHA_INTERPOLATE: number;
  30626. /**
  30627. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30628. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30629. */
  30630. static readonly ALPHA_SCREENMODE: number;
  30631. /** Defines that the ressource is not delayed*/
  30632. static readonly DELAYLOADSTATE_NONE: number;
  30633. /** Defines that the ressource was successfully delay loaded */
  30634. static readonly DELAYLOADSTATE_LOADED: number;
  30635. /** Defines that the ressource is currently delay loading */
  30636. static readonly DELAYLOADSTATE_LOADING: number;
  30637. /** Defines that the ressource is delayed and has not started loading */
  30638. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30639. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30640. static readonly NEVER: number;
  30641. /** 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 */
  30642. static readonly ALWAYS: number;
  30643. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30644. static readonly LESS: number;
  30645. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30646. static readonly EQUAL: number;
  30647. /** 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 */
  30648. static readonly LEQUAL: number;
  30649. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30650. static readonly GREATER: number;
  30651. /** 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 */
  30652. static readonly GEQUAL: number;
  30653. /** 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 */
  30654. static readonly NOTEQUAL: number;
  30655. /** Passed to stencilOperation to specify that stencil value must be kept */
  30656. static readonly KEEP: number;
  30657. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30658. static readonly REPLACE: number;
  30659. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30660. static readonly INCR: number;
  30661. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30662. static readonly DECR: number;
  30663. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30664. static readonly INVERT: number;
  30665. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30666. static readonly INCR_WRAP: number;
  30667. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30668. static readonly DECR_WRAP: number;
  30669. /** Texture is not repeating outside of 0..1 UVs */
  30670. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30671. /** Texture is repeating outside of 0..1 UVs */
  30672. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30673. /** Texture is repeating and mirrored */
  30674. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30675. /** ALPHA */
  30676. static readonly TEXTUREFORMAT_ALPHA: number;
  30677. /** LUMINANCE */
  30678. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30679. /** LUMINANCE_ALPHA */
  30680. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30681. /** RGB */
  30682. static readonly TEXTUREFORMAT_RGB: number;
  30683. /** RGBA */
  30684. static readonly TEXTUREFORMAT_RGBA: number;
  30685. /** RED */
  30686. static readonly TEXTUREFORMAT_RED: number;
  30687. /** RED (2nd reference) */
  30688. static readonly TEXTUREFORMAT_R: number;
  30689. /** RG */
  30690. static readonly TEXTUREFORMAT_RG: number;
  30691. /** RED_INTEGER */
  30692. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30693. /** RED_INTEGER (2nd reference) */
  30694. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30695. /** RG_INTEGER */
  30696. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30697. /** RGB_INTEGER */
  30698. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30699. /** RGBA_INTEGER */
  30700. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30701. /** UNSIGNED_BYTE */
  30702. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30703. /** UNSIGNED_BYTE (2nd reference) */
  30704. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30705. /** FLOAT */
  30706. static readonly TEXTURETYPE_FLOAT: number;
  30707. /** HALF_FLOAT */
  30708. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30709. /** BYTE */
  30710. static readonly TEXTURETYPE_BYTE: number;
  30711. /** SHORT */
  30712. static readonly TEXTURETYPE_SHORT: number;
  30713. /** UNSIGNED_SHORT */
  30714. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30715. /** INT */
  30716. static readonly TEXTURETYPE_INT: number;
  30717. /** UNSIGNED_INT */
  30718. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30719. /** UNSIGNED_SHORT_4_4_4_4 */
  30720. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30721. /** UNSIGNED_SHORT_5_5_5_1 */
  30722. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30723. /** UNSIGNED_SHORT_5_6_5 */
  30724. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30725. /** UNSIGNED_INT_2_10_10_10_REV */
  30726. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30727. /** UNSIGNED_INT_24_8 */
  30728. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30729. /** UNSIGNED_INT_10F_11F_11F_REV */
  30730. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30731. /** UNSIGNED_INT_5_9_9_9_REV */
  30732. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30733. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30734. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30735. /** nearest is mag = nearest and min = nearest and mip = linear */
  30736. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30737. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30738. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30739. /** Trilinear is mag = linear and min = linear and mip = linear */
  30740. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30741. /** nearest is mag = nearest and min = nearest and mip = linear */
  30742. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30743. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30744. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30745. /** Trilinear is mag = linear and min = linear and mip = linear */
  30746. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30747. /** mag = nearest and min = nearest and mip = nearest */
  30748. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30749. /** mag = nearest and min = linear and mip = nearest */
  30750. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30751. /** mag = nearest and min = linear and mip = linear */
  30752. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30753. /** mag = nearest and min = linear and mip = none */
  30754. static readonly TEXTURE_NEAREST_LINEAR: number;
  30755. /** mag = nearest and min = nearest and mip = none */
  30756. static readonly TEXTURE_NEAREST_NEAREST: number;
  30757. /** mag = linear and min = nearest and mip = nearest */
  30758. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30759. /** mag = linear and min = nearest and mip = linear */
  30760. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30761. /** mag = linear and min = linear and mip = none */
  30762. static readonly TEXTURE_LINEAR_LINEAR: number;
  30763. /** mag = linear and min = nearest and mip = none */
  30764. static readonly TEXTURE_LINEAR_NEAREST: number;
  30765. /** Explicit coordinates mode */
  30766. static readonly TEXTURE_EXPLICIT_MODE: number;
  30767. /** Spherical coordinates mode */
  30768. static readonly TEXTURE_SPHERICAL_MODE: number;
  30769. /** Planar coordinates mode */
  30770. static readonly TEXTURE_PLANAR_MODE: number;
  30771. /** Cubic coordinates mode */
  30772. static readonly TEXTURE_CUBIC_MODE: number;
  30773. /** Projection coordinates mode */
  30774. static readonly TEXTURE_PROJECTION_MODE: number;
  30775. /** Skybox coordinates mode */
  30776. static readonly TEXTURE_SKYBOX_MODE: number;
  30777. /** Inverse Cubic coordinates mode */
  30778. static readonly TEXTURE_INVCUBIC_MODE: number;
  30779. /** Equirectangular coordinates mode */
  30780. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30781. /** Equirectangular Fixed coordinates mode */
  30782. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30783. /** Equirectangular Fixed Mirrored coordinates mode */
  30784. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30785. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30786. static readonly SCALEMODE_FLOOR: number;
  30787. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30788. static readonly SCALEMODE_NEAREST: number;
  30789. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30790. static readonly SCALEMODE_CEILING: number;
  30791. /**
  30792. * Returns the current npm package of the sdk
  30793. */
  30794. static readonly NpmPackage: string;
  30795. /**
  30796. * Returns the current version of the framework
  30797. */
  30798. static readonly Version: string;
  30799. /**
  30800. * Returns a string describing the current engine
  30801. */
  30802. readonly description: string;
  30803. /**
  30804. * Gets or sets the epsilon value used by collision engine
  30805. */
  30806. static CollisionsEpsilon: number;
  30807. /**
  30808. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30809. */
  30810. static ShadersRepository: string;
  30811. /**
  30812. * Method called to create the default loading screen.
  30813. * This can be overriden in your own app.
  30814. * @param canvas The rendering canvas element
  30815. * @returns The loading screen
  30816. */
  30817. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30818. /**
  30819. * Method called to create the default rescale post process on each engine.
  30820. */
  30821. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30822. /** @hidden */
  30823. _shaderProcessor: IShaderProcessor;
  30824. /**
  30825. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30826. */
  30827. forcePOTTextures: boolean;
  30828. /**
  30829. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30830. */
  30831. isFullscreen: boolean;
  30832. /**
  30833. * Gets a boolean indicating if the pointer is currently locked
  30834. */
  30835. isPointerLock: boolean;
  30836. /**
  30837. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30838. */
  30839. cullBackFaces: boolean;
  30840. /**
  30841. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30842. */
  30843. renderEvenInBackground: boolean;
  30844. /**
  30845. * Gets or sets a boolean indicating that cache can be kept between frames
  30846. */
  30847. preventCacheWipeBetweenFrames: boolean;
  30848. /**
  30849. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30850. **/
  30851. enableOfflineSupport: boolean;
  30852. /**
  30853. * 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)
  30854. **/
  30855. disableManifestCheck: boolean;
  30856. /**
  30857. * Gets the list of created scenes
  30858. */
  30859. scenes: Scene[];
  30860. /**
  30861. * Event raised when a new scene is created
  30862. */
  30863. onNewSceneAddedObservable: Observable<Scene>;
  30864. /**
  30865. * Gets the list of created postprocesses
  30866. */
  30867. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30868. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30869. validateShaderPrograms: boolean;
  30870. /**
  30871. * Observable event triggered each time the rendering canvas is resized
  30872. */
  30873. onResizeObservable: Observable<Engine>;
  30874. /**
  30875. * Observable event triggered each time the canvas loses focus
  30876. */
  30877. onCanvasBlurObservable: Observable<Engine>;
  30878. /**
  30879. * Observable event triggered each time the canvas gains focus
  30880. */
  30881. onCanvasFocusObservable: Observable<Engine>;
  30882. /**
  30883. * Observable event triggered each time the canvas receives pointerout event
  30884. */
  30885. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30886. /**
  30887. * Observable event triggered before each texture is initialized
  30888. */
  30889. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30890. /**
  30891. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30892. */
  30893. disableUniformBuffers: boolean;
  30894. /** @hidden */
  30895. _uniformBuffers: UniformBuffer[];
  30896. /**
  30897. * Gets a boolean indicating that the engine supports uniform buffers
  30898. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30899. */
  30900. readonly supportsUniformBuffers: boolean;
  30901. /**
  30902. * Observable raised when the engine begins a new frame
  30903. */
  30904. onBeginFrameObservable: Observable<Engine>;
  30905. /**
  30906. * If set, will be used to request the next animation frame for the render loop
  30907. */
  30908. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30909. /**
  30910. * Observable raised when the engine ends the current frame
  30911. */
  30912. onEndFrameObservable: Observable<Engine>;
  30913. /**
  30914. * Observable raised when the engine is about to compile a shader
  30915. */
  30916. onBeforeShaderCompilationObservable: Observable<Engine>;
  30917. /**
  30918. * Observable raised when the engine has jsut compiled a shader
  30919. */
  30920. onAfterShaderCompilationObservable: Observable<Engine>;
  30921. /** @hidden */
  30922. _gl: WebGLRenderingContext;
  30923. private _renderingCanvas;
  30924. private _windowIsBackground;
  30925. private _webGLVersion;
  30926. protected _highPrecisionShadersAllowed: boolean;
  30927. /** @hidden */
  30928. readonly _shouldUseHighPrecisionShader: boolean;
  30929. /**
  30930. * Gets a boolean indicating that only power of 2 textures are supported
  30931. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30932. */
  30933. readonly needPOTTextures: boolean;
  30934. /** @hidden */
  30935. _badOS: boolean;
  30936. /** @hidden */
  30937. _badDesktopOS: boolean;
  30938. /**
  30939. * Gets the audio engine
  30940. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30941. * @ignorenaming
  30942. */
  30943. static audioEngine: IAudioEngine;
  30944. /**
  30945. * Default AudioEngine factory responsible of creating the Audio Engine.
  30946. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30947. */
  30948. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30949. /**
  30950. * Default offline support factory responsible of creating a tool used to store data locally.
  30951. * By default, this will create a Database object if the workload has been embedded.
  30952. */
  30953. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30954. private _onFocus;
  30955. private _onBlur;
  30956. private _onCanvasPointerOut;
  30957. private _onCanvasBlur;
  30958. private _onCanvasFocus;
  30959. private _onFullscreenChange;
  30960. private _onPointerLockChange;
  30961. private _hardwareScalingLevel;
  30962. /** @hidden */
  30963. _caps: EngineCapabilities;
  30964. private _pointerLockRequested;
  30965. private _isStencilEnable;
  30966. private _colorWrite;
  30967. private _loadingScreen;
  30968. /** @hidden */
  30969. _drawCalls: PerfCounter;
  30970. private _glVersion;
  30971. private _glRenderer;
  30972. private _glVendor;
  30973. private _videoTextureSupported;
  30974. private _renderingQueueLaunched;
  30975. private _activeRenderLoops;
  30976. private _deterministicLockstep;
  30977. private _lockstepMaxSteps;
  30978. /**
  30979. * Observable signaled when a context lost event is raised
  30980. */
  30981. onContextLostObservable: Observable<Engine>;
  30982. /**
  30983. * Observable signaled when a context restored event is raised
  30984. */
  30985. onContextRestoredObservable: Observable<Engine>;
  30986. private _onContextLost;
  30987. private _onContextRestored;
  30988. private _contextWasLost;
  30989. /** @hidden */
  30990. _doNotHandleContextLost: boolean;
  30991. /**
  30992. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30994. */
  30995. doNotHandleContextLost: boolean;
  30996. private _performanceMonitor;
  30997. private _fps;
  30998. private _deltaTime;
  30999. /**
  31000. * Turn this value on if you want to pause FPS computation when in background
  31001. */
  31002. disablePerformanceMonitorInBackground: boolean;
  31003. /**
  31004. * Gets the performance monitor attached to this engine
  31005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31006. */
  31007. readonly performanceMonitor: PerformanceMonitor;
  31008. /**
  31009. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31010. */
  31011. disableVertexArrayObjects: boolean;
  31012. /** @hidden */
  31013. protected _depthCullingState: _DepthCullingState;
  31014. /** @hidden */
  31015. protected _stencilState: _StencilState;
  31016. /** @hidden */
  31017. protected _alphaState: _AlphaState;
  31018. /** @hidden */
  31019. protected _alphaMode: number;
  31020. /** @hidden */
  31021. _internalTexturesCache: InternalTexture[];
  31022. /** @hidden */
  31023. protected _activeChannel: number;
  31024. private _currentTextureChannel;
  31025. /** @hidden */
  31026. protected _boundTexturesCache: {
  31027. [key: string]: Nullable<InternalTexture>;
  31028. };
  31029. /** @hidden */
  31030. protected _currentEffect: Nullable<Effect>;
  31031. /** @hidden */
  31032. protected _currentProgram: Nullable<WebGLProgram>;
  31033. private _compiledEffects;
  31034. private _vertexAttribArraysEnabled;
  31035. /** @hidden */
  31036. protected _cachedViewport: Nullable<IViewportLike>;
  31037. private _cachedVertexArrayObject;
  31038. /** @hidden */
  31039. protected _cachedVertexBuffers: any;
  31040. /** @hidden */
  31041. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31042. /** @hidden */
  31043. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31044. /** @hidden */
  31045. _currentRenderTarget: Nullable<InternalTexture>;
  31046. private _uintIndicesCurrentlySet;
  31047. private _currentBoundBuffer;
  31048. /** @hidden */
  31049. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31050. private _currentBufferPointers;
  31051. private _currentInstanceLocations;
  31052. private _currentInstanceBuffers;
  31053. private _textureUnits;
  31054. /** @hidden */
  31055. _workingCanvas: Nullable<HTMLCanvasElement>;
  31056. /** @hidden */
  31057. _workingContext: Nullable<CanvasRenderingContext2D>;
  31058. private _rescalePostProcess;
  31059. private _dummyFramebuffer;
  31060. private _externalData;
  31061. /** @hidden */
  31062. _bindedRenderFunction: any;
  31063. private _vaoRecordInProgress;
  31064. private _mustWipeVertexAttributes;
  31065. private _emptyTexture;
  31066. private _emptyCubeTexture;
  31067. private _emptyTexture3D;
  31068. /** @hidden */
  31069. _frameHandler: number;
  31070. private _nextFreeTextureSlots;
  31071. private _maxSimultaneousTextures;
  31072. private _activeRequests;
  31073. private _texturesSupported;
  31074. /** @hidden */
  31075. _textureFormatInUse: Nullable<string>;
  31076. /**
  31077. * Gets the list of texture formats supported
  31078. */
  31079. readonly texturesSupported: Array<string>;
  31080. /**
  31081. * Gets the list of texture formats in use
  31082. */
  31083. readonly textureFormatInUse: Nullable<string>;
  31084. /**
  31085. * Gets the current viewport
  31086. */
  31087. readonly currentViewport: Nullable<IViewportLike>;
  31088. /**
  31089. * Gets the default empty texture
  31090. */
  31091. readonly emptyTexture: InternalTexture;
  31092. /**
  31093. * Gets the default empty 3D texture
  31094. */
  31095. readonly emptyTexture3D: InternalTexture;
  31096. /**
  31097. * Gets the default empty cube texture
  31098. */
  31099. readonly emptyCubeTexture: InternalTexture;
  31100. /**
  31101. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31102. */
  31103. readonly premultipliedAlpha: boolean;
  31104. /**
  31105. * Creates a new engine
  31106. * @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
  31107. * @param antialias defines enable antialiasing (default: false)
  31108. * @param options defines further options to be sent to the getContext() function
  31109. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31110. */
  31111. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31112. /**
  31113. * Initializes a webVR display and starts listening to display change events
  31114. * The onVRDisplayChangedObservable will be notified upon these changes
  31115. * @returns The onVRDisplayChangedObservable
  31116. */
  31117. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31118. /** @hidden */
  31119. _prepareVRComponent(): void;
  31120. /** @hidden */
  31121. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31122. /** @hidden */
  31123. _submitVRFrame(): void;
  31124. /**
  31125. * Call this function to leave webVR mode
  31126. * Will do nothing if webVR is not supported or if there is no webVR device
  31127. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31128. */
  31129. disableVR(): void;
  31130. /**
  31131. * Gets a boolean indicating that the system is in VR mode and is presenting
  31132. * @returns true if VR mode is engaged
  31133. */
  31134. isVRPresenting(): boolean;
  31135. /** @hidden */
  31136. _requestVRFrame(): void;
  31137. private _disableTouchAction;
  31138. private _rebuildInternalTextures;
  31139. private _rebuildEffects;
  31140. /**
  31141. * Gets a boolean indicating if all created effects are ready
  31142. * @returns true if all effects are ready
  31143. */
  31144. areAllEffectsReady(): boolean;
  31145. private _rebuildBuffers;
  31146. private _initGLContext;
  31147. /**
  31148. * Gets version of the current webGL context
  31149. */
  31150. readonly webGLVersion: number;
  31151. /**
  31152. * Gets a string idenfifying the name of the class
  31153. * @returns "Engine" string
  31154. */
  31155. getClassName(): string;
  31156. /**
  31157. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31158. */
  31159. readonly isStencilEnable: boolean;
  31160. /** @hidden */
  31161. _prepareWorkingCanvas(): void;
  31162. /**
  31163. * Reset the texture cache to empty state
  31164. */
  31165. resetTextureCache(): void;
  31166. /**
  31167. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31168. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31169. * @returns true if engine is in deterministic lock step mode
  31170. */
  31171. isDeterministicLockStep(): boolean;
  31172. /**
  31173. * Gets the max steps when engine is running in deterministic lock step
  31174. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31175. * @returns the max steps
  31176. */
  31177. getLockstepMaxSteps(): number;
  31178. /**
  31179. * Gets an object containing information about the current webGL context
  31180. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31181. */
  31182. getGlInfo(): {
  31183. vendor: string;
  31184. renderer: string;
  31185. version: string;
  31186. };
  31187. /**
  31188. * Gets current aspect ratio
  31189. * @param viewportOwner defines the camera to use to get the aspect ratio
  31190. * @param useScreen defines if screen size must be used (or the current render target if any)
  31191. * @returns a number defining the aspect ratio
  31192. */
  31193. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31194. /**
  31195. * Gets current screen aspect ratio
  31196. * @returns a number defining the aspect ratio
  31197. */
  31198. getScreenAspectRatio(): number;
  31199. /**
  31200. * Gets the current render width
  31201. * @param useScreen defines if screen size must be used (or the current render target if any)
  31202. * @returns a number defining the current render width
  31203. */
  31204. getRenderWidth(useScreen?: boolean): number;
  31205. /**
  31206. * Gets the current render height
  31207. * @param useScreen defines if screen size must be used (or the current render target if any)
  31208. * @returns a number defining the current render height
  31209. */
  31210. getRenderHeight(useScreen?: boolean): number;
  31211. /**
  31212. * Gets the HTML canvas attached with the current webGL context
  31213. * @returns a HTML canvas
  31214. */
  31215. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31216. /**
  31217. * Gets host window
  31218. * @returns the host window object
  31219. */
  31220. getHostWindow(): Window;
  31221. /**
  31222. * Gets host document
  31223. * @returns the host document object
  31224. */
  31225. getHostDocument(): Document;
  31226. /**
  31227. * Gets the client rect of the HTML canvas attached with the current webGL context
  31228. * @returns a client rectanglee
  31229. */
  31230. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31231. /**
  31232. * Defines the hardware scaling level.
  31233. * By default the hardware scaling level is computed from the window device ratio.
  31234. * 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.
  31235. * @param level defines the level to use
  31236. */
  31237. setHardwareScalingLevel(level: number): void;
  31238. /**
  31239. * Gets the current hardware scaling level.
  31240. * By default the hardware scaling level is computed from the window device ratio.
  31241. * 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.
  31242. * @returns a number indicating the current hardware scaling level
  31243. */
  31244. getHardwareScalingLevel(): number;
  31245. /**
  31246. * Gets the list of loaded textures
  31247. * @returns an array containing all loaded textures
  31248. */
  31249. getLoadedTexturesCache(): InternalTexture[];
  31250. /**
  31251. * Gets the object containing all engine capabilities
  31252. * @returns the EngineCapabilities object
  31253. */
  31254. getCaps(): EngineCapabilities;
  31255. /**
  31256. * Gets the current depth function
  31257. * @returns a number defining the depth function
  31258. */
  31259. getDepthFunction(): Nullable<number>;
  31260. /**
  31261. * Sets the current depth function
  31262. * @param depthFunc defines the function to use
  31263. */
  31264. setDepthFunction(depthFunc: number): void;
  31265. /**
  31266. * Sets the current depth function to GREATER
  31267. */
  31268. setDepthFunctionToGreater(): void;
  31269. /**
  31270. * Sets the current depth function to GEQUAL
  31271. */
  31272. setDepthFunctionToGreaterOrEqual(): void;
  31273. /**
  31274. * Sets the current depth function to LESS
  31275. */
  31276. setDepthFunctionToLess(): void;
  31277. private _cachedStencilBuffer;
  31278. private _cachedStencilFunction;
  31279. private _cachedStencilMask;
  31280. private _cachedStencilOperationPass;
  31281. private _cachedStencilOperationFail;
  31282. private _cachedStencilOperationDepthFail;
  31283. private _cachedStencilReference;
  31284. /**
  31285. * Caches the the state of the stencil buffer
  31286. */
  31287. cacheStencilState(): void;
  31288. /**
  31289. * Restores the state of the stencil buffer
  31290. */
  31291. restoreStencilState(): void;
  31292. /**
  31293. * Sets the current depth function to LEQUAL
  31294. */
  31295. setDepthFunctionToLessOrEqual(): void;
  31296. /**
  31297. * Gets a boolean indicating if stencil buffer is enabled
  31298. * @returns the current stencil buffer state
  31299. */
  31300. getStencilBuffer(): boolean;
  31301. /**
  31302. * Enable or disable the stencil buffer
  31303. * @param enable defines if the stencil buffer must be enabled or disabled
  31304. */
  31305. setStencilBuffer(enable: boolean): void;
  31306. /**
  31307. * Gets the current stencil mask
  31308. * @returns a number defining the new stencil mask to use
  31309. */
  31310. getStencilMask(): number;
  31311. /**
  31312. * Sets the current stencil mask
  31313. * @param mask defines the new stencil mask to use
  31314. */
  31315. setStencilMask(mask: number): void;
  31316. /**
  31317. * Gets the current stencil function
  31318. * @returns a number defining the stencil function to use
  31319. */
  31320. getStencilFunction(): number;
  31321. /**
  31322. * Gets the current stencil reference value
  31323. * @returns a number defining the stencil reference value to use
  31324. */
  31325. getStencilFunctionReference(): number;
  31326. /**
  31327. * Gets the current stencil mask
  31328. * @returns a number defining the stencil mask to use
  31329. */
  31330. getStencilFunctionMask(): number;
  31331. /**
  31332. * Sets the current stencil function
  31333. * @param stencilFunc defines the new stencil function to use
  31334. */
  31335. setStencilFunction(stencilFunc: number): void;
  31336. /**
  31337. * Sets the current stencil reference
  31338. * @param reference defines the new stencil reference to use
  31339. */
  31340. setStencilFunctionReference(reference: number): void;
  31341. /**
  31342. * Sets the current stencil mask
  31343. * @param mask defines the new stencil mask to use
  31344. */
  31345. setStencilFunctionMask(mask: number): void;
  31346. /**
  31347. * Gets the current stencil operation when stencil fails
  31348. * @returns a number defining stencil operation to use when stencil fails
  31349. */
  31350. getStencilOperationFail(): number;
  31351. /**
  31352. * Gets the current stencil operation when depth fails
  31353. * @returns a number defining stencil operation to use when depth fails
  31354. */
  31355. getStencilOperationDepthFail(): number;
  31356. /**
  31357. * Gets the current stencil operation when stencil passes
  31358. * @returns a number defining stencil operation to use when stencil passes
  31359. */
  31360. getStencilOperationPass(): number;
  31361. /**
  31362. * Sets the stencil operation to use when stencil fails
  31363. * @param operation defines the stencil operation to use when stencil fails
  31364. */
  31365. setStencilOperationFail(operation: number): void;
  31366. /**
  31367. * Sets the stencil operation to use when depth fails
  31368. * @param operation defines the stencil operation to use when depth fails
  31369. */
  31370. setStencilOperationDepthFail(operation: number): void;
  31371. /**
  31372. * Sets the stencil operation to use when stencil passes
  31373. * @param operation defines the stencil operation to use when stencil passes
  31374. */
  31375. setStencilOperationPass(operation: number): void;
  31376. /**
  31377. * Sets a boolean indicating if the dithering state is enabled or disabled
  31378. * @param value defines the dithering state
  31379. */
  31380. setDitheringState(value: boolean): void;
  31381. /**
  31382. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31383. * @param value defines the rasterizer state
  31384. */
  31385. setRasterizerState(value: boolean): void;
  31386. /**
  31387. * stop executing a render loop function and remove it from the execution array
  31388. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31389. */
  31390. stopRenderLoop(renderFunction?: () => void): void;
  31391. /** @hidden */
  31392. _renderLoop(): void;
  31393. /**
  31394. * Register and execute a render loop. The engine can have more than one render function
  31395. * @param renderFunction defines the function to continuously execute
  31396. */
  31397. runRenderLoop(renderFunction: () => void): void;
  31398. /**
  31399. * Toggle full screen mode
  31400. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31401. */
  31402. switchFullscreen(requestPointerLock: boolean): void;
  31403. /**
  31404. * Enters full screen mode
  31405. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31406. */
  31407. enterFullscreen(requestPointerLock: boolean): void;
  31408. /**
  31409. * Exits full screen mode
  31410. */
  31411. exitFullscreen(): void;
  31412. /**
  31413. * Enters Pointerlock mode
  31414. */
  31415. enterPointerlock(): void;
  31416. /**
  31417. * Exits Pointerlock mode
  31418. */
  31419. exitPointerlock(): void;
  31420. /**
  31421. * Clear the current render buffer or the current render target (if any is set up)
  31422. * @param color defines the color to use
  31423. * @param backBuffer defines if the back buffer must be cleared
  31424. * @param depth defines if the depth buffer must be cleared
  31425. * @param stencil defines if the stencil buffer must be cleared
  31426. */
  31427. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31428. /**
  31429. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31430. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31431. * @param y defines the y-coordinate of the corner of the clear rectangle
  31432. * @param width defines the width of the clear rectangle
  31433. * @param height defines the height of the clear rectangle
  31434. * @param clearColor defines the clear color
  31435. */
  31436. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31437. /**
  31438. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31439. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31440. * @param y defines the y-coordinate of the corner of the clear rectangle
  31441. * @param width defines the width of the clear rectangle
  31442. * @param height defines the height of the clear rectangle
  31443. */
  31444. enableScissor(x: number, y: number, width: number, height: number): void;
  31445. /**
  31446. * Disable previously set scissor test rectangle
  31447. */
  31448. disableScissor(): void;
  31449. private _viewportCached;
  31450. /** @hidden */
  31451. _viewport(x: number, y: number, width: number, height: number): void;
  31452. /**
  31453. * Set the WebGL's viewport
  31454. * @param viewport defines the viewport element to be used
  31455. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31456. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31457. */
  31458. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31459. /**
  31460. * Directly set the WebGL Viewport
  31461. * @param x defines the x coordinate of the viewport (in screen space)
  31462. * @param y defines the y coordinate of the viewport (in screen space)
  31463. * @param width defines the width of the viewport (in screen space)
  31464. * @param height defines the height of the viewport (in screen space)
  31465. * @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
  31466. */
  31467. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31468. /**
  31469. * Begin a new frame
  31470. */
  31471. beginFrame(): void;
  31472. /**
  31473. * Enf the current frame
  31474. */
  31475. endFrame(): void;
  31476. /**
  31477. * Resize the view according to the canvas' size
  31478. */
  31479. resize(): void;
  31480. /**
  31481. * Force a specific size of the canvas
  31482. * @param width defines the new canvas' width
  31483. * @param height defines the new canvas' height
  31484. */
  31485. setSize(width: number, height: number): void;
  31486. /**
  31487. * Binds the frame buffer to the specified texture.
  31488. * @param texture The texture to render to or null for the default canvas
  31489. * @param faceIndex The face of the texture to render to in case of cube texture
  31490. * @param requiredWidth The width of the target to render to
  31491. * @param requiredHeight The height of the target to render to
  31492. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31493. * @param depthStencilTexture The depth stencil texture to use to render
  31494. * @param lodLevel defines le lod level to bind to the frame buffer
  31495. */
  31496. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31497. /** @hidden */
  31498. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31499. /**
  31500. * Unbind the current render target texture from the webGL context
  31501. * @param texture defines the render target texture to unbind
  31502. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31503. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31504. */
  31505. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31506. /**
  31507. * Force the mipmap generation for the given render target texture
  31508. * @param texture defines the render target texture to use
  31509. */
  31510. generateMipMapsForCubemap(texture: InternalTexture): void;
  31511. /**
  31512. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31513. */
  31514. flushFramebuffer(): void;
  31515. /**
  31516. * Unbind the current render target and bind the default framebuffer
  31517. */
  31518. restoreDefaultFramebuffer(): void;
  31519. /**
  31520. * Create an uniform buffer
  31521. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31522. * @param elements defines the content of the uniform buffer
  31523. * @returns the webGL uniform buffer
  31524. */
  31525. createUniformBuffer(elements: FloatArray): DataBuffer;
  31526. /**
  31527. * Create a dynamic uniform buffer
  31528. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31529. * @param elements defines the content of the uniform buffer
  31530. * @returns the webGL uniform buffer
  31531. */
  31532. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31533. /**
  31534. * Update an existing uniform buffer
  31535. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31536. * @param uniformBuffer defines the target uniform buffer
  31537. * @param elements defines the content to update
  31538. * @param offset defines the offset in the uniform buffer where update should start
  31539. * @param count defines the size of the data to update
  31540. */
  31541. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31542. private _resetVertexBufferBinding;
  31543. /**
  31544. * Creates a vertex buffer
  31545. * @param data the data for the vertex buffer
  31546. * @returns the new WebGL static buffer
  31547. */
  31548. createVertexBuffer(data: DataArray): DataBuffer;
  31549. /**
  31550. * Creates a dynamic vertex buffer
  31551. * @param data the data for the dynamic vertex buffer
  31552. * @returns the new WebGL dynamic buffer
  31553. */
  31554. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31555. /**
  31556. * Update a dynamic index buffer
  31557. * @param indexBuffer defines the target index buffer
  31558. * @param indices defines the data to update
  31559. * @param offset defines the offset in the target index buffer where update should start
  31560. */
  31561. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31562. /**
  31563. * Updates a dynamic vertex buffer.
  31564. * @param vertexBuffer the vertex buffer to update
  31565. * @param data the data used to update the vertex buffer
  31566. * @param byteOffset the byte offset of the data
  31567. * @param byteLength the byte length of the data
  31568. */
  31569. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31570. private _resetIndexBufferBinding;
  31571. /**
  31572. * Creates a new index buffer
  31573. * @param indices defines the content of the index buffer
  31574. * @param updatable defines if the index buffer must be updatable
  31575. * @returns a new webGL buffer
  31576. */
  31577. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31578. /**
  31579. * Bind a webGL buffer to the webGL context
  31580. * @param buffer defines the buffer to bind
  31581. */
  31582. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31583. /**
  31584. * Bind an uniform buffer to the current webGL context
  31585. * @param buffer defines the buffer to bind
  31586. */
  31587. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31588. /**
  31589. * Bind a buffer to the current webGL context at a given location
  31590. * @param buffer defines the buffer to bind
  31591. * @param location defines the index where to bind the buffer
  31592. */
  31593. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31594. /**
  31595. * Bind a specific block at a given index in a specific shader program
  31596. * @param pipelineContext defines the pipeline context to use
  31597. * @param blockName defines the block name
  31598. * @param index defines the index where to bind the block
  31599. */
  31600. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31601. private bindIndexBuffer;
  31602. private bindBuffer;
  31603. /**
  31604. * update the bound buffer with the given data
  31605. * @param data defines the data to update
  31606. */
  31607. updateArrayBuffer(data: Float32Array): void;
  31608. private _vertexAttribPointer;
  31609. private _bindIndexBufferWithCache;
  31610. private _bindVertexBuffersAttributes;
  31611. /**
  31612. * Records a vertex array object
  31613. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31614. * @param vertexBuffers defines the list of vertex buffers to store
  31615. * @param indexBuffer defines the index buffer to store
  31616. * @param effect defines the effect to store
  31617. * @returns the new vertex array object
  31618. */
  31619. recordVertexArrayObject(vertexBuffers: {
  31620. [key: string]: VertexBuffer;
  31621. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31622. /**
  31623. * Bind a specific vertex array object
  31624. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31625. * @param vertexArrayObject defines the vertex array object to bind
  31626. * @param indexBuffer defines the index buffer to bind
  31627. */
  31628. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31629. /**
  31630. * Bind webGl buffers directly to the webGL context
  31631. * @param vertexBuffer defines the vertex buffer to bind
  31632. * @param indexBuffer defines the index buffer to bind
  31633. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31634. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31635. * @param effect defines the effect associated with the vertex buffer
  31636. */
  31637. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31638. private _unbindVertexArrayObject;
  31639. /**
  31640. * Bind a list of vertex buffers to the webGL context
  31641. * @param vertexBuffers defines the list of vertex buffers to bind
  31642. * @param indexBuffer defines the index buffer to bind
  31643. * @param effect defines the effect associated with the vertex buffers
  31644. */
  31645. bindBuffers(vertexBuffers: {
  31646. [key: string]: Nullable<VertexBuffer>;
  31647. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31648. /**
  31649. * Unbind all instance attributes
  31650. */
  31651. unbindInstanceAttributes(): void;
  31652. /**
  31653. * Release and free the memory of a vertex array object
  31654. * @param vao defines the vertex array object to delete
  31655. */
  31656. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31657. /** @hidden */
  31658. _releaseBuffer(buffer: DataBuffer): boolean;
  31659. /**
  31660. * Creates a webGL buffer to use with instanciation
  31661. * @param capacity defines the size of the buffer
  31662. * @returns the webGL buffer
  31663. */
  31664. createInstancesBuffer(capacity: number): DataBuffer;
  31665. /**
  31666. * Delete a webGL buffer used with instanciation
  31667. * @param buffer defines the webGL buffer to delete
  31668. */
  31669. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31670. /**
  31671. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31672. * @param instancesBuffer defines the webGL buffer to update and bind
  31673. * @param data defines the data to store in the buffer
  31674. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31675. */
  31676. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31677. /**
  31678. * Apply all cached states (depth, culling, stencil and alpha)
  31679. */
  31680. applyStates(): void;
  31681. /**
  31682. * Send a draw order
  31683. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31684. * @param indexStart defines the starting index
  31685. * @param indexCount defines the number of index to draw
  31686. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31687. */
  31688. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31689. /**
  31690. * Draw a list of points
  31691. * @param verticesStart defines the index of first vertex to draw
  31692. * @param verticesCount defines the count of vertices to draw
  31693. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31694. */
  31695. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31696. /**
  31697. * Draw a list of unindexed primitives
  31698. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31699. * @param verticesStart defines the index of first vertex to draw
  31700. * @param verticesCount defines the count of vertices to draw
  31701. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31702. */
  31703. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31704. /**
  31705. * Draw a list of indexed primitives
  31706. * @param fillMode defines the primitive to use
  31707. * @param indexStart defines the starting index
  31708. * @param indexCount defines the number of index to draw
  31709. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31710. */
  31711. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31712. /**
  31713. * Draw a list of unindexed primitives
  31714. * @param fillMode defines the primitive to use
  31715. * @param verticesStart defines the index of first vertex to draw
  31716. * @param verticesCount defines the count of vertices to draw
  31717. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31718. */
  31719. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31720. private _drawMode;
  31721. /** @hidden */
  31722. _releaseEffect(effect: Effect): void;
  31723. /** @hidden */
  31724. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31725. /**
  31726. * Create a new effect (used to store vertex/fragment shaders)
  31727. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31728. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31729. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31730. * @param samplers defines an array of string used to represent textures
  31731. * @param defines defines the string containing the defines to use to compile the shaders
  31732. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31733. * @param onCompiled defines a function to call when the effect creation is successful
  31734. * @param onError defines a function to call when the effect creation has failed
  31735. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31736. * @returns the new Effect
  31737. */
  31738. 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;
  31739. private _compileShader;
  31740. private _compileRawShader;
  31741. /**
  31742. * Directly creates a webGL program
  31743. * @param pipelineContext defines the pipeline context to attach to
  31744. * @param vertexCode defines the vertex shader code to use
  31745. * @param fragmentCode defines the fragment shader code to use
  31746. * @param context defines the webGL context to use (if not set, the current one will be used)
  31747. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31748. * @returns the new webGL program
  31749. */
  31750. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31751. /**
  31752. * Creates a webGL program
  31753. * @param pipelineContext defines the pipeline context to attach to
  31754. * @param vertexCode defines the vertex shader code to use
  31755. * @param fragmentCode defines the fragment shader code to use
  31756. * @param defines defines the string containing the defines to use to compile the shaders
  31757. * @param context defines the webGL context to use (if not set, the current one will be used)
  31758. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31759. * @returns the new webGL program
  31760. */
  31761. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31762. /**
  31763. * Creates a new pipeline context
  31764. * @returns the new pipeline
  31765. */
  31766. createPipelineContext(): WebGLPipelineContext;
  31767. private _createShaderProgram;
  31768. private _finalizePipelineContext;
  31769. /** @hidden */
  31770. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31771. /** @hidden */
  31772. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31773. /** @hidden */
  31774. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31775. /**
  31776. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31777. * @param pipelineContext defines the pipeline context to use
  31778. * @param uniformsNames defines the list of uniform names
  31779. * @returns an array of webGL uniform locations
  31780. */
  31781. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31782. /**
  31783. * Gets the lsit of active attributes for a given webGL program
  31784. * @param pipelineContext defines the pipeline context to use
  31785. * @param attributesNames defines the list of attribute names to get
  31786. * @returns an array of indices indicating the offset of each attribute
  31787. */
  31788. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31789. /**
  31790. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31791. * @param effect defines the effect to activate
  31792. */
  31793. enableEffect(effect: Nullable<Effect>): void;
  31794. /**
  31795. * Set the value of an uniform to an array of int32
  31796. * @param uniform defines the webGL uniform location where to store the value
  31797. * @param array defines the array of int32 to store
  31798. */
  31799. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31800. /**
  31801. * Set the value of an uniform to an array of int32 (stored as vec2)
  31802. * @param uniform defines the webGL uniform location where to store the value
  31803. * @param array defines the array of int32 to store
  31804. */
  31805. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31806. /**
  31807. * Set the value of an uniform to an array of int32 (stored as vec3)
  31808. * @param uniform defines the webGL uniform location where to store the value
  31809. * @param array defines the array of int32 to store
  31810. */
  31811. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31812. /**
  31813. * Set the value of an uniform to an array of int32 (stored as vec4)
  31814. * @param uniform defines the webGL uniform location where to store the value
  31815. * @param array defines the array of int32 to store
  31816. */
  31817. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31818. /**
  31819. * Set the value of an uniform to an array of float32
  31820. * @param uniform defines the webGL uniform location where to store the value
  31821. * @param array defines the array of float32 to store
  31822. */
  31823. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31824. /**
  31825. * Set the value of an uniform to an array of float32 (stored as vec2)
  31826. * @param uniform defines the webGL uniform location where to store the value
  31827. * @param array defines the array of float32 to store
  31828. */
  31829. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31830. /**
  31831. * Set the value of an uniform to an array of float32 (stored as vec3)
  31832. * @param uniform defines the webGL uniform location where to store the value
  31833. * @param array defines the array of float32 to store
  31834. */
  31835. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31836. /**
  31837. * Set the value of an uniform to an array of float32 (stored as vec4)
  31838. * @param uniform defines the webGL uniform location where to store the value
  31839. * @param array defines the array of float32 to store
  31840. */
  31841. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31842. /**
  31843. * Set the value of an uniform to an array of number
  31844. * @param uniform defines the webGL uniform location where to store the value
  31845. * @param array defines the array of number to store
  31846. */
  31847. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31848. /**
  31849. * Set the value of an uniform to an array of number (stored as vec2)
  31850. * @param uniform defines the webGL uniform location where to store the value
  31851. * @param array defines the array of number to store
  31852. */
  31853. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31854. /**
  31855. * Set the value of an uniform to an array of number (stored as vec3)
  31856. * @param uniform defines the webGL uniform location where to store the value
  31857. * @param array defines the array of number to store
  31858. */
  31859. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31860. /**
  31861. * Set the value of an uniform to an array of number (stored as vec4)
  31862. * @param uniform defines the webGL uniform location where to store the value
  31863. * @param array defines the array of number to store
  31864. */
  31865. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31866. /**
  31867. * Set the value of an uniform to an array of float32 (stored as matrices)
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param matrices defines the array of float32 to store
  31870. */
  31871. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31872. /**
  31873. * Set the value of an uniform to a matrix (3x3)
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31876. */
  31877. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31878. /**
  31879. * Set the value of an uniform to a matrix (2x2)
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31882. */
  31883. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31884. /**
  31885. * Set the value of an uniform to a number (int)
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param value defines the int number to store
  31888. */
  31889. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31890. /**
  31891. * Set the value of an uniform to a number (float)
  31892. * @param uniform defines the webGL uniform location where to store the value
  31893. * @param value defines the float number to store
  31894. */
  31895. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31896. /**
  31897. * Set the value of an uniform to a vec2
  31898. * @param uniform defines the webGL uniform location where to store the value
  31899. * @param x defines the 1st component of the value
  31900. * @param y defines the 2nd component of the value
  31901. */
  31902. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31903. /**
  31904. * Set the value of an uniform to a vec3
  31905. * @param uniform defines the webGL uniform location where to store the value
  31906. * @param x defines the 1st component of the value
  31907. * @param y defines the 2nd component of the value
  31908. * @param z defines the 3rd component of the value
  31909. */
  31910. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31911. /**
  31912. * Set the value of an uniform to a boolean
  31913. * @param uniform defines the webGL uniform location where to store the value
  31914. * @param bool defines the boolean to store
  31915. */
  31916. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31917. /**
  31918. * Set the value of an uniform to a vec4
  31919. * @param uniform defines the webGL uniform location where to store the value
  31920. * @param x defines the 1st component of the value
  31921. * @param y defines the 2nd component of the value
  31922. * @param z defines the 3rd component of the value
  31923. * @param w defines the 4th component of the value
  31924. */
  31925. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31926. /**
  31927. * Sets a Color4 on a uniform variable
  31928. * @param uniform defines the uniform location
  31929. * @param color4 defines the value to be set
  31930. */
  31931. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31932. /**
  31933. * Set various states to the webGL context
  31934. * @param culling defines backface culling state
  31935. * @param zOffset defines the value to apply to zOffset (0 by default)
  31936. * @param force defines if states must be applied even if cache is up to date
  31937. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31938. */
  31939. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31940. /**
  31941. * Set the z offset to apply to current rendering
  31942. * @param value defines the offset to apply
  31943. */
  31944. setZOffset(value: number): void;
  31945. /**
  31946. * Gets the current value of the zOffset
  31947. * @returns the current zOffset state
  31948. */
  31949. getZOffset(): number;
  31950. /**
  31951. * Enable or disable depth buffering
  31952. * @param enable defines the state to set
  31953. */
  31954. setDepthBuffer(enable: boolean): void;
  31955. /**
  31956. * Gets a boolean indicating if depth writing is enabled
  31957. * @returns the current depth writing state
  31958. */
  31959. getDepthWrite(): boolean;
  31960. /**
  31961. * Enable or disable depth writing
  31962. * @param enable defines the state to set
  31963. */
  31964. setDepthWrite(enable: boolean): void;
  31965. /**
  31966. * Enable or disable color writing
  31967. * @param enable defines the state to set
  31968. */
  31969. setColorWrite(enable: boolean): void;
  31970. /**
  31971. * Gets a boolean indicating if color writing is enabled
  31972. * @returns the current color writing state
  31973. */
  31974. getColorWrite(): boolean;
  31975. /**
  31976. * Sets alpha constants used by some alpha blending modes
  31977. * @param r defines the red component
  31978. * @param g defines the green component
  31979. * @param b defines the blue component
  31980. * @param a defines the alpha component
  31981. */
  31982. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31983. /**
  31984. * Sets the current alpha mode
  31985. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31986. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31987. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31988. */
  31989. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31990. /**
  31991. * Gets the current alpha mode
  31992. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31993. * @returns the current alpha mode
  31994. */
  31995. getAlphaMode(): number;
  31996. /**
  31997. * Clears the list of texture accessible through engine.
  31998. * This can help preventing texture load conflict due to name collision.
  31999. */
  32000. clearInternalTexturesCache(): void;
  32001. /**
  32002. * Force the entire cache to be cleared
  32003. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32004. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32005. */
  32006. wipeCaches(bruteForce?: boolean): void;
  32007. /**
  32008. * Set the compressed texture format to use, based on the formats you have, and the formats
  32009. * supported by the hardware / browser.
  32010. *
  32011. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32012. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32013. * to API arguments needed to compressed textures. This puts the burden on the container
  32014. * generator to house the arcane code for determining these for current & future formats.
  32015. *
  32016. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32017. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32018. *
  32019. * Note: The result of this call is not taken into account when a texture is base64.
  32020. *
  32021. * @param formatsAvailable defines the list of those format families you have created
  32022. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32023. *
  32024. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32025. * @returns The extension selected.
  32026. */
  32027. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32028. /** @hidden */
  32029. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32030. min: number;
  32031. mag: number;
  32032. };
  32033. /** @hidden */
  32034. _createTexture(): WebGLTexture;
  32035. /**
  32036. * Usually called from Texture.ts.
  32037. * Passed information to create a WebGLTexture
  32038. * @param urlArg defines a value which contains one of the following:
  32039. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32040. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32041. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32042. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32043. * @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)
  32044. * @param scene needed for loading to the correct scene
  32045. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32046. * @param onLoad optional callback to be called upon successful completion
  32047. * @param onError optional callback to be called upon failure
  32048. * @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
  32049. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32050. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32051. * @param forcedExtension defines the extension to use to pick the right loader
  32052. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32053. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32054. */
  32055. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32056. /**
  32057. * @hidden
  32058. * Rescales a texture
  32059. * @param source input texutre
  32060. * @param destination destination texture
  32061. * @param scene scene to use to render the resize
  32062. * @param internalFormat format to use when resizing
  32063. * @param onComplete callback to be called when resize has completed
  32064. */
  32065. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32066. private _unpackFlipYCached;
  32067. /**
  32068. * In case you are sharing the context with other applications, it might
  32069. * be interested to not cache the unpack flip y state to ensure a consistent
  32070. * value would be set.
  32071. */
  32072. enableUnpackFlipYCached: boolean;
  32073. /** @hidden */
  32074. _unpackFlipY(value: boolean): void;
  32075. /** @hidden */
  32076. _getUnpackAlignement(): number;
  32077. /**
  32078. * Creates a dynamic texture
  32079. * @param width defines the width of the texture
  32080. * @param height defines the height of the texture
  32081. * @param generateMipMaps defines if the engine should generate the mip levels
  32082. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32083. * @returns the dynamic texture inside an InternalTexture
  32084. */
  32085. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32086. /**
  32087. * Update the sampling mode of a given texture
  32088. * @param samplingMode defines the required sampling mode
  32089. * @param texture defines the texture to update
  32090. */
  32091. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32092. /**
  32093. * Update the content of a dynamic texture
  32094. * @param texture defines the texture to update
  32095. * @param canvas defines the canvas containing the source
  32096. * @param invertY defines if data must be stored with Y axis inverted
  32097. * @param premulAlpha defines if alpha is stored as premultiplied
  32098. * @param format defines the format of the data
  32099. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32100. */
  32101. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32102. /**
  32103. * Update a video texture
  32104. * @param texture defines the texture to update
  32105. * @param video defines the video element to use
  32106. * @param invertY defines if data must be stored with Y axis inverted
  32107. */
  32108. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32109. /**
  32110. * Updates a depth texture Comparison Mode and Function.
  32111. * If the comparison Function is equal to 0, the mode will be set to none.
  32112. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32113. * @param texture The texture to set the comparison function for
  32114. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32115. */
  32116. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32117. /** @hidden */
  32118. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32119. width: number;
  32120. height: number;
  32121. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32122. /**
  32123. * Creates a depth stencil texture.
  32124. * This is only available in WebGL 2 or with the depth texture extension available.
  32125. * @param size The size of face edge in the texture.
  32126. * @param options The options defining the texture.
  32127. * @returns The texture
  32128. */
  32129. createDepthStencilTexture(size: number | {
  32130. width: number;
  32131. height: number;
  32132. }, options: DepthTextureCreationOptions): InternalTexture;
  32133. /**
  32134. * Creates a depth stencil texture.
  32135. * This is only available in WebGL 2 or with the depth texture extension available.
  32136. * @param size The size of face edge in the texture.
  32137. * @param options The options defining the texture.
  32138. * @returns The texture
  32139. */
  32140. private _createDepthStencilTexture;
  32141. /**
  32142. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32143. * @param renderTarget The render target to set the frame buffer for
  32144. */
  32145. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32146. /**
  32147. * Creates a new render target texture
  32148. * @param size defines the size of the texture
  32149. * @param options defines the options used to create the texture
  32150. * @returns a new render target texture stored in an InternalTexture
  32151. */
  32152. createRenderTargetTexture(size: number | {
  32153. width: number;
  32154. height: number;
  32155. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32156. /** @hidden */
  32157. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32158. /**
  32159. * Updates the sample count of a render target texture
  32160. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32161. * @param texture defines the texture to update
  32162. * @param samples defines the sample count to set
  32163. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32164. */
  32165. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32166. /** @hidden */
  32167. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32168. /** @hidden */
  32169. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32170. /** @hidden */
  32171. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32172. /** @hidden */
  32173. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32174. /**
  32175. * @hidden
  32176. */
  32177. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32178. private _prepareWebGLTextureContinuation;
  32179. private _prepareWebGLTexture;
  32180. /** @hidden */
  32181. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32182. /** @hidden */
  32183. _releaseFramebufferObjects(texture: InternalTexture): void;
  32184. /** @hidden */
  32185. _releaseTexture(texture: InternalTexture): void;
  32186. private setProgram;
  32187. private _boundUniforms;
  32188. /**
  32189. * Binds an effect to the webGL context
  32190. * @param effect defines the effect to bind
  32191. */
  32192. bindSamplers(effect: Effect): void;
  32193. private _activateCurrentTexture;
  32194. /** @hidden */
  32195. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32196. /** @hidden */
  32197. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32198. /**
  32199. * Sets a texture to the webGL context from a postprocess
  32200. * @param channel defines the channel to use
  32201. * @param postProcess defines the source postprocess
  32202. */
  32203. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32204. /**
  32205. * Binds the output of the passed in post process to the texture channel specified
  32206. * @param channel The channel the texture should be bound to
  32207. * @param postProcess The post process which's output should be bound
  32208. */
  32209. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32210. /**
  32211. * Unbind all textures from the webGL context
  32212. */
  32213. unbindAllTextures(): void;
  32214. /**
  32215. * Sets a texture to the according uniform.
  32216. * @param channel The texture channel
  32217. * @param uniform The uniform to set
  32218. * @param texture The texture to apply
  32219. */
  32220. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32221. /**
  32222. * Sets a depth stencil texture from a render target to the according uniform.
  32223. * @param channel The texture channel
  32224. * @param uniform The uniform to set
  32225. * @param texture The render target texture containing the depth stencil texture to apply
  32226. */
  32227. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32228. private _bindSamplerUniformToChannel;
  32229. private _getTextureWrapMode;
  32230. private _setTexture;
  32231. /**
  32232. * Sets an array of texture to the webGL context
  32233. * @param channel defines the channel where the texture array must be set
  32234. * @param uniform defines the associated uniform location
  32235. * @param textures defines the array of textures to bind
  32236. */
  32237. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32238. /** @hidden */
  32239. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32240. private _setTextureParameterFloat;
  32241. private _setTextureParameterInteger;
  32242. /**
  32243. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32244. * @param x defines the x coordinate of the rectangle where pixels must be read
  32245. * @param y defines the y coordinate of the rectangle where pixels must be read
  32246. * @param width defines the width of the rectangle where pixels must be read
  32247. * @param height defines the height of the rectangle where pixels must be read
  32248. * @returns a Uint8Array containing RGBA colors
  32249. */
  32250. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32251. /**
  32252. * Add an externaly attached data from its key.
  32253. * This method call will fail and return false, if such key already exists.
  32254. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32255. * @param key the unique key that identifies the data
  32256. * @param data the data object to associate to the key for this Engine instance
  32257. * @return true if no such key were already present and the data was added successfully, false otherwise
  32258. */
  32259. addExternalData<T>(key: string, data: T): boolean;
  32260. /**
  32261. * Get an externaly attached data from its key
  32262. * @param key the unique key that identifies the data
  32263. * @return the associated data, if present (can be null), or undefined if not present
  32264. */
  32265. getExternalData<T>(key: string): T;
  32266. /**
  32267. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32268. * @param key the unique key that identifies the data
  32269. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32270. * @return the associated data, can be null if the factory returned null.
  32271. */
  32272. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32273. /**
  32274. * Remove an externaly attached data from the Engine instance
  32275. * @param key the unique key that identifies the data
  32276. * @return true if the data was successfully removed, false if it doesn't exist
  32277. */
  32278. removeExternalData(key: string): boolean;
  32279. /**
  32280. * Unbind all vertex attributes from the webGL context
  32281. */
  32282. unbindAllAttributes(): void;
  32283. /**
  32284. * 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
  32285. */
  32286. releaseEffects(): void;
  32287. /**
  32288. * Dispose and release all associated resources
  32289. */
  32290. dispose(): void;
  32291. /**
  32292. * Display the loading screen
  32293. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32294. */
  32295. displayLoadingUI(): void;
  32296. /**
  32297. * Hide the loading screen
  32298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32299. */
  32300. hideLoadingUI(): void;
  32301. /**
  32302. * Gets the current loading screen object
  32303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32304. */
  32305. /**
  32306. * Sets the current loading screen object
  32307. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32308. */
  32309. loadingScreen: ILoadingScreen;
  32310. /**
  32311. * Sets the current loading screen text
  32312. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32313. */
  32314. loadingUIText: string;
  32315. /**
  32316. * Sets the current loading screen background color
  32317. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32318. */
  32319. loadingUIBackgroundColor: string;
  32320. /**
  32321. * Attach a new callback raised when context lost event is fired
  32322. * @param callback defines the callback to call
  32323. */
  32324. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32325. /**
  32326. * Attach a new callback raised when context restored event is fired
  32327. * @param callback defines the callback to call
  32328. */
  32329. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32330. /**
  32331. * Gets the source code of the vertex shader associated with a specific webGL program
  32332. * @param program defines the program to use
  32333. * @returns a string containing the source code of the vertex shader associated with the program
  32334. */
  32335. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32336. /**
  32337. * Gets the source code of the fragment shader associated with a specific webGL program
  32338. * @param program defines the program to use
  32339. * @returns a string containing the source code of the fragment shader associated with the program
  32340. */
  32341. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32342. /**
  32343. * Get the current error code of the webGL context
  32344. * @returns the error code
  32345. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32346. */
  32347. getError(): number;
  32348. /**
  32349. * Gets the current framerate
  32350. * @returns a number representing the framerate
  32351. */
  32352. getFps(): number;
  32353. /**
  32354. * Gets the time spent between current and previous frame
  32355. * @returns a number representing the delta time in ms
  32356. */
  32357. getDeltaTime(): number;
  32358. private _measureFps;
  32359. /** @hidden */
  32360. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32361. private _canRenderToFloatFramebuffer;
  32362. private _canRenderToHalfFloatFramebuffer;
  32363. private _canRenderToFramebuffer;
  32364. /** @hidden */
  32365. _getWebGLTextureType(type: number): number;
  32366. /** @hidden */
  32367. _getInternalFormat(format: number): number;
  32368. /** @hidden */
  32369. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32370. /** @hidden */
  32371. _getRGBAMultiSampleBufferFormat(type: number): number;
  32372. /** @hidden */
  32373. _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;
  32374. /** @hidden */
  32375. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32376. /**
  32377. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32378. * @returns true if the engine can be created
  32379. * @ignorenaming
  32380. */
  32381. static isSupported(): boolean;
  32382. /**
  32383. * Find the next highest power of two.
  32384. * @param x Number to start search from.
  32385. * @return Next highest power of two.
  32386. */
  32387. static CeilingPOT(x: number): number;
  32388. /**
  32389. * Find the next lowest power of two.
  32390. * @param x Number to start search from.
  32391. * @return Next lowest power of two.
  32392. */
  32393. static FloorPOT(x: number): number;
  32394. /**
  32395. * Find the nearest power of two.
  32396. * @param x Number to start search from.
  32397. * @return Next nearest power of two.
  32398. */
  32399. static NearestPOT(x: number): number;
  32400. /**
  32401. * Get the closest exponent of two
  32402. * @param value defines the value to approximate
  32403. * @param max defines the maximum value to return
  32404. * @param mode defines how to define the closest value
  32405. * @returns closest exponent of two of the given value
  32406. */
  32407. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32408. /**
  32409. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32410. * @param func - the function to be called
  32411. * @param requester - the object that will request the next frame. Falls back to window.
  32412. * @returns frame number
  32413. */
  32414. static QueueNewFrame(func: () => void, requester?: any): number;
  32415. /**
  32416. * Ask the browser to promote the current element to pointerlock mode
  32417. * @param element defines the DOM element to promote
  32418. */
  32419. static _RequestPointerlock(element: HTMLElement): void;
  32420. /**
  32421. * Asks the browser to exit pointerlock mode
  32422. */
  32423. static _ExitPointerlock(): void;
  32424. /**
  32425. * Ask the browser to promote the current element to fullscreen rendering mode
  32426. * @param element defines the DOM element to promote
  32427. */
  32428. static _RequestFullscreen(element: HTMLElement): void;
  32429. /**
  32430. * Asks the browser to exit fullscreen mode
  32431. */
  32432. static _ExitFullscreen(): void;
  32433. }
  32434. }
  32435. declare module "babylonjs/Engines/engineStore" {
  32436. import { Nullable } from "babylonjs/types";
  32437. import { Engine } from "babylonjs/Engines/engine";
  32438. import { Scene } from "babylonjs/scene";
  32439. /**
  32440. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32441. * during the life time of the application.
  32442. */
  32443. export class EngineStore {
  32444. /** Gets the list of created engines */
  32445. static Instances: import("babylonjs/Engines/engine").Engine[];
  32446. /** @hidden */
  32447. static _LastCreatedScene: Nullable<Scene>;
  32448. /**
  32449. * Gets the latest created engine
  32450. */
  32451. static readonly LastCreatedEngine: Nullable<Engine>;
  32452. /**
  32453. * Gets the latest created scene
  32454. */
  32455. static readonly LastCreatedScene: Nullable<Scene>;
  32456. /**
  32457. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32458. * @ignorenaming
  32459. */
  32460. static UseFallbackTexture: boolean;
  32461. /**
  32462. * Texture content used if a texture cannot loaded
  32463. * @ignorenaming
  32464. */
  32465. static FallbackTexture: string;
  32466. }
  32467. }
  32468. declare module "babylonjs/Misc/promise" {
  32469. /**
  32470. * Helper class that provides a small promise polyfill
  32471. */
  32472. export class PromisePolyfill {
  32473. /**
  32474. * Static function used to check if the polyfill is required
  32475. * If this is the case then the function will inject the polyfill to window.Promise
  32476. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32477. */
  32478. static Apply(force?: boolean): void;
  32479. }
  32480. }
  32481. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32482. /**
  32483. * Interface for screenshot methods with describe argument called `size` as object with options
  32484. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32485. */
  32486. export interface IScreenshotSize {
  32487. /**
  32488. * number in pixels for canvas height
  32489. */
  32490. height?: number;
  32491. /**
  32492. * multiplier allowing render at a higher or lower resolution
  32493. * If value is defined then height and width will be ignored and taken from camera
  32494. */
  32495. precision?: number;
  32496. /**
  32497. * number in pixels for canvas width
  32498. */
  32499. width?: number;
  32500. }
  32501. }
  32502. declare module "babylonjs/Misc/tools" {
  32503. import { Nullable, float } from "babylonjs/types";
  32504. import { DomManagement } from "babylonjs/Misc/domManagement";
  32505. import { WebRequest } from "babylonjs/Misc/webRequest";
  32506. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32507. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32508. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32509. import { Camera } from "babylonjs/Cameras/camera";
  32510. import { Engine } from "babylonjs/Engines/engine";
  32511. interface IColor4Like {
  32512. r: float;
  32513. g: float;
  32514. b: float;
  32515. a: float;
  32516. }
  32517. /**
  32518. * Class containing a set of static utilities functions
  32519. */
  32520. export class Tools {
  32521. /**
  32522. * Gets or sets the base URL to use to load assets
  32523. */
  32524. static BaseUrl: string;
  32525. /**
  32526. * Enable/Disable Custom HTTP Request Headers globally.
  32527. * default = false
  32528. * @see CustomRequestHeaders
  32529. */
  32530. static UseCustomRequestHeaders: boolean;
  32531. /**
  32532. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32533. * i.e. when loading files, where the server/service expects an Authorization header
  32534. */
  32535. static CustomRequestHeaders: {
  32536. [key: string]: string;
  32537. };
  32538. /**
  32539. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32540. */
  32541. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32542. /**
  32543. * Default behaviour for cors in the application.
  32544. * It can be a string if the expected behavior is identical in the entire app.
  32545. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32546. */
  32547. static CorsBehavior: string | ((url: string | string[]) => string);
  32548. /**
  32549. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32550. * @ignorenaming
  32551. */
  32552. static UseFallbackTexture: boolean;
  32553. /**
  32554. * Use this object to register external classes like custom textures or material
  32555. * to allow the laoders to instantiate them
  32556. */
  32557. static RegisteredExternalClasses: {
  32558. [key: string]: Object;
  32559. };
  32560. /**
  32561. * Texture content used if a texture cannot loaded
  32562. * @ignorenaming
  32563. */
  32564. static fallbackTexture: string;
  32565. /**
  32566. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32567. * @param u defines the coordinate on X axis
  32568. * @param v defines the coordinate on Y axis
  32569. * @param width defines the width of the source data
  32570. * @param height defines the height of the source data
  32571. * @param pixels defines the source byte array
  32572. * @param color defines the output color
  32573. */
  32574. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32575. /**
  32576. * Interpolates between a and b via alpha
  32577. * @param a The lower value (returned when alpha = 0)
  32578. * @param b The upper value (returned when alpha = 1)
  32579. * @param alpha The interpolation-factor
  32580. * @return The mixed value
  32581. */
  32582. static Mix(a: number, b: number, alpha: number): number;
  32583. /**
  32584. * Tries to instantiate a new object from a given class name
  32585. * @param className defines the class name to instantiate
  32586. * @returns the new object or null if the system was not able to do the instantiation
  32587. */
  32588. static Instantiate(className: string): any;
  32589. /**
  32590. * Provides a slice function that will work even on IE
  32591. * @param data defines the array to slice
  32592. * @param start defines the start of the data (optional)
  32593. * @param end defines the end of the data (optional)
  32594. * @returns the new sliced array
  32595. */
  32596. static Slice<T>(data: T, start?: number, end?: number): T;
  32597. /**
  32598. * Polyfill for setImmediate
  32599. * @param action defines the action to execute after the current execution block
  32600. */
  32601. static SetImmediate(action: () => void): void;
  32602. /**
  32603. * Function indicating if a number is an exponent of 2
  32604. * @param value defines the value to test
  32605. * @returns true if the value is an exponent of 2
  32606. */
  32607. static IsExponentOfTwo(value: number): boolean;
  32608. private static _tmpFloatArray;
  32609. /**
  32610. * Returns the nearest 32-bit single precision float representation of a Number
  32611. * @param value A Number. If the parameter is of a different type, it will get converted
  32612. * to a number or to NaN if it cannot be converted
  32613. * @returns number
  32614. */
  32615. static FloatRound(value: number): number;
  32616. /**
  32617. * Extracts the filename from a path
  32618. * @param path defines the path to use
  32619. * @returns the filename
  32620. */
  32621. static GetFilename(path: string): string;
  32622. /**
  32623. * Extracts the "folder" part of a path (everything before the filename).
  32624. * @param uri The URI to extract the info from
  32625. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32626. * @returns The "folder" part of the path
  32627. */
  32628. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32629. /**
  32630. * Extracts text content from a DOM element hierarchy
  32631. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32632. */
  32633. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32634. /**
  32635. * Convert an angle in radians to degrees
  32636. * @param angle defines the angle to convert
  32637. * @returns the angle in degrees
  32638. */
  32639. static ToDegrees(angle: number): number;
  32640. /**
  32641. * Convert an angle in degrees to radians
  32642. * @param angle defines the angle to convert
  32643. * @returns the angle in radians
  32644. */
  32645. static ToRadians(angle: number): number;
  32646. /**
  32647. * Encode a buffer to a base64 string
  32648. * @param buffer defines the buffer to encode
  32649. * @returns the encoded string
  32650. */
  32651. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32652. /**
  32653. * Returns an array if obj is not an array
  32654. * @param obj defines the object to evaluate as an array
  32655. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32656. * @returns either obj directly if obj is an array or a new array containing obj
  32657. */
  32658. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32659. /**
  32660. * Gets the pointer prefix to use
  32661. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32662. */
  32663. static GetPointerPrefix(): string;
  32664. /**
  32665. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32666. * @param url define the url we are trying
  32667. * @param element define the dom element where to configure the cors policy
  32668. */
  32669. static SetCorsBehavior(url: string | string[], element: {
  32670. crossOrigin: string | null;
  32671. }): void;
  32672. /**
  32673. * Removes unwanted characters from an url
  32674. * @param url defines the url to clean
  32675. * @returns the cleaned url
  32676. */
  32677. static CleanUrl(url: string): string;
  32678. /**
  32679. * Gets or sets a function used to pre-process url before using them to load assets
  32680. */
  32681. static PreprocessUrl: (url: string) => string;
  32682. /**
  32683. * Loads an image as an HTMLImageElement.
  32684. * @param input url string, ArrayBuffer, or Blob to load
  32685. * @param onLoad callback called when the image successfully loads
  32686. * @param onError callback called when the image fails to load
  32687. * @param offlineProvider offline provider for caching
  32688. * @returns the HTMLImageElement of the loaded image
  32689. */
  32690. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32691. /**
  32692. * Loads a file
  32693. * @param url url string, ArrayBuffer, or Blob to load
  32694. * @param onSuccess callback called when the file successfully loads
  32695. * @param onProgress callback called while file is loading (if the server supports this mode)
  32696. * @param offlineProvider defines the offline provider for caching
  32697. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32698. * @param onError callback called when the file fails to load
  32699. * @returns a file request object
  32700. */
  32701. 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;
  32702. /**
  32703. * Loads a file from a url
  32704. * @param url the file url to load
  32705. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32706. */
  32707. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32708. /**
  32709. * Load a script (identified by an url). When the url returns, the
  32710. * content of this file is added into a new script element, attached to the DOM (body element)
  32711. * @param scriptUrl defines the url of the script to laod
  32712. * @param onSuccess defines the callback called when the script is loaded
  32713. * @param onError defines the callback to call if an error occurs
  32714. * @param scriptId defines the id of the script element
  32715. */
  32716. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32717. /**
  32718. * Load an asynchronous script (identified by an url). When the url returns, the
  32719. * content of this file is added into a new script element, attached to the DOM (body element)
  32720. * @param scriptUrl defines the url of the script to laod
  32721. * @param scriptId defines the id of the script element
  32722. * @returns a promise request object
  32723. */
  32724. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32725. /**
  32726. * Loads a file from a blob
  32727. * @param fileToLoad defines the blob to use
  32728. * @param callback defines the callback to call when data is loaded
  32729. * @param progressCallback defines the callback to call during loading process
  32730. * @returns a file request object
  32731. */
  32732. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32733. /**
  32734. * Loads a file
  32735. * @param fileToLoad defines the file to load
  32736. * @param callback defines the callback to call when data is loaded
  32737. * @param progressCallBack defines the callback to call during loading process
  32738. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32739. * @returns a file request object
  32740. */
  32741. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32742. /**
  32743. * Creates a data url from a given string content
  32744. * @param content defines the content to convert
  32745. * @returns the new data url link
  32746. */
  32747. static FileAsURL(content: string): string;
  32748. /**
  32749. * Format the given number to a specific decimal format
  32750. * @param value defines the number to format
  32751. * @param decimals defines the number of decimals to use
  32752. * @returns the formatted string
  32753. */
  32754. static Format(value: number, decimals?: number): string;
  32755. /**
  32756. * Tries to copy an object by duplicating every property
  32757. * @param source defines the source object
  32758. * @param destination defines the target object
  32759. * @param doNotCopyList defines a list of properties to avoid
  32760. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32761. */
  32762. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32763. /**
  32764. * Gets a boolean indicating if the given object has no own property
  32765. * @param obj defines the object to test
  32766. * @returns true if object has no own property
  32767. */
  32768. static IsEmpty(obj: any): boolean;
  32769. /**
  32770. * Function used to register events at window level
  32771. * @param windowElement defines the Window object to use
  32772. * @param events defines the events to register
  32773. */
  32774. static RegisterTopRootEvents(windowElement: Window, events: {
  32775. name: string;
  32776. handler: Nullable<(e: FocusEvent) => any>;
  32777. }[]): void;
  32778. /**
  32779. * Function used to unregister events from window level
  32780. * @param windowElement defines the Window object to use
  32781. * @param events defines the events to unregister
  32782. */
  32783. static UnregisterTopRootEvents(windowElement: Window, events: {
  32784. name: string;
  32785. handler: Nullable<(e: FocusEvent) => any>;
  32786. }[]): void;
  32787. /**
  32788. * @ignore
  32789. */
  32790. static _ScreenshotCanvas: HTMLCanvasElement;
  32791. /**
  32792. * Dumps the current bound framebuffer
  32793. * @param width defines the rendering width
  32794. * @param height defines the rendering height
  32795. * @param engine defines the hosting engine
  32796. * @param successCallback defines the callback triggered once the data are available
  32797. * @param mimeType defines the mime type of the result
  32798. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32799. */
  32800. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32801. /**
  32802. * Converts the canvas data to blob.
  32803. * This acts as a polyfill for browsers not supporting the to blob function.
  32804. * @param canvas Defines the canvas to extract the data from
  32805. * @param successCallback Defines the callback triggered once the data are available
  32806. * @param mimeType Defines the mime type of the result
  32807. */
  32808. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32809. /**
  32810. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32811. * @param successCallback defines the callback triggered once the data are available
  32812. * @param mimeType defines the mime type of the result
  32813. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32814. */
  32815. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32816. /**
  32817. * Downloads a blob in the browser
  32818. * @param blob defines the blob to download
  32819. * @param fileName defines the name of the downloaded file
  32820. */
  32821. static Download(blob: Blob, fileName: string): void;
  32822. /**
  32823. * Captures a screenshot of the current rendering
  32824. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32825. * @param engine defines the rendering engine
  32826. * @param camera defines the source camera
  32827. * @param size This parameter can be set to a single number or to an object with the
  32828. * following (optional) properties: precision, width, height. If a single number is passed,
  32829. * it will be used for both width and height. If an object is passed, the screenshot size
  32830. * will be derived from the parameters. The precision property is a multiplier allowing
  32831. * rendering at a higher or lower resolution
  32832. * @param successCallback defines the callback receives a single parameter which contains the
  32833. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32834. * src parameter of an <img> to display it
  32835. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32836. * Check your browser for supported MIME types
  32837. */
  32838. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32839. /**
  32840. * Captures a screenshot of the current rendering
  32841. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32842. * @param engine defines the rendering engine
  32843. * @param camera defines the source camera
  32844. * @param size This parameter can be set to a single number or to an object with the
  32845. * following (optional) properties: precision, width, height. If a single number is passed,
  32846. * it will be used for both width and height. If an object is passed, the screenshot size
  32847. * will be derived from the parameters. The precision property is a multiplier allowing
  32848. * rendering at a higher or lower resolution
  32849. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32850. * Check your browser for supported MIME types
  32851. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32852. * to the src parameter of an <img> to display it
  32853. */
  32854. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32855. /**
  32856. * Generates an image screenshot from the specified camera.
  32857. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32858. * @param engine The engine to use for rendering
  32859. * @param camera The camera to use for rendering
  32860. * @param size This parameter can be set to a single number or to an object with the
  32861. * following (optional) properties: precision, width, height. If a single number is passed,
  32862. * it will be used for both width and height. If an object is passed, the screenshot size
  32863. * will be derived from the parameters. The precision property is a multiplier allowing
  32864. * rendering at a higher or lower resolution
  32865. * @param successCallback The callback receives a single parameter which contains the
  32866. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32867. * src parameter of an <img> to display it
  32868. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32869. * Check your browser for supported MIME types
  32870. * @param samples Texture samples (default: 1)
  32871. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32872. * @param fileName A name for for the downloaded file.
  32873. */
  32874. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32875. /**
  32876. * Generates an image screenshot from the specified camera.
  32877. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32878. * @param engine The engine to use for rendering
  32879. * @param camera The camera to use for rendering
  32880. * @param size This parameter can be set to a single number or to an object with the
  32881. * following (optional) properties: precision, width, height. If a single number is passed,
  32882. * it will be used for both width and height. If an object is passed, the screenshot size
  32883. * will be derived from the parameters. The precision property is a multiplier allowing
  32884. * rendering at a higher or lower resolution
  32885. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32886. * Check your browser for supported MIME types
  32887. * @param samples Texture samples (default: 1)
  32888. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32889. * @param fileName A name for for the downloaded file.
  32890. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32891. * to the src parameter of an <img> to display it
  32892. */
  32893. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32894. /**
  32895. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32896. * Be aware Math.random() could cause collisions, but:
  32897. * "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"
  32898. * @returns a pseudo random id
  32899. */
  32900. static RandomId(): string;
  32901. /**
  32902. * Test if the given uri is a base64 string
  32903. * @param uri The uri to test
  32904. * @return True if the uri is a base64 string or false otherwise
  32905. */
  32906. static IsBase64(uri: string): boolean;
  32907. /**
  32908. * Decode the given base64 uri.
  32909. * @param uri The uri to decode
  32910. * @return The decoded base64 data.
  32911. */
  32912. static DecodeBase64(uri: string): ArrayBuffer;
  32913. /**
  32914. * Gets the absolute url.
  32915. * @param url the input url
  32916. * @return the absolute url
  32917. */
  32918. static GetAbsoluteUrl(url: string): string;
  32919. /**
  32920. * No log
  32921. */
  32922. static readonly NoneLogLevel: number;
  32923. /**
  32924. * Only message logs
  32925. */
  32926. static readonly MessageLogLevel: number;
  32927. /**
  32928. * Only warning logs
  32929. */
  32930. static readonly WarningLogLevel: number;
  32931. /**
  32932. * Only error logs
  32933. */
  32934. static readonly ErrorLogLevel: number;
  32935. /**
  32936. * All logs
  32937. */
  32938. static readonly AllLogLevel: number;
  32939. /**
  32940. * Gets a value indicating the number of loading errors
  32941. * @ignorenaming
  32942. */
  32943. static readonly errorsCount: number;
  32944. /**
  32945. * Callback called when a new log is added
  32946. */
  32947. static OnNewCacheEntry: (entry: string) => void;
  32948. /**
  32949. * Log a message to the console
  32950. * @param message defines the message to log
  32951. */
  32952. static Log(message: string): void;
  32953. /**
  32954. * Write a warning message to the console
  32955. * @param message defines the message to log
  32956. */
  32957. static Warn(message: string): void;
  32958. /**
  32959. * Write an error message to the console
  32960. * @param message defines the message to log
  32961. */
  32962. static Error(message: string): void;
  32963. /**
  32964. * Gets current log cache (list of logs)
  32965. */
  32966. static readonly LogCache: string;
  32967. /**
  32968. * Clears the log cache
  32969. */
  32970. static ClearLogCache(): void;
  32971. /**
  32972. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32973. */
  32974. static LogLevels: number;
  32975. /**
  32976. * Checks if the window object exists
  32977. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32978. */
  32979. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32980. /**
  32981. * No performance log
  32982. */
  32983. static readonly PerformanceNoneLogLevel: number;
  32984. /**
  32985. * Use user marks to log performance
  32986. */
  32987. static readonly PerformanceUserMarkLogLevel: number;
  32988. /**
  32989. * Log performance to the console
  32990. */
  32991. static readonly PerformanceConsoleLogLevel: number;
  32992. private static _performance;
  32993. /**
  32994. * Sets the current performance log level
  32995. */
  32996. static PerformanceLogLevel: number;
  32997. private static _StartPerformanceCounterDisabled;
  32998. private static _EndPerformanceCounterDisabled;
  32999. private static _StartUserMark;
  33000. private static _EndUserMark;
  33001. private static _StartPerformanceConsole;
  33002. private static _EndPerformanceConsole;
  33003. /**
  33004. * Starts a performance counter
  33005. */
  33006. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33007. /**
  33008. * Ends a specific performance coutner
  33009. */
  33010. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33011. /**
  33012. * Gets either window.performance.now() if supported or Date.now() else
  33013. */
  33014. static readonly Now: number;
  33015. /**
  33016. * This method will return the name of the class used to create the instance of the given object.
  33017. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33018. * @param object the object to get the class name from
  33019. * @param isType defines if the object is actually a type
  33020. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33021. */
  33022. static GetClassName(object: any, isType?: boolean): string;
  33023. /**
  33024. * Gets the first element of an array satisfying a given predicate
  33025. * @param array defines the array to browse
  33026. * @param predicate defines the predicate to use
  33027. * @returns null if not found or the element
  33028. */
  33029. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33030. /**
  33031. * This method will return the name of the full name of the class, including its owning module (if any).
  33032. * 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).
  33033. * @param object the object to get the class name from
  33034. * @param isType defines if the object is actually a type
  33035. * @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.
  33036. * @ignorenaming
  33037. */
  33038. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33039. /**
  33040. * Returns a promise that resolves after the given amount of time.
  33041. * @param delay Number of milliseconds to delay
  33042. * @returns Promise that resolves after the given amount of time
  33043. */
  33044. static DelayAsync(delay: number): Promise<void>;
  33045. }
  33046. /**
  33047. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33048. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33049. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33050. * @param name The name of the class, case should be preserved
  33051. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33052. */
  33053. export function className(name: string, module?: string): (target: Object) => void;
  33054. /**
  33055. * An implementation of a loop for asynchronous functions.
  33056. */
  33057. export class AsyncLoop {
  33058. /**
  33059. * Defines the number of iterations for the loop
  33060. */
  33061. iterations: number;
  33062. /**
  33063. * Defines the current index of the loop.
  33064. */
  33065. index: number;
  33066. private _done;
  33067. private _fn;
  33068. private _successCallback;
  33069. /**
  33070. * Constructor.
  33071. * @param iterations the number of iterations.
  33072. * @param func the function to run each iteration
  33073. * @param successCallback the callback that will be called upon succesful execution
  33074. * @param offset starting offset.
  33075. */
  33076. constructor(
  33077. /**
  33078. * Defines the number of iterations for the loop
  33079. */
  33080. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33081. /**
  33082. * Execute the next iteration. Must be called after the last iteration was finished.
  33083. */
  33084. executeNext(): void;
  33085. /**
  33086. * Break the loop and run the success callback.
  33087. */
  33088. breakLoop(): void;
  33089. /**
  33090. * Create and run an async loop.
  33091. * @param iterations the number of iterations.
  33092. * @param fn the function to run each iteration
  33093. * @param successCallback the callback that will be called upon succesful execution
  33094. * @param offset starting offset.
  33095. * @returns the created async loop object
  33096. */
  33097. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33098. /**
  33099. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33100. * @param iterations total number of iterations
  33101. * @param syncedIterations number of synchronous iterations in each async iteration.
  33102. * @param fn the function to call each iteration.
  33103. * @param callback a success call back that will be called when iterating stops.
  33104. * @param breakFunction a break condition (optional)
  33105. * @param timeout timeout settings for the setTimeout function. default - 0.
  33106. * @returns the created async loop object
  33107. */
  33108. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33109. }
  33110. }
  33111. declare module "babylonjs/Collisions/collisionCoordinator" {
  33112. import { Nullable } from "babylonjs/types";
  33113. import { Scene } from "babylonjs/scene";
  33114. import { Vector3 } from "babylonjs/Maths/math.vector";
  33115. import { Collider } from "babylonjs/Collisions/collider";
  33116. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33117. /** @hidden */
  33118. export interface ICollisionCoordinator {
  33119. createCollider(): Collider;
  33120. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33121. init(scene: Scene): void;
  33122. }
  33123. /** @hidden */
  33124. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33125. private _scene;
  33126. private _scaledPosition;
  33127. private _scaledVelocity;
  33128. private _finalPosition;
  33129. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33130. createCollider(): Collider;
  33131. init(scene: Scene): void;
  33132. private _collideWithWorld;
  33133. }
  33134. }
  33135. declare module "babylonjs/Inputs/scene.inputManager" {
  33136. import { Nullable } from "babylonjs/types";
  33137. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33138. import { Vector2 } from "babylonjs/Maths/math.vector";
  33139. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33140. import { Scene } from "babylonjs/scene";
  33141. /**
  33142. * Class used to manage all inputs for the scene.
  33143. */
  33144. export class InputManager {
  33145. /** The distance in pixel that you have to move to prevent some events */
  33146. static DragMovementThreshold: number;
  33147. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33148. static LongPressDelay: number;
  33149. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33150. static DoubleClickDelay: number;
  33151. /** If you need to check double click without raising a single click at first click, enable this flag */
  33152. static ExclusiveDoubleClickMode: boolean;
  33153. private _wheelEventName;
  33154. private _onPointerMove;
  33155. private _onPointerDown;
  33156. private _onPointerUp;
  33157. private _initClickEvent;
  33158. private _initActionManager;
  33159. private _delayedSimpleClick;
  33160. private _delayedSimpleClickTimeout;
  33161. private _previousDelayedSimpleClickTimeout;
  33162. private _meshPickProceed;
  33163. private _previousButtonPressed;
  33164. private _currentPickResult;
  33165. private _previousPickResult;
  33166. private _totalPointersPressed;
  33167. private _doubleClickOccured;
  33168. private _pointerOverMesh;
  33169. private _pickedDownMesh;
  33170. private _pickedUpMesh;
  33171. private _pointerX;
  33172. private _pointerY;
  33173. private _unTranslatedPointerX;
  33174. private _unTranslatedPointerY;
  33175. private _startingPointerPosition;
  33176. private _previousStartingPointerPosition;
  33177. private _startingPointerTime;
  33178. private _previousStartingPointerTime;
  33179. private _pointerCaptures;
  33180. private _onKeyDown;
  33181. private _onKeyUp;
  33182. private _onCanvasFocusObserver;
  33183. private _onCanvasBlurObserver;
  33184. private _scene;
  33185. /**
  33186. * Creates a new InputManager
  33187. * @param scene defines the hosting scene
  33188. */
  33189. constructor(scene: Scene);
  33190. /**
  33191. * Gets the mesh that is currently under the pointer
  33192. */
  33193. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33194. /**
  33195. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33196. */
  33197. readonly unTranslatedPointer: Vector2;
  33198. /**
  33199. * Gets or sets the current on-screen X position of the pointer
  33200. */
  33201. pointerX: number;
  33202. /**
  33203. * Gets or sets the current on-screen Y position of the pointer
  33204. */
  33205. pointerY: number;
  33206. private _updatePointerPosition;
  33207. private _processPointerMove;
  33208. private _setRayOnPointerInfo;
  33209. private _checkPrePointerObservable;
  33210. /**
  33211. * Use this method to simulate a pointer move on a mesh
  33212. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33213. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33214. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33215. */
  33216. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33217. /**
  33218. * Use this method to simulate a pointer down on a mesh
  33219. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33220. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33221. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33222. */
  33223. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33224. private _processPointerDown;
  33225. /** @hidden */
  33226. _isPointerSwiping(): boolean;
  33227. /**
  33228. * Use this method to simulate a pointer up on a mesh
  33229. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33230. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33231. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33232. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33233. */
  33234. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33235. private _processPointerUp;
  33236. /**
  33237. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33238. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33239. * @returns true if the pointer was captured
  33240. */
  33241. isPointerCaptured(pointerId?: number): boolean;
  33242. /**
  33243. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33244. * @param attachUp defines if you want to attach events to pointerup
  33245. * @param attachDown defines if you want to attach events to pointerdown
  33246. * @param attachMove defines if you want to attach events to pointermove
  33247. */
  33248. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33249. /**
  33250. * Detaches all event handlers
  33251. */
  33252. detachControl(): void;
  33253. /**
  33254. * Force the value of meshUnderPointer
  33255. * @param mesh defines the mesh to use
  33256. */
  33257. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33258. /**
  33259. * Gets the mesh under the pointer
  33260. * @returns a Mesh or null if no mesh is under the pointer
  33261. */
  33262. getPointerOverMesh(): Nullable<AbstractMesh>;
  33263. }
  33264. }
  33265. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33266. /**
  33267. * Helper class used to generate session unique ID
  33268. */
  33269. export class UniqueIdGenerator {
  33270. private static _UniqueIdCounter;
  33271. /**
  33272. * Gets an unique (relatively to the current scene) Id
  33273. */
  33274. static readonly UniqueId: number;
  33275. }
  33276. }
  33277. declare module "babylonjs/Animations/animationGroup" {
  33278. import { Animatable } from "babylonjs/Animations/animatable";
  33279. import { Animation } from "babylonjs/Animations/animation";
  33280. import { Scene, IDisposable } from "babylonjs/scene";
  33281. import { Observable } from "babylonjs/Misc/observable";
  33282. import { Nullable } from "babylonjs/types";
  33283. import "babylonjs/Animations/animatable";
  33284. /**
  33285. * This class defines the direct association between an animation and a target
  33286. */
  33287. export class TargetedAnimation {
  33288. /**
  33289. * Animation to perform
  33290. */
  33291. animation: Animation;
  33292. /**
  33293. * Target to animate
  33294. */
  33295. target: any;
  33296. /**
  33297. * Serialize the object
  33298. * @returns the JSON object representing the current entity
  33299. */
  33300. serialize(): any;
  33301. }
  33302. /**
  33303. * Use this class to create coordinated animations on multiple targets
  33304. */
  33305. export class AnimationGroup implements IDisposable {
  33306. /** The name of the animation group */
  33307. name: string;
  33308. private _scene;
  33309. private _targetedAnimations;
  33310. private _animatables;
  33311. private _from;
  33312. private _to;
  33313. private _isStarted;
  33314. private _isPaused;
  33315. private _speedRatio;
  33316. private _loopAnimation;
  33317. /**
  33318. * Gets or sets the unique id of the node
  33319. */
  33320. uniqueId: number;
  33321. /**
  33322. * This observable will notify when one animation have ended
  33323. */
  33324. onAnimationEndObservable: Observable<TargetedAnimation>;
  33325. /**
  33326. * Observer raised when one animation loops
  33327. */
  33328. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33329. /**
  33330. * This observable will notify when all animations have ended.
  33331. */
  33332. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33333. /**
  33334. * This observable will notify when all animations have paused.
  33335. */
  33336. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33337. /**
  33338. * This observable will notify when all animations are playing.
  33339. */
  33340. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33341. /**
  33342. * Gets the first frame
  33343. */
  33344. readonly from: number;
  33345. /**
  33346. * Gets the last frame
  33347. */
  33348. readonly to: number;
  33349. /**
  33350. * Define if the animations are started
  33351. */
  33352. readonly isStarted: boolean;
  33353. /**
  33354. * Gets a value indicating that the current group is playing
  33355. */
  33356. readonly isPlaying: boolean;
  33357. /**
  33358. * Gets or sets the speed ratio to use for all animations
  33359. */
  33360. /**
  33361. * Gets or sets the speed ratio to use for all animations
  33362. */
  33363. speedRatio: number;
  33364. /**
  33365. * Gets or sets if all animations should loop or not
  33366. */
  33367. loopAnimation: boolean;
  33368. /**
  33369. * Gets the targeted animations for this animation group
  33370. */
  33371. readonly targetedAnimations: Array<TargetedAnimation>;
  33372. /**
  33373. * returning the list of animatables controlled by this animation group.
  33374. */
  33375. readonly animatables: Array<Animatable>;
  33376. /**
  33377. * Instantiates a new Animation Group.
  33378. * This helps managing several animations at once.
  33379. * @see http://doc.babylonjs.com/how_to/group
  33380. * @param name Defines the name of the group
  33381. * @param scene Defines the scene the group belongs to
  33382. */
  33383. constructor(
  33384. /** The name of the animation group */
  33385. name: string, scene?: Nullable<Scene>);
  33386. /**
  33387. * Add an animation (with its target) in the group
  33388. * @param animation defines the animation we want to add
  33389. * @param target defines the target of the animation
  33390. * @returns the TargetedAnimation object
  33391. */
  33392. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33393. /**
  33394. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33395. * It can add constant keys at begin or end
  33396. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33397. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33398. * @returns the animation group
  33399. */
  33400. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33401. /**
  33402. * Start all animations on given targets
  33403. * @param loop defines if animations must loop
  33404. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33405. * @param from defines the from key (optional)
  33406. * @param to defines the to key (optional)
  33407. * @returns the current animation group
  33408. */
  33409. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33410. /**
  33411. * Pause all animations
  33412. * @returns the animation group
  33413. */
  33414. pause(): AnimationGroup;
  33415. /**
  33416. * Play all animations to initial state
  33417. * This function will start() the animations if they were not started or will restart() them if they were paused
  33418. * @param loop defines if animations must loop
  33419. * @returns the animation group
  33420. */
  33421. play(loop?: boolean): AnimationGroup;
  33422. /**
  33423. * Reset all animations to initial state
  33424. * @returns the animation group
  33425. */
  33426. reset(): AnimationGroup;
  33427. /**
  33428. * Restart animations from key 0
  33429. * @returns the animation group
  33430. */
  33431. restart(): AnimationGroup;
  33432. /**
  33433. * Stop all animations
  33434. * @returns the animation group
  33435. */
  33436. stop(): AnimationGroup;
  33437. /**
  33438. * Set animation weight for all animatables
  33439. * @param weight defines the weight to use
  33440. * @return the animationGroup
  33441. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33442. */
  33443. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33444. /**
  33445. * Synchronize and normalize all animatables with a source animatable
  33446. * @param root defines the root animatable to synchronize with
  33447. * @return the animationGroup
  33448. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33449. */
  33450. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33451. /**
  33452. * Goes to a specific frame in this animation group
  33453. * @param frame the frame number to go to
  33454. * @return the animationGroup
  33455. */
  33456. goToFrame(frame: number): AnimationGroup;
  33457. /**
  33458. * Dispose all associated resources
  33459. */
  33460. dispose(): void;
  33461. private _checkAnimationGroupEnded;
  33462. /**
  33463. * Clone the current animation group and returns a copy
  33464. * @param newName defines the name of the new group
  33465. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33466. * @returns the new aniamtion group
  33467. */
  33468. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33469. /**
  33470. * Serializes the animationGroup to an object
  33471. * @returns Serialized object
  33472. */
  33473. serialize(): any;
  33474. /**
  33475. * Returns a new AnimationGroup object parsed from the source provided.
  33476. * @param parsedAnimationGroup defines the source
  33477. * @param scene defines the scene that will receive the animationGroup
  33478. * @returns a new AnimationGroup
  33479. */
  33480. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33481. /**
  33482. * Returns the string "AnimationGroup"
  33483. * @returns "AnimationGroup"
  33484. */
  33485. getClassName(): string;
  33486. /**
  33487. * Creates a detailled string about the object
  33488. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33489. * @returns a string representing the object
  33490. */
  33491. toString(fullDetails?: boolean): string;
  33492. }
  33493. }
  33494. declare module "babylonjs/scene" {
  33495. import { Nullable } from "babylonjs/types";
  33496. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33497. import { Observable } from "babylonjs/Misc/observable";
  33498. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33499. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33500. import { Geometry } from "babylonjs/Meshes/geometry";
  33501. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33502. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33504. import { Mesh } from "babylonjs/Meshes/mesh";
  33505. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33506. import { Bone } from "babylonjs/Bones/bone";
  33507. import { Skeleton } from "babylonjs/Bones/skeleton";
  33508. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33509. import { Camera } from "babylonjs/Cameras/camera";
  33510. import { AbstractScene } from "babylonjs/abstractScene";
  33511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33513. import { Material } from "babylonjs/Materials/material";
  33514. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33515. import { Effect } from "babylonjs/Materials/effect";
  33516. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33517. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33518. import { Light } from "babylonjs/Lights/light";
  33519. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33520. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33521. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33522. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33523. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33524. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33525. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33526. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33527. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33528. import { Engine } from "babylonjs/Engines/engine";
  33529. import { Node } from "babylonjs/node";
  33530. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33531. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33532. import { WebRequest } from "babylonjs/Misc/webRequest";
  33533. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33534. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33535. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33536. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33537. import { Plane } from "babylonjs/Maths/math.plane";
  33538. import { Ray } from "babylonjs/Culling/ray";
  33539. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33540. import { Animation } from "babylonjs/Animations/animation";
  33541. import { Animatable } from "babylonjs/Animations/animatable";
  33542. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33543. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33544. import { Collider } from "babylonjs/Collisions/collider";
  33545. /**
  33546. * Define an interface for all classes that will hold resources
  33547. */
  33548. export interface IDisposable {
  33549. /**
  33550. * Releases all held resources
  33551. */
  33552. dispose(): void;
  33553. }
  33554. /** Interface defining initialization parameters for Scene class */
  33555. export interface SceneOptions {
  33556. /**
  33557. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33558. * It will improve performance when the number of geometries becomes important.
  33559. */
  33560. useGeometryUniqueIdsMap?: boolean;
  33561. /**
  33562. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33563. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33564. */
  33565. useMaterialMeshMap?: boolean;
  33566. /**
  33567. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33568. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33569. */
  33570. useClonedMeshhMap?: boolean;
  33571. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33572. virtual?: boolean;
  33573. }
  33574. /**
  33575. * Represents a scene to be rendered by the engine.
  33576. * @see http://doc.babylonjs.com/features/scene
  33577. */
  33578. export class Scene extends AbstractScene implements IAnimatable {
  33579. /** The fog is deactivated */
  33580. static readonly FOGMODE_NONE: number;
  33581. /** The fog density is following an exponential function */
  33582. static readonly FOGMODE_EXP: number;
  33583. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33584. static readonly FOGMODE_EXP2: number;
  33585. /** The fog density is following a linear function. */
  33586. static readonly FOGMODE_LINEAR: number;
  33587. /**
  33588. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33589. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33590. */
  33591. static MinDeltaTime: number;
  33592. /**
  33593. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33594. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33595. */
  33596. static MaxDeltaTime: number;
  33597. /**
  33598. * Factory used to create the default material.
  33599. * @param name The name of the material to create
  33600. * @param scene The scene to create the material for
  33601. * @returns The default material
  33602. */
  33603. static DefaultMaterialFactory(scene: Scene): Material;
  33604. /**
  33605. * Factory used to create the a collision coordinator.
  33606. * @returns The collision coordinator
  33607. */
  33608. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33609. /** @hidden */
  33610. _inputManager: InputManager;
  33611. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33612. cameraToUseForPointers: Nullable<Camera>;
  33613. /** @hidden */
  33614. readonly _isScene: boolean;
  33615. /**
  33616. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33617. */
  33618. autoClear: boolean;
  33619. /**
  33620. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33621. */
  33622. autoClearDepthAndStencil: boolean;
  33623. /**
  33624. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33625. */
  33626. clearColor: Color4;
  33627. /**
  33628. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33629. */
  33630. ambientColor: Color3;
  33631. /**
  33632. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33633. * It should only be one of the following (if not the default embedded one):
  33634. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33635. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33636. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33637. * The material properties need to be setup according to the type of texture in use.
  33638. */
  33639. environmentBRDFTexture: BaseTexture;
  33640. /** @hidden */
  33641. protected _environmentTexture: Nullable<BaseTexture>;
  33642. /**
  33643. * Texture used in all pbr material as the reflection texture.
  33644. * As in the majority of the scene they are the same (exception for multi room and so on),
  33645. * this is easier to reference from here than from all the materials.
  33646. */
  33647. /**
  33648. * Texture used in all pbr material as the reflection texture.
  33649. * As in the majority of the scene they are the same (exception for multi room and so on),
  33650. * this is easier to set here than in all the materials.
  33651. */
  33652. environmentTexture: Nullable<BaseTexture>;
  33653. /** @hidden */
  33654. protected _environmentIntensity: number;
  33655. /**
  33656. * Intensity of the environment in all pbr material.
  33657. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33658. * As in the majority of the scene they are the same (exception for multi room and so on),
  33659. * this is easier to reference from here than from all the materials.
  33660. */
  33661. /**
  33662. * Intensity of the environment in all pbr material.
  33663. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33664. * As in the majority of the scene they are the same (exception for multi room and so on),
  33665. * this is easier to set here than in all the materials.
  33666. */
  33667. environmentIntensity: number;
  33668. /** @hidden */
  33669. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33670. /**
  33671. * Default image processing configuration used either in the rendering
  33672. * Forward main pass or through the imageProcessingPostProcess if present.
  33673. * As in the majority of the scene they are the same (exception for multi camera),
  33674. * this is easier to reference from here than from all the materials and post process.
  33675. *
  33676. * No setter as we it is a shared configuration, you can set the values instead.
  33677. */
  33678. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33679. private _forceWireframe;
  33680. /**
  33681. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33682. */
  33683. forceWireframe: boolean;
  33684. private _forcePointsCloud;
  33685. /**
  33686. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33687. */
  33688. forcePointsCloud: boolean;
  33689. /**
  33690. * Gets or sets the active clipplane 1
  33691. */
  33692. clipPlane: Nullable<Plane>;
  33693. /**
  33694. * Gets or sets the active clipplane 2
  33695. */
  33696. clipPlane2: Nullable<Plane>;
  33697. /**
  33698. * Gets or sets the active clipplane 3
  33699. */
  33700. clipPlane3: Nullable<Plane>;
  33701. /**
  33702. * Gets or sets the active clipplane 4
  33703. */
  33704. clipPlane4: Nullable<Plane>;
  33705. /**
  33706. * Gets or sets a boolean indicating if animations are enabled
  33707. */
  33708. animationsEnabled: boolean;
  33709. private _animationPropertiesOverride;
  33710. /**
  33711. * Gets or sets the animation properties override
  33712. */
  33713. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33714. /**
  33715. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33716. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33717. */
  33718. useConstantAnimationDeltaTime: boolean;
  33719. /**
  33720. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33721. * Please note that it requires to run a ray cast through the scene on every frame
  33722. */
  33723. constantlyUpdateMeshUnderPointer: boolean;
  33724. /**
  33725. * Defines the HTML cursor to use when hovering over interactive elements
  33726. */
  33727. hoverCursor: string;
  33728. /**
  33729. * Defines the HTML default cursor to use (empty by default)
  33730. */
  33731. defaultCursor: string;
  33732. /**
  33733. * This is used to call preventDefault() on pointer down
  33734. * in order to block unwanted artifacts like system double clicks
  33735. */
  33736. preventDefaultOnPointerDown: boolean;
  33737. /**
  33738. * This is used to call preventDefault() on pointer up
  33739. * in order to block unwanted artifacts like system double clicks
  33740. */
  33741. preventDefaultOnPointerUp: boolean;
  33742. /**
  33743. * Gets or sets user defined metadata
  33744. */
  33745. metadata: any;
  33746. /**
  33747. * For internal use only. Please do not use.
  33748. */
  33749. reservedDataStore: any;
  33750. /**
  33751. * Gets the name of the plugin used to load this scene (null by default)
  33752. */
  33753. loadingPluginName: string;
  33754. /**
  33755. * Use this array to add regular expressions used to disable offline support for specific urls
  33756. */
  33757. disableOfflineSupportExceptionRules: RegExp[];
  33758. /**
  33759. * An event triggered when the scene is disposed.
  33760. */
  33761. onDisposeObservable: Observable<Scene>;
  33762. private _onDisposeObserver;
  33763. /** Sets a function to be executed when this scene is disposed. */
  33764. onDispose: () => void;
  33765. /**
  33766. * An event triggered before rendering the scene (right after animations and physics)
  33767. */
  33768. onBeforeRenderObservable: Observable<Scene>;
  33769. private _onBeforeRenderObserver;
  33770. /** Sets a function to be executed before rendering this scene */
  33771. beforeRender: Nullable<() => void>;
  33772. /**
  33773. * An event triggered after rendering the scene
  33774. */
  33775. onAfterRenderObservable: Observable<Scene>;
  33776. /**
  33777. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33778. */
  33779. onAfterRenderCameraObservable: Observable<Camera>;
  33780. private _onAfterRenderObserver;
  33781. /** Sets a function to be executed after rendering this scene */
  33782. afterRender: Nullable<() => void>;
  33783. /**
  33784. * An event triggered before animating the scene
  33785. */
  33786. onBeforeAnimationsObservable: Observable<Scene>;
  33787. /**
  33788. * An event triggered after animations processing
  33789. */
  33790. onAfterAnimationsObservable: Observable<Scene>;
  33791. /**
  33792. * An event triggered before draw calls are ready to be sent
  33793. */
  33794. onBeforeDrawPhaseObservable: Observable<Scene>;
  33795. /**
  33796. * An event triggered after draw calls have been sent
  33797. */
  33798. onAfterDrawPhaseObservable: Observable<Scene>;
  33799. /**
  33800. * An event triggered when the scene is ready
  33801. */
  33802. onReadyObservable: Observable<Scene>;
  33803. /**
  33804. * An event triggered before rendering a camera
  33805. */
  33806. onBeforeCameraRenderObservable: Observable<Camera>;
  33807. private _onBeforeCameraRenderObserver;
  33808. /** Sets a function to be executed before rendering a camera*/
  33809. beforeCameraRender: () => void;
  33810. /**
  33811. * An event triggered after rendering a camera
  33812. */
  33813. onAfterCameraRenderObservable: Observable<Camera>;
  33814. private _onAfterCameraRenderObserver;
  33815. /** Sets a function to be executed after rendering a camera*/
  33816. afterCameraRender: () => void;
  33817. /**
  33818. * An event triggered when active meshes evaluation is about to start
  33819. */
  33820. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33821. /**
  33822. * An event triggered when active meshes evaluation is done
  33823. */
  33824. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33825. /**
  33826. * An event triggered when particles rendering is about to start
  33827. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33828. */
  33829. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33830. /**
  33831. * An event triggered when particles rendering is done
  33832. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33833. */
  33834. onAfterParticlesRenderingObservable: Observable<Scene>;
  33835. /**
  33836. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33837. */
  33838. onDataLoadedObservable: Observable<Scene>;
  33839. /**
  33840. * An event triggered when a camera is created
  33841. */
  33842. onNewCameraAddedObservable: Observable<Camera>;
  33843. /**
  33844. * An event triggered when a camera is removed
  33845. */
  33846. onCameraRemovedObservable: Observable<Camera>;
  33847. /**
  33848. * An event triggered when a light is created
  33849. */
  33850. onNewLightAddedObservable: Observable<Light>;
  33851. /**
  33852. * An event triggered when a light is removed
  33853. */
  33854. onLightRemovedObservable: Observable<Light>;
  33855. /**
  33856. * An event triggered when a geometry is created
  33857. */
  33858. onNewGeometryAddedObservable: Observable<Geometry>;
  33859. /**
  33860. * An event triggered when a geometry is removed
  33861. */
  33862. onGeometryRemovedObservable: Observable<Geometry>;
  33863. /**
  33864. * An event triggered when a transform node is created
  33865. */
  33866. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33867. /**
  33868. * An event triggered when a transform node is removed
  33869. */
  33870. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33871. /**
  33872. * An event triggered when a mesh is created
  33873. */
  33874. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33875. /**
  33876. * An event triggered when a mesh is removed
  33877. */
  33878. onMeshRemovedObservable: Observable<AbstractMesh>;
  33879. /**
  33880. * An event triggered when a skeleton is created
  33881. */
  33882. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33883. /**
  33884. * An event triggered when a skeleton is removed
  33885. */
  33886. onSkeletonRemovedObservable: Observable<Skeleton>;
  33887. /**
  33888. * An event triggered when a material is created
  33889. */
  33890. onNewMaterialAddedObservable: Observable<Material>;
  33891. /**
  33892. * An event triggered when a material is removed
  33893. */
  33894. onMaterialRemovedObservable: Observable<Material>;
  33895. /**
  33896. * An event triggered when a texture is created
  33897. */
  33898. onNewTextureAddedObservable: Observable<BaseTexture>;
  33899. /**
  33900. * An event triggered when a texture is removed
  33901. */
  33902. onTextureRemovedObservable: Observable<BaseTexture>;
  33903. /**
  33904. * An event triggered when render targets are about to be rendered
  33905. * Can happen multiple times per frame.
  33906. */
  33907. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33908. /**
  33909. * An event triggered when render targets were rendered.
  33910. * Can happen multiple times per frame.
  33911. */
  33912. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33913. /**
  33914. * An event triggered before calculating deterministic simulation step
  33915. */
  33916. onBeforeStepObservable: Observable<Scene>;
  33917. /**
  33918. * An event triggered after calculating deterministic simulation step
  33919. */
  33920. onAfterStepObservable: Observable<Scene>;
  33921. /**
  33922. * An event triggered when the activeCamera property is updated
  33923. */
  33924. onActiveCameraChanged: Observable<Scene>;
  33925. /**
  33926. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33927. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33928. * 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)
  33929. */
  33930. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33931. /**
  33932. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33933. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33934. * 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)
  33935. */
  33936. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33937. /**
  33938. * This Observable will when a mesh has been imported into the scene.
  33939. */
  33940. onMeshImportedObservable: Observable<AbstractMesh>;
  33941. /**
  33942. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33943. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33944. */
  33945. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33946. /** @hidden */
  33947. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33948. /**
  33949. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33950. */
  33951. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33952. /**
  33953. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33954. */
  33955. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33956. /**
  33957. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33958. */
  33959. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33960. /** Callback called when a pointer move is detected */
  33961. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33962. /** Callback called when a pointer down is detected */
  33963. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33964. /** Callback called when a pointer up is detected */
  33965. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33966. /** Callback called when a pointer pick is detected */
  33967. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33968. /**
  33969. * 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).
  33970. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33971. */
  33972. onPrePointerObservable: Observable<PointerInfoPre>;
  33973. /**
  33974. * Observable event triggered each time an input event is received from the rendering canvas
  33975. */
  33976. onPointerObservable: Observable<PointerInfo>;
  33977. /**
  33978. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33979. */
  33980. readonly unTranslatedPointer: Vector2;
  33981. /**
  33982. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33983. */
  33984. static DragMovementThreshold: number;
  33985. /**
  33986. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33987. */
  33988. static LongPressDelay: number;
  33989. /**
  33990. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33991. */
  33992. static DoubleClickDelay: number;
  33993. /** If you need to check double click without raising a single click at first click, enable this flag */
  33994. static ExclusiveDoubleClickMode: boolean;
  33995. /** @hidden */
  33996. _mirroredCameraPosition: Nullable<Vector3>;
  33997. /**
  33998. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33999. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34000. */
  34001. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34002. /**
  34003. * Observable event triggered each time an keyboard event is received from the hosting window
  34004. */
  34005. onKeyboardObservable: Observable<KeyboardInfo>;
  34006. private _useRightHandedSystem;
  34007. /**
  34008. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34009. */
  34010. useRightHandedSystem: boolean;
  34011. private _timeAccumulator;
  34012. private _currentStepId;
  34013. private _currentInternalStep;
  34014. /**
  34015. * Sets the step Id used by deterministic lock step
  34016. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34017. * @param newStepId defines the step Id
  34018. */
  34019. setStepId(newStepId: number): void;
  34020. /**
  34021. * Gets the step Id used by deterministic lock step
  34022. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34023. * @returns the step Id
  34024. */
  34025. getStepId(): number;
  34026. /**
  34027. * Gets the internal step used by deterministic lock step
  34028. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34029. * @returns the internal step
  34030. */
  34031. getInternalStep(): number;
  34032. private _fogEnabled;
  34033. /**
  34034. * Gets or sets a boolean indicating if fog is enabled on this scene
  34035. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34036. * (Default is true)
  34037. */
  34038. fogEnabled: boolean;
  34039. private _fogMode;
  34040. /**
  34041. * Gets or sets the fog mode to use
  34042. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34043. * | mode | value |
  34044. * | --- | --- |
  34045. * | FOGMODE_NONE | 0 |
  34046. * | FOGMODE_EXP | 1 |
  34047. * | FOGMODE_EXP2 | 2 |
  34048. * | FOGMODE_LINEAR | 3 |
  34049. */
  34050. fogMode: number;
  34051. /**
  34052. * Gets or sets the fog color to use
  34053. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34054. * (Default is Color3(0.2, 0.2, 0.3))
  34055. */
  34056. fogColor: Color3;
  34057. /**
  34058. * Gets or sets the fog density to use
  34059. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34060. * (Default is 0.1)
  34061. */
  34062. fogDensity: number;
  34063. /**
  34064. * Gets or sets the fog start distance to use
  34065. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34066. * (Default is 0)
  34067. */
  34068. fogStart: number;
  34069. /**
  34070. * Gets or sets the fog end distance to use
  34071. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34072. * (Default is 1000)
  34073. */
  34074. fogEnd: number;
  34075. private _shadowsEnabled;
  34076. /**
  34077. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34078. */
  34079. shadowsEnabled: boolean;
  34080. private _lightsEnabled;
  34081. /**
  34082. * Gets or sets a boolean indicating if lights are enabled on this scene
  34083. */
  34084. lightsEnabled: boolean;
  34085. /** All of the active cameras added to this scene. */
  34086. activeCameras: Camera[];
  34087. /** @hidden */
  34088. _activeCamera: Nullable<Camera>;
  34089. /** Gets or sets the current active camera */
  34090. activeCamera: Nullable<Camera>;
  34091. private _defaultMaterial;
  34092. /** The default material used on meshes when no material is affected */
  34093. /** The default material used on meshes when no material is affected */
  34094. defaultMaterial: Material;
  34095. private _texturesEnabled;
  34096. /**
  34097. * Gets or sets a boolean indicating if textures are enabled on this scene
  34098. */
  34099. texturesEnabled: boolean;
  34100. /**
  34101. * Gets or sets a boolean indicating if particles are enabled on this scene
  34102. */
  34103. particlesEnabled: boolean;
  34104. /**
  34105. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34106. */
  34107. spritesEnabled: boolean;
  34108. private _skeletonsEnabled;
  34109. /**
  34110. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34111. */
  34112. skeletonsEnabled: boolean;
  34113. /**
  34114. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34115. */
  34116. lensFlaresEnabled: boolean;
  34117. /**
  34118. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34119. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34120. */
  34121. collisionsEnabled: boolean;
  34122. private _collisionCoordinator;
  34123. /** @hidden */
  34124. readonly collisionCoordinator: ICollisionCoordinator;
  34125. /**
  34126. * Defines the gravity applied to this scene (used only for collisions)
  34127. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34128. */
  34129. gravity: Vector3;
  34130. /**
  34131. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34132. */
  34133. postProcessesEnabled: boolean;
  34134. /**
  34135. * The list of postprocesses added to the scene
  34136. */
  34137. postProcesses: PostProcess[];
  34138. /**
  34139. * Gets the current postprocess manager
  34140. */
  34141. postProcessManager: PostProcessManager;
  34142. /**
  34143. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34144. */
  34145. renderTargetsEnabled: boolean;
  34146. /**
  34147. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34148. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34149. */
  34150. dumpNextRenderTargets: boolean;
  34151. /**
  34152. * The list of user defined render targets added to the scene
  34153. */
  34154. customRenderTargets: RenderTargetTexture[];
  34155. /**
  34156. * Defines if texture loading must be delayed
  34157. * If true, textures will only be loaded when they need to be rendered
  34158. */
  34159. useDelayedTextureLoading: boolean;
  34160. /**
  34161. * Gets the list of meshes imported to the scene through SceneLoader
  34162. */
  34163. importedMeshesFiles: String[];
  34164. /**
  34165. * Gets or sets a boolean indicating if probes are enabled on this scene
  34166. */
  34167. probesEnabled: boolean;
  34168. /**
  34169. * Gets or sets the current offline provider to use to store scene data
  34170. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34171. */
  34172. offlineProvider: IOfflineProvider;
  34173. /**
  34174. * Gets or sets the action manager associated with the scene
  34175. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34176. */
  34177. actionManager: AbstractActionManager;
  34178. private _meshesForIntersections;
  34179. /**
  34180. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34181. */
  34182. proceduralTexturesEnabled: boolean;
  34183. private _engine;
  34184. private _totalVertices;
  34185. /** @hidden */
  34186. _activeIndices: PerfCounter;
  34187. /** @hidden */
  34188. _activeParticles: PerfCounter;
  34189. /** @hidden */
  34190. _activeBones: PerfCounter;
  34191. private _animationRatio;
  34192. /** @hidden */
  34193. _animationTimeLast: number;
  34194. /** @hidden */
  34195. _animationTime: number;
  34196. /**
  34197. * Gets or sets a general scale for animation speed
  34198. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34199. */
  34200. animationTimeScale: number;
  34201. /** @hidden */
  34202. _cachedMaterial: Nullable<Material>;
  34203. /** @hidden */
  34204. _cachedEffect: Nullable<Effect>;
  34205. /** @hidden */
  34206. _cachedVisibility: Nullable<number>;
  34207. private _renderId;
  34208. private _frameId;
  34209. private _executeWhenReadyTimeoutId;
  34210. private _intermediateRendering;
  34211. private _viewUpdateFlag;
  34212. private _projectionUpdateFlag;
  34213. /** @hidden */
  34214. _toBeDisposed: Nullable<IDisposable>[];
  34215. private _activeRequests;
  34216. /** @hidden */
  34217. _pendingData: any[];
  34218. private _isDisposed;
  34219. /**
  34220. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34221. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34222. */
  34223. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34224. private _activeMeshes;
  34225. private _processedMaterials;
  34226. private _renderTargets;
  34227. /** @hidden */
  34228. _activeParticleSystems: SmartArray<IParticleSystem>;
  34229. private _activeSkeletons;
  34230. private _softwareSkinnedMeshes;
  34231. private _renderingManager;
  34232. /** @hidden */
  34233. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34234. private _transformMatrix;
  34235. private _sceneUbo;
  34236. /** @hidden */
  34237. _viewMatrix: Matrix;
  34238. private _projectionMatrix;
  34239. /** @hidden */
  34240. _forcedViewPosition: Nullable<Vector3>;
  34241. /** @hidden */
  34242. _frustumPlanes: Plane[];
  34243. /**
  34244. * Gets the list of frustum planes (built from the active camera)
  34245. */
  34246. readonly frustumPlanes: Plane[];
  34247. /**
  34248. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34249. * This is useful if there are more lights that the maximum simulteanous authorized
  34250. */
  34251. requireLightSorting: boolean;
  34252. /** @hidden */
  34253. readonly useMaterialMeshMap: boolean;
  34254. /** @hidden */
  34255. readonly useClonedMeshhMap: boolean;
  34256. private _externalData;
  34257. private _uid;
  34258. /**
  34259. * @hidden
  34260. * Backing store of defined scene components.
  34261. */
  34262. _components: ISceneComponent[];
  34263. /**
  34264. * @hidden
  34265. * Backing store of defined scene components.
  34266. */
  34267. _serializableComponents: ISceneSerializableComponent[];
  34268. /**
  34269. * List of components to register on the next registration step.
  34270. */
  34271. private _transientComponents;
  34272. /**
  34273. * Registers the transient components if needed.
  34274. */
  34275. private _registerTransientComponents;
  34276. /**
  34277. * @hidden
  34278. * Add a component to the scene.
  34279. * Note that the ccomponent could be registered on th next frame if this is called after
  34280. * the register component stage.
  34281. * @param component Defines the component to add to the scene
  34282. */
  34283. _addComponent(component: ISceneComponent): void;
  34284. /**
  34285. * @hidden
  34286. * Gets a component from the scene.
  34287. * @param name defines the name of the component to retrieve
  34288. * @returns the component or null if not present
  34289. */
  34290. _getComponent(name: string): Nullable<ISceneComponent>;
  34291. /**
  34292. * @hidden
  34293. * Defines the actions happening before camera updates.
  34294. */
  34295. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34296. /**
  34297. * @hidden
  34298. * Defines the actions happening before clear the canvas.
  34299. */
  34300. _beforeClearStage: Stage<SimpleStageAction>;
  34301. /**
  34302. * @hidden
  34303. * Defines the actions when collecting render targets for the frame.
  34304. */
  34305. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34306. /**
  34307. * @hidden
  34308. * Defines the actions happening for one camera in the frame.
  34309. */
  34310. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34311. /**
  34312. * @hidden
  34313. * Defines the actions happening during the per mesh ready checks.
  34314. */
  34315. _isReadyForMeshStage: Stage<MeshStageAction>;
  34316. /**
  34317. * @hidden
  34318. * Defines the actions happening before evaluate active mesh checks.
  34319. */
  34320. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34321. /**
  34322. * @hidden
  34323. * Defines the actions happening during the evaluate sub mesh checks.
  34324. */
  34325. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34326. /**
  34327. * @hidden
  34328. * Defines the actions happening during the active mesh stage.
  34329. */
  34330. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34331. /**
  34332. * @hidden
  34333. * Defines the actions happening during the per camera render target step.
  34334. */
  34335. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34336. /**
  34337. * @hidden
  34338. * Defines the actions happening just before the active camera is drawing.
  34339. */
  34340. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34341. /**
  34342. * @hidden
  34343. * Defines the actions happening just before a render target is drawing.
  34344. */
  34345. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34346. /**
  34347. * @hidden
  34348. * Defines the actions happening just before a rendering group is drawing.
  34349. */
  34350. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34351. /**
  34352. * @hidden
  34353. * Defines the actions happening just before a mesh is drawing.
  34354. */
  34355. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34356. /**
  34357. * @hidden
  34358. * Defines the actions happening just after a mesh has been drawn.
  34359. */
  34360. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34361. /**
  34362. * @hidden
  34363. * Defines the actions happening just after a rendering group has been drawn.
  34364. */
  34365. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening just after the active camera has been drawn.
  34369. */
  34370. _afterCameraDrawStage: Stage<CameraStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening just after a render target has been drawn.
  34374. */
  34375. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions happening just after rendering all cameras and computing intersections.
  34379. */
  34380. _afterRenderStage: Stage<SimpleStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening when a pointer move event happens.
  34384. */
  34385. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening when a pointer down event happens.
  34389. */
  34390. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening when a pointer up event happens.
  34394. */
  34395. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34396. /**
  34397. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34398. */
  34399. private geometriesByUniqueId;
  34400. /**
  34401. * Creates a new Scene
  34402. * @param engine defines the engine to use to render this scene
  34403. * @param options defines the scene options
  34404. */
  34405. constructor(engine: Engine, options?: SceneOptions);
  34406. /**
  34407. * Gets a string idenfifying the name of the class
  34408. * @returns "Scene" string
  34409. */
  34410. getClassName(): string;
  34411. private _defaultMeshCandidates;
  34412. /**
  34413. * @hidden
  34414. */
  34415. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34416. private _defaultSubMeshCandidates;
  34417. /**
  34418. * @hidden
  34419. */
  34420. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34421. /**
  34422. * Sets the default candidate providers for the scene.
  34423. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34424. * and getCollidingSubMeshCandidates to their default function
  34425. */
  34426. setDefaultCandidateProviders(): void;
  34427. /**
  34428. * Gets the mesh that is currently under the pointer
  34429. */
  34430. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34431. /**
  34432. * Gets or sets the current on-screen X position of the pointer
  34433. */
  34434. pointerX: number;
  34435. /**
  34436. * Gets or sets the current on-screen Y position of the pointer
  34437. */
  34438. pointerY: number;
  34439. /**
  34440. * Gets the cached material (ie. the latest rendered one)
  34441. * @returns the cached material
  34442. */
  34443. getCachedMaterial(): Nullable<Material>;
  34444. /**
  34445. * Gets the cached effect (ie. the latest rendered one)
  34446. * @returns the cached effect
  34447. */
  34448. getCachedEffect(): Nullable<Effect>;
  34449. /**
  34450. * Gets the cached visibility state (ie. the latest rendered one)
  34451. * @returns the cached visibility state
  34452. */
  34453. getCachedVisibility(): Nullable<number>;
  34454. /**
  34455. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34456. * @param material defines the current material
  34457. * @param effect defines the current effect
  34458. * @param visibility defines the current visibility state
  34459. * @returns true if one parameter is not cached
  34460. */
  34461. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34462. /**
  34463. * Gets the engine associated with the scene
  34464. * @returns an Engine
  34465. */
  34466. getEngine(): Engine;
  34467. /**
  34468. * Gets the total number of vertices rendered per frame
  34469. * @returns the total number of vertices rendered per frame
  34470. */
  34471. getTotalVertices(): number;
  34472. /**
  34473. * Gets the performance counter for total vertices
  34474. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34475. */
  34476. readonly totalVerticesPerfCounter: PerfCounter;
  34477. /**
  34478. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34479. * @returns the total number of active indices rendered per frame
  34480. */
  34481. getActiveIndices(): number;
  34482. /**
  34483. * Gets the performance counter for active indices
  34484. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34485. */
  34486. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34487. /**
  34488. * Gets the total number of active particles rendered per frame
  34489. * @returns the total number of active particles rendered per frame
  34490. */
  34491. getActiveParticles(): number;
  34492. /**
  34493. * Gets the performance counter for active particles
  34494. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34495. */
  34496. readonly activeParticlesPerfCounter: PerfCounter;
  34497. /**
  34498. * Gets the total number of active bones rendered per frame
  34499. * @returns the total number of active bones rendered per frame
  34500. */
  34501. getActiveBones(): number;
  34502. /**
  34503. * Gets the performance counter for active bones
  34504. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34505. */
  34506. readonly activeBonesPerfCounter: PerfCounter;
  34507. /**
  34508. * Gets the array of active meshes
  34509. * @returns an array of AbstractMesh
  34510. */
  34511. getActiveMeshes(): SmartArray<AbstractMesh>;
  34512. /**
  34513. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34514. * @returns a number
  34515. */
  34516. getAnimationRatio(): number;
  34517. /**
  34518. * Gets an unique Id for the current render phase
  34519. * @returns a number
  34520. */
  34521. getRenderId(): number;
  34522. /**
  34523. * Gets an unique Id for the current frame
  34524. * @returns a number
  34525. */
  34526. getFrameId(): number;
  34527. /** Call this function if you want to manually increment the render Id*/
  34528. incrementRenderId(): void;
  34529. private _createUbo;
  34530. /**
  34531. * Use this method to simulate a pointer move on a mesh
  34532. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34533. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34534. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34535. * @returns the current scene
  34536. */
  34537. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34538. /**
  34539. * Use this method to simulate a pointer down on a mesh
  34540. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34541. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34542. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34543. * @returns the current scene
  34544. */
  34545. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34546. /**
  34547. * Use this method to simulate a pointer up on a mesh
  34548. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34549. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34550. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34551. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34552. * @returns the current scene
  34553. */
  34554. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34555. /**
  34556. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34557. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34558. * @returns true if the pointer was captured
  34559. */
  34560. isPointerCaptured(pointerId?: number): boolean;
  34561. /**
  34562. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34563. * @param attachUp defines if you want to attach events to pointerup
  34564. * @param attachDown defines if you want to attach events to pointerdown
  34565. * @param attachMove defines if you want to attach events to pointermove
  34566. */
  34567. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34568. /** Detaches all event handlers*/
  34569. detachControl(): void;
  34570. /**
  34571. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34572. * Delay loaded resources are not taking in account
  34573. * @return true if all required resources are ready
  34574. */
  34575. isReady(): boolean;
  34576. /** Resets all cached information relative to material (including effect and visibility) */
  34577. resetCachedMaterial(): void;
  34578. /**
  34579. * Registers a function to be called before every frame render
  34580. * @param func defines the function to register
  34581. */
  34582. registerBeforeRender(func: () => void): void;
  34583. /**
  34584. * Unregisters a function called before every frame render
  34585. * @param func defines the function to unregister
  34586. */
  34587. unregisterBeforeRender(func: () => void): void;
  34588. /**
  34589. * Registers a function to be called after every frame render
  34590. * @param func defines the function to register
  34591. */
  34592. registerAfterRender(func: () => void): void;
  34593. /**
  34594. * Unregisters a function called after every frame render
  34595. * @param func defines the function to unregister
  34596. */
  34597. unregisterAfterRender(func: () => void): void;
  34598. private _executeOnceBeforeRender;
  34599. /**
  34600. * The provided function will run before render once and will be disposed afterwards.
  34601. * A timeout delay can be provided so that the function will be executed in N ms.
  34602. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34603. * @param func The function to be executed.
  34604. * @param timeout optional delay in ms
  34605. */
  34606. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34607. /** @hidden */
  34608. _addPendingData(data: any): void;
  34609. /** @hidden */
  34610. _removePendingData(data: any): void;
  34611. /**
  34612. * Returns the number of items waiting to be loaded
  34613. * @returns the number of items waiting to be loaded
  34614. */
  34615. getWaitingItemsCount(): number;
  34616. /**
  34617. * Returns a boolean indicating if the scene is still loading data
  34618. */
  34619. readonly isLoading: boolean;
  34620. /**
  34621. * Registers a function to be executed when the scene is ready
  34622. * @param {Function} func - the function to be executed
  34623. */
  34624. executeWhenReady(func: () => void): void;
  34625. /**
  34626. * Returns a promise that resolves when the scene is ready
  34627. * @returns A promise that resolves when the scene is ready
  34628. */
  34629. whenReadyAsync(): Promise<void>;
  34630. /** @hidden */
  34631. _checkIsReady(): void;
  34632. /**
  34633. * Gets all animatable attached to the scene
  34634. */
  34635. readonly animatables: Animatable[];
  34636. /**
  34637. * Resets the last animation time frame.
  34638. * Useful to override when animations start running when loading a scene for the first time.
  34639. */
  34640. resetLastAnimationTimeFrame(): void;
  34641. /**
  34642. * Gets the current view matrix
  34643. * @returns a Matrix
  34644. */
  34645. getViewMatrix(): Matrix;
  34646. /**
  34647. * Gets the current projection matrix
  34648. * @returns a Matrix
  34649. */
  34650. getProjectionMatrix(): Matrix;
  34651. /**
  34652. * Gets the current transform matrix
  34653. * @returns a Matrix made of View * Projection
  34654. */
  34655. getTransformMatrix(): Matrix;
  34656. /**
  34657. * Sets the current transform matrix
  34658. * @param viewL defines the View matrix to use
  34659. * @param projectionL defines the Projection matrix to use
  34660. * @param viewR defines the right View matrix to use (if provided)
  34661. * @param projectionR defines the right Projection matrix to use (if provided)
  34662. */
  34663. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34664. /**
  34665. * Gets the uniform buffer used to store scene data
  34666. * @returns a UniformBuffer
  34667. */
  34668. getSceneUniformBuffer(): UniformBuffer;
  34669. /**
  34670. * Gets an unique (relatively to the current scene) Id
  34671. * @returns an unique number for the scene
  34672. */
  34673. getUniqueId(): number;
  34674. /**
  34675. * Add a mesh to the list of scene's meshes
  34676. * @param newMesh defines the mesh to add
  34677. * @param recursive if all child meshes should also be added to the scene
  34678. */
  34679. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34680. /**
  34681. * Remove a mesh for the list of scene's meshes
  34682. * @param toRemove defines the mesh to remove
  34683. * @param recursive if all child meshes should also be removed from the scene
  34684. * @returns the index where the mesh was in the mesh list
  34685. */
  34686. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34687. /**
  34688. * Add a transform node to the list of scene's transform nodes
  34689. * @param newTransformNode defines the transform node to add
  34690. */
  34691. addTransformNode(newTransformNode: TransformNode): void;
  34692. /**
  34693. * Remove a transform node for the list of scene's transform nodes
  34694. * @param toRemove defines the transform node to remove
  34695. * @returns the index where the transform node was in the transform node list
  34696. */
  34697. removeTransformNode(toRemove: TransformNode): number;
  34698. /**
  34699. * Remove a skeleton for the list of scene's skeletons
  34700. * @param toRemove defines the skeleton to remove
  34701. * @returns the index where the skeleton was in the skeleton list
  34702. */
  34703. removeSkeleton(toRemove: Skeleton): number;
  34704. /**
  34705. * Remove a morph target for the list of scene's morph targets
  34706. * @param toRemove defines the morph target to remove
  34707. * @returns the index where the morph target was in the morph target list
  34708. */
  34709. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34710. /**
  34711. * Remove a light for the list of scene's lights
  34712. * @param toRemove defines the light to remove
  34713. * @returns the index where the light was in the light list
  34714. */
  34715. removeLight(toRemove: Light): number;
  34716. /**
  34717. * Remove a camera for the list of scene's cameras
  34718. * @param toRemove defines the camera to remove
  34719. * @returns the index where the camera was in the camera list
  34720. */
  34721. removeCamera(toRemove: Camera): number;
  34722. /**
  34723. * Remove a particle system for the list of scene's particle systems
  34724. * @param toRemove defines the particle system to remove
  34725. * @returns the index where the particle system was in the particle system list
  34726. */
  34727. removeParticleSystem(toRemove: IParticleSystem): number;
  34728. /**
  34729. * Remove a animation for the list of scene's animations
  34730. * @param toRemove defines the animation to remove
  34731. * @returns the index where the animation was in the animation list
  34732. */
  34733. removeAnimation(toRemove: Animation): number;
  34734. /**
  34735. * Will stop the animation of the given target
  34736. * @param target - the target
  34737. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34738. * @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)
  34739. */
  34740. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34741. /**
  34742. * Removes the given animation group from this scene.
  34743. * @param toRemove The animation group to remove
  34744. * @returns The index of the removed animation group
  34745. */
  34746. removeAnimationGroup(toRemove: AnimationGroup): number;
  34747. /**
  34748. * Removes the given multi-material from this scene.
  34749. * @param toRemove The multi-material to remove
  34750. * @returns The index of the removed multi-material
  34751. */
  34752. removeMultiMaterial(toRemove: MultiMaterial): number;
  34753. /**
  34754. * Removes the given material from this scene.
  34755. * @param toRemove The material to remove
  34756. * @returns The index of the removed material
  34757. */
  34758. removeMaterial(toRemove: Material): number;
  34759. /**
  34760. * Removes the given action manager from this scene.
  34761. * @param toRemove The action manager to remove
  34762. * @returns The index of the removed action manager
  34763. */
  34764. removeActionManager(toRemove: AbstractActionManager): number;
  34765. /**
  34766. * Removes the given texture from this scene.
  34767. * @param toRemove The texture to remove
  34768. * @returns The index of the removed texture
  34769. */
  34770. removeTexture(toRemove: BaseTexture): number;
  34771. /**
  34772. * Adds the given light to this scene
  34773. * @param newLight The light to add
  34774. */
  34775. addLight(newLight: Light): void;
  34776. /**
  34777. * Sorts the list list based on light priorities
  34778. */
  34779. sortLightsByPriority(): void;
  34780. /**
  34781. * Adds the given camera to this scene
  34782. * @param newCamera The camera to add
  34783. */
  34784. addCamera(newCamera: Camera): void;
  34785. /**
  34786. * Adds the given skeleton to this scene
  34787. * @param newSkeleton The skeleton to add
  34788. */
  34789. addSkeleton(newSkeleton: Skeleton): void;
  34790. /**
  34791. * Adds the given particle system to this scene
  34792. * @param newParticleSystem The particle system to add
  34793. */
  34794. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34795. /**
  34796. * Adds the given animation to this scene
  34797. * @param newAnimation The animation to add
  34798. */
  34799. addAnimation(newAnimation: Animation): void;
  34800. /**
  34801. * Adds the given animation group to this scene.
  34802. * @param newAnimationGroup The animation group to add
  34803. */
  34804. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34805. /**
  34806. * Adds the given multi-material to this scene
  34807. * @param newMultiMaterial The multi-material to add
  34808. */
  34809. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34810. /**
  34811. * Adds the given material to this scene
  34812. * @param newMaterial The material to add
  34813. */
  34814. addMaterial(newMaterial: Material): void;
  34815. /**
  34816. * Adds the given morph target to this scene
  34817. * @param newMorphTargetManager The morph target to add
  34818. */
  34819. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34820. /**
  34821. * Adds the given geometry to this scene
  34822. * @param newGeometry The geometry to add
  34823. */
  34824. addGeometry(newGeometry: Geometry): void;
  34825. /**
  34826. * Adds the given action manager to this scene
  34827. * @param newActionManager The action manager to add
  34828. */
  34829. addActionManager(newActionManager: AbstractActionManager): void;
  34830. /**
  34831. * Adds the given texture to this scene.
  34832. * @param newTexture The texture to add
  34833. */
  34834. addTexture(newTexture: BaseTexture): void;
  34835. /**
  34836. * Switch active camera
  34837. * @param newCamera defines the new active camera
  34838. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34839. */
  34840. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34841. /**
  34842. * sets the active camera of the scene using its ID
  34843. * @param id defines the camera's ID
  34844. * @return the new active camera or null if none found.
  34845. */
  34846. setActiveCameraByID(id: string): Nullable<Camera>;
  34847. /**
  34848. * sets the active camera of the scene using its name
  34849. * @param name defines the camera's name
  34850. * @returns the new active camera or null if none found.
  34851. */
  34852. setActiveCameraByName(name: string): Nullable<Camera>;
  34853. /**
  34854. * get an animation group using its name
  34855. * @param name defines the material's name
  34856. * @return the animation group or null if none found.
  34857. */
  34858. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34859. /**
  34860. * Get a material using its unique id
  34861. * @param uniqueId defines the material's unique id
  34862. * @return the material or null if none found.
  34863. */
  34864. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34865. /**
  34866. * get a material using its id
  34867. * @param id defines the material's ID
  34868. * @return the material or null if none found.
  34869. */
  34870. getMaterialByID(id: string): Nullable<Material>;
  34871. /**
  34872. * Gets a the last added material using a given id
  34873. * @param id defines the material's ID
  34874. * @return the last material with the given id or null if none found.
  34875. */
  34876. getLastMaterialByID(id: string): Nullable<Material>;
  34877. /**
  34878. * Gets a material using its name
  34879. * @param name defines the material's name
  34880. * @return the material or null if none found.
  34881. */
  34882. getMaterialByName(name: string): Nullable<Material>;
  34883. /**
  34884. * Get a texture using its unique id
  34885. * @param uniqueId defines the texture's unique id
  34886. * @return the texture or null if none found.
  34887. */
  34888. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34889. /**
  34890. * Gets a camera using its id
  34891. * @param id defines the id to look for
  34892. * @returns the camera or null if not found
  34893. */
  34894. getCameraByID(id: string): Nullable<Camera>;
  34895. /**
  34896. * Gets a camera using its unique id
  34897. * @param uniqueId defines the unique id to look for
  34898. * @returns the camera or null if not found
  34899. */
  34900. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34901. /**
  34902. * Gets a camera using its name
  34903. * @param name defines the camera's name
  34904. * @return the camera or null if none found.
  34905. */
  34906. getCameraByName(name: string): Nullable<Camera>;
  34907. /**
  34908. * Gets a bone using its id
  34909. * @param id defines the bone's id
  34910. * @return the bone or null if not found
  34911. */
  34912. getBoneByID(id: string): Nullable<Bone>;
  34913. /**
  34914. * Gets a bone using its id
  34915. * @param name defines the bone's name
  34916. * @return the bone or null if not found
  34917. */
  34918. getBoneByName(name: string): Nullable<Bone>;
  34919. /**
  34920. * Gets a light node using its name
  34921. * @param name defines the the light's name
  34922. * @return the light or null if none found.
  34923. */
  34924. getLightByName(name: string): Nullable<Light>;
  34925. /**
  34926. * Gets a light node using its id
  34927. * @param id defines the light's id
  34928. * @return the light or null if none found.
  34929. */
  34930. getLightByID(id: string): Nullable<Light>;
  34931. /**
  34932. * Gets a light node using its scene-generated unique ID
  34933. * @param uniqueId defines the light's unique id
  34934. * @return the light or null if none found.
  34935. */
  34936. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34937. /**
  34938. * Gets a particle system by id
  34939. * @param id defines the particle system id
  34940. * @return the corresponding system or null if none found
  34941. */
  34942. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34943. /**
  34944. * Gets a geometry using its ID
  34945. * @param id defines the geometry's id
  34946. * @return the geometry or null if none found.
  34947. */
  34948. getGeometryByID(id: string): Nullable<Geometry>;
  34949. private _getGeometryByUniqueID;
  34950. /**
  34951. * Add a new geometry to this scene
  34952. * @param geometry defines the geometry to be added to the scene.
  34953. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34954. * @return a boolean defining if the geometry was added or not
  34955. */
  34956. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34957. /**
  34958. * Removes an existing geometry
  34959. * @param geometry defines the geometry to be removed from the scene
  34960. * @return a boolean defining if the geometry was removed or not
  34961. */
  34962. removeGeometry(geometry: Geometry): boolean;
  34963. /**
  34964. * Gets the list of geometries attached to the scene
  34965. * @returns an array of Geometry
  34966. */
  34967. getGeometries(): Geometry[];
  34968. /**
  34969. * Gets the first added mesh found of a given ID
  34970. * @param id defines the id to search for
  34971. * @return the mesh found or null if not found at all
  34972. */
  34973. getMeshByID(id: string): Nullable<AbstractMesh>;
  34974. /**
  34975. * Gets a list of meshes using their id
  34976. * @param id defines the id to search for
  34977. * @returns a list of meshes
  34978. */
  34979. getMeshesByID(id: string): Array<AbstractMesh>;
  34980. /**
  34981. * Gets the first added transform node found of a given ID
  34982. * @param id defines the id to search for
  34983. * @return the found transform node or null if not found at all.
  34984. */
  34985. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34986. /**
  34987. * Gets a transform node with its auto-generated unique id
  34988. * @param uniqueId efines the unique id to search for
  34989. * @return the found transform node or null if not found at all.
  34990. */
  34991. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34992. /**
  34993. * Gets a list of transform nodes using their id
  34994. * @param id defines the id to search for
  34995. * @returns a list of transform nodes
  34996. */
  34997. getTransformNodesByID(id: string): Array<TransformNode>;
  34998. /**
  34999. * Gets a mesh with its auto-generated unique id
  35000. * @param uniqueId defines the unique id to search for
  35001. * @return the found mesh or null if not found at all.
  35002. */
  35003. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35004. /**
  35005. * Gets a the last added mesh using a given id
  35006. * @param id defines the id to search for
  35007. * @return the found mesh or null if not found at all.
  35008. */
  35009. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35010. /**
  35011. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35012. * @param id defines the id to search for
  35013. * @return the found node or null if not found at all
  35014. */
  35015. getLastEntryByID(id: string): Nullable<Node>;
  35016. /**
  35017. * Gets a node (Mesh, Camera, Light) using a given id
  35018. * @param id defines the id to search for
  35019. * @return the found node or null if not found at all
  35020. */
  35021. getNodeByID(id: string): Nullable<Node>;
  35022. /**
  35023. * Gets a node (Mesh, Camera, Light) using a given name
  35024. * @param name defines the name to search for
  35025. * @return the found node or null if not found at all.
  35026. */
  35027. getNodeByName(name: string): Nullable<Node>;
  35028. /**
  35029. * Gets a mesh using a given name
  35030. * @param name defines the name to search for
  35031. * @return the found mesh or null if not found at all.
  35032. */
  35033. getMeshByName(name: string): Nullable<AbstractMesh>;
  35034. /**
  35035. * Gets a transform node using a given name
  35036. * @param name defines the name to search for
  35037. * @return the found transform node or null if not found at all.
  35038. */
  35039. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35040. /**
  35041. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35042. * @param id defines the id to search for
  35043. * @return the found skeleton or null if not found at all.
  35044. */
  35045. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35046. /**
  35047. * Gets a skeleton using a given auto generated unique id
  35048. * @param uniqueId defines the unique id to search for
  35049. * @return the found skeleton or null if not found at all.
  35050. */
  35051. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35052. /**
  35053. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35054. * @param id defines the id to search for
  35055. * @return the found skeleton or null if not found at all.
  35056. */
  35057. getSkeletonById(id: string): Nullable<Skeleton>;
  35058. /**
  35059. * Gets a skeleton using a given name
  35060. * @param name defines the name to search for
  35061. * @return the found skeleton or null if not found at all.
  35062. */
  35063. getSkeletonByName(name: string): Nullable<Skeleton>;
  35064. /**
  35065. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35066. * @param id defines the id to search for
  35067. * @return the found morph target manager or null if not found at all.
  35068. */
  35069. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35070. /**
  35071. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35072. * @param id defines the id to search for
  35073. * @return the found morph target or null if not found at all.
  35074. */
  35075. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35076. /**
  35077. * Gets a boolean indicating if the given mesh is active
  35078. * @param mesh defines the mesh to look for
  35079. * @returns true if the mesh is in the active list
  35080. */
  35081. isActiveMesh(mesh: AbstractMesh): boolean;
  35082. /**
  35083. * Return a unique id as a string which can serve as an identifier for the scene
  35084. */
  35085. readonly uid: string;
  35086. /**
  35087. * Add an externaly attached data from its key.
  35088. * This method call will fail and return false, if such key already exists.
  35089. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35090. * @param key the unique key that identifies the data
  35091. * @param data the data object to associate to the key for this Engine instance
  35092. * @return true if no such key were already present and the data was added successfully, false otherwise
  35093. */
  35094. addExternalData<T>(key: string, data: T): boolean;
  35095. /**
  35096. * Get an externaly attached data from its key
  35097. * @param key the unique key that identifies the data
  35098. * @return the associated data, if present (can be null), or undefined if not present
  35099. */
  35100. getExternalData<T>(key: string): Nullable<T>;
  35101. /**
  35102. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35103. * @param key the unique key that identifies the data
  35104. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35105. * @return the associated data, can be null if the factory returned null.
  35106. */
  35107. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35108. /**
  35109. * Remove an externaly attached data from the Engine instance
  35110. * @param key the unique key that identifies the data
  35111. * @return true if the data was successfully removed, false if it doesn't exist
  35112. */
  35113. removeExternalData(key: string): boolean;
  35114. private _evaluateSubMesh;
  35115. /**
  35116. * Clear the processed materials smart array preventing retention point in material dispose.
  35117. */
  35118. freeProcessedMaterials(): void;
  35119. private _preventFreeActiveMeshesAndRenderingGroups;
  35120. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35121. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35122. * when disposing several meshes in a row or a hierarchy of meshes.
  35123. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35124. */
  35125. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35126. /**
  35127. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35128. */
  35129. freeActiveMeshes(): void;
  35130. /**
  35131. * Clear the info related to rendering groups preventing retention points during dispose.
  35132. */
  35133. freeRenderingGroups(): void;
  35134. /** @hidden */
  35135. _isInIntermediateRendering(): boolean;
  35136. /**
  35137. * Lambda returning the list of potentially active meshes.
  35138. */
  35139. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35140. /**
  35141. * Lambda returning the list of potentially active sub meshes.
  35142. */
  35143. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35144. /**
  35145. * Lambda returning the list of potentially intersecting sub meshes.
  35146. */
  35147. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35148. /**
  35149. * Lambda returning the list of potentially colliding sub meshes.
  35150. */
  35151. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35152. private _activeMeshesFrozen;
  35153. /**
  35154. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35155. * @returns the current scene
  35156. */
  35157. freezeActiveMeshes(): Scene;
  35158. /**
  35159. * Use this function to restart evaluating active meshes on every frame
  35160. * @returns the current scene
  35161. */
  35162. unfreezeActiveMeshes(): Scene;
  35163. private _evaluateActiveMeshes;
  35164. private _activeMesh;
  35165. /**
  35166. * Update the transform matrix to update from the current active camera
  35167. * @param force defines a boolean used to force the update even if cache is up to date
  35168. */
  35169. updateTransformMatrix(force?: boolean): void;
  35170. private _bindFrameBuffer;
  35171. /** @hidden */
  35172. _allowPostProcessClearColor: boolean;
  35173. /** @hidden */
  35174. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35175. private _processSubCameras;
  35176. private _checkIntersections;
  35177. /** @hidden */
  35178. _advancePhysicsEngineStep(step: number): void;
  35179. /**
  35180. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35181. */
  35182. getDeterministicFrameTime: () => number;
  35183. /** @hidden */
  35184. _animate(): void;
  35185. /** Execute all animations (for a frame) */
  35186. animate(): void;
  35187. /**
  35188. * Render the scene
  35189. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35190. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35191. */
  35192. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35193. /**
  35194. * Freeze all materials
  35195. * A frozen material will not be updatable but should be faster to render
  35196. */
  35197. freezeMaterials(): void;
  35198. /**
  35199. * Unfreeze all materials
  35200. * A frozen material will not be updatable but should be faster to render
  35201. */
  35202. unfreezeMaterials(): void;
  35203. /**
  35204. * Releases all held ressources
  35205. */
  35206. dispose(): void;
  35207. /**
  35208. * Gets if the scene is already disposed
  35209. */
  35210. readonly isDisposed: boolean;
  35211. /**
  35212. * Call this function to reduce memory footprint of the scene.
  35213. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35214. */
  35215. clearCachedVertexData(): void;
  35216. /**
  35217. * This function will remove the local cached buffer data from texture.
  35218. * It will save memory but will prevent the texture from being rebuilt
  35219. */
  35220. cleanCachedTextureBuffer(): void;
  35221. /**
  35222. * Get the world extend vectors with an optional filter
  35223. *
  35224. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35225. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35226. */
  35227. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35228. min: Vector3;
  35229. max: Vector3;
  35230. };
  35231. /**
  35232. * Creates a ray that can be used to pick in the scene
  35233. * @param x defines the x coordinate of the origin (on-screen)
  35234. * @param y defines the y coordinate of the origin (on-screen)
  35235. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35236. * @param camera defines the camera to use for the picking
  35237. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35238. * @returns a Ray
  35239. */
  35240. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35241. /**
  35242. * Creates a ray that can be used to pick in the scene
  35243. * @param x defines the x coordinate of the origin (on-screen)
  35244. * @param y defines the y coordinate of the origin (on-screen)
  35245. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35246. * @param result defines the ray where to store the picking ray
  35247. * @param camera defines the camera to use for the picking
  35248. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35249. * @returns the current scene
  35250. */
  35251. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35252. /**
  35253. * Creates a ray that can be used to pick in the scene
  35254. * @param x defines the x coordinate of the origin (on-screen)
  35255. * @param y defines the y coordinate of the origin (on-screen)
  35256. * @param camera defines the camera to use for the picking
  35257. * @returns a Ray
  35258. */
  35259. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35260. /**
  35261. * Creates a ray that can be used to pick in the scene
  35262. * @param x defines the x coordinate of the origin (on-screen)
  35263. * @param y defines the y coordinate of the origin (on-screen)
  35264. * @param result defines the ray where to store the picking ray
  35265. * @param camera defines the camera to use for the picking
  35266. * @returns the current scene
  35267. */
  35268. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35269. /** Launch a ray to try to pick a mesh in the scene
  35270. * @param x position on screen
  35271. * @param y position on screen
  35272. * @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
  35273. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35274. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35275. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35276. * @returns a PickingInfo
  35277. */
  35278. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35279. /** Use the given ray to pick a mesh in the scene
  35280. * @param ray The ray to use to pick meshes
  35281. * @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
  35282. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35283. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35284. * @returns a PickingInfo
  35285. */
  35286. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35287. /**
  35288. * Launch a ray to try to pick a mesh in the scene
  35289. * @param x X position on screen
  35290. * @param y Y position on screen
  35291. * @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
  35292. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35293. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35294. * @returns an array of PickingInfo
  35295. */
  35296. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35297. /**
  35298. * Launch a ray to try to pick a mesh in the scene
  35299. * @param ray Ray to use
  35300. * @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
  35301. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35302. * @returns an array of PickingInfo
  35303. */
  35304. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35305. /**
  35306. * Force the value of meshUnderPointer
  35307. * @param mesh defines the mesh to use
  35308. */
  35309. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35310. /**
  35311. * Gets the mesh under the pointer
  35312. * @returns a Mesh or null if no mesh is under the pointer
  35313. */
  35314. getPointerOverMesh(): Nullable<AbstractMesh>;
  35315. /** @hidden */
  35316. _rebuildGeometries(): void;
  35317. /** @hidden */
  35318. _rebuildTextures(): void;
  35319. private _getByTags;
  35320. /**
  35321. * Get a list of meshes by tags
  35322. * @param tagsQuery defines the tags query to use
  35323. * @param forEach defines a predicate used to filter results
  35324. * @returns an array of Mesh
  35325. */
  35326. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35327. /**
  35328. * Get a list of cameras by tags
  35329. * @param tagsQuery defines the tags query to use
  35330. * @param forEach defines a predicate used to filter results
  35331. * @returns an array of Camera
  35332. */
  35333. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35334. /**
  35335. * Get a list of lights by tags
  35336. * @param tagsQuery defines the tags query to use
  35337. * @param forEach defines a predicate used to filter results
  35338. * @returns an array of Light
  35339. */
  35340. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35341. /**
  35342. * Get a list of materials by tags
  35343. * @param tagsQuery defines the tags query to use
  35344. * @param forEach defines a predicate used to filter results
  35345. * @returns an array of Material
  35346. */
  35347. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35348. /**
  35349. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35350. * This allowed control for front to back rendering or reversly depending of the special needs.
  35351. *
  35352. * @param renderingGroupId The rendering group id corresponding to its index
  35353. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35354. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35355. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35356. */
  35357. 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;
  35358. /**
  35359. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35360. *
  35361. * @param renderingGroupId The rendering group id corresponding to its index
  35362. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35363. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35364. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35365. */
  35366. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35367. /**
  35368. * Gets the current auto clear configuration for one rendering group of the rendering
  35369. * manager.
  35370. * @param index the rendering group index to get the information for
  35371. * @returns The auto clear setup for the requested rendering group
  35372. */
  35373. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35374. private _blockMaterialDirtyMechanism;
  35375. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35376. blockMaterialDirtyMechanism: boolean;
  35377. /**
  35378. * Will flag all materials as dirty to trigger new shader compilation
  35379. * @param flag defines the flag used to specify which material part must be marked as dirty
  35380. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35381. */
  35382. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35383. /** @hidden */
  35384. _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;
  35385. /** @hidden */
  35386. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35387. }
  35388. }
  35389. declare module "babylonjs/assetContainer" {
  35390. import { AbstractScene } from "babylonjs/abstractScene";
  35391. import { Scene } from "babylonjs/scene";
  35392. import { Mesh } from "babylonjs/Meshes/mesh";
  35393. /**
  35394. * Set of assets to keep when moving a scene into an asset container.
  35395. */
  35396. export class KeepAssets extends AbstractScene {
  35397. }
  35398. /**
  35399. * Container with a set of assets that can be added or removed from a scene.
  35400. */
  35401. export class AssetContainer extends AbstractScene {
  35402. /**
  35403. * The scene the AssetContainer belongs to.
  35404. */
  35405. scene: Scene;
  35406. /**
  35407. * Instantiates an AssetContainer.
  35408. * @param scene The scene the AssetContainer belongs to.
  35409. */
  35410. constructor(scene: Scene);
  35411. /**
  35412. * Adds all the assets from the container to the scene.
  35413. */
  35414. addAllToScene(): void;
  35415. /**
  35416. * Removes all the assets in the container from the scene
  35417. */
  35418. removeAllFromScene(): void;
  35419. /**
  35420. * Disposes all the assets in the container
  35421. */
  35422. dispose(): void;
  35423. private _moveAssets;
  35424. /**
  35425. * Removes all the assets contained in the scene and adds them to the container.
  35426. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35427. */
  35428. moveAllFromScene(keepAssets?: KeepAssets): void;
  35429. /**
  35430. * 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.
  35431. * @returns the root mesh
  35432. */
  35433. createRootMesh(): Mesh;
  35434. }
  35435. }
  35436. declare module "babylonjs/abstractScene" {
  35437. import { Scene } from "babylonjs/scene";
  35438. import { Nullable } from "babylonjs/types";
  35439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35440. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35441. import { Geometry } from "babylonjs/Meshes/geometry";
  35442. import { Skeleton } from "babylonjs/Bones/skeleton";
  35443. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35444. import { AssetContainer } from "babylonjs/assetContainer";
  35445. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35446. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35447. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35448. import { Material } from "babylonjs/Materials/material";
  35449. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35450. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35451. import { Camera } from "babylonjs/Cameras/camera";
  35452. import { Light } from "babylonjs/Lights/light";
  35453. import { Node } from "babylonjs/node";
  35454. import { Animation } from "babylonjs/Animations/animation";
  35455. /**
  35456. * Defines how the parser contract is defined.
  35457. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35458. */
  35459. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35460. /**
  35461. * Defines how the individual parser contract is defined.
  35462. * These parser can parse an individual asset
  35463. */
  35464. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35465. /**
  35466. * Base class of the scene acting as a container for the different elements composing a scene.
  35467. * This class is dynamically extended by the different components of the scene increasing
  35468. * flexibility and reducing coupling
  35469. */
  35470. export abstract class AbstractScene {
  35471. /**
  35472. * Stores the list of available parsers in the application.
  35473. */
  35474. private static _BabylonFileParsers;
  35475. /**
  35476. * Stores the list of available individual parsers in the application.
  35477. */
  35478. private static _IndividualBabylonFileParsers;
  35479. /**
  35480. * Adds a parser in the list of available ones
  35481. * @param name Defines the name of the parser
  35482. * @param parser Defines the parser to add
  35483. */
  35484. static AddParser(name: string, parser: BabylonFileParser): void;
  35485. /**
  35486. * Gets a general parser from the list of avaialble ones
  35487. * @param name Defines the name of the parser
  35488. * @returns the requested parser or null
  35489. */
  35490. static GetParser(name: string): Nullable<BabylonFileParser>;
  35491. /**
  35492. * Adds n individual parser in the list of available ones
  35493. * @param name Defines the name of the parser
  35494. * @param parser Defines the parser to add
  35495. */
  35496. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35497. /**
  35498. * Gets an individual parser from the list of avaialble ones
  35499. * @param name Defines the name of the parser
  35500. * @returns the requested parser or null
  35501. */
  35502. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35503. /**
  35504. * Parser json data and populate both a scene and its associated container object
  35505. * @param jsonData Defines the data to parse
  35506. * @param scene Defines the scene to parse the data for
  35507. * @param container Defines the container attached to the parsing sequence
  35508. * @param rootUrl Defines the root url of the data
  35509. */
  35510. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35511. /**
  35512. * Gets the list of root nodes (ie. nodes with no parent)
  35513. */
  35514. rootNodes: Node[];
  35515. /** All of the cameras added to this scene
  35516. * @see http://doc.babylonjs.com/babylon101/cameras
  35517. */
  35518. cameras: Camera[];
  35519. /**
  35520. * All of the lights added to this scene
  35521. * @see http://doc.babylonjs.com/babylon101/lights
  35522. */
  35523. lights: Light[];
  35524. /**
  35525. * All of the (abstract) meshes added to this scene
  35526. */
  35527. meshes: AbstractMesh[];
  35528. /**
  35529. * The list of skeletons added to the scene
  35530. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35531. */
  35532. skeletons: Skeleton[];
  35533. /**
  35534. * All of the particle systems added to this scene
  35535. * @see http://doc.babylonjs.com/babylon101/particles
  35536. */
  35537. particleSystems: IParticleSystem[];
  35538. /**
  35539. * Gets a list of Animations associated with the scene
  35540. */
  35541. animations: Animation[];
  35542. /**
  35543. * All of the animation groups added to this scene
  35544. * @see http://doc.babylonjs.com/how_to/group
  35545. */
  35546. animationGroups: AnimationGroup[];
  35547. /**
  35548. * All of the multi-materials added to this scene
  35549. * @see http://doc.babylonjs.com/how_to/multi_materials
  35550. */
  35551. multiMaterials: MultiMaterial[];
  35552. /**
  35553. * All of the materials added to this scene
  35554. * In the context of a Scene, it is not supposed to be modified manually.
  35555. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35556. * Note also that the order of the Material wihin the array is not significant and might change.
  35557. * @see http://doc.babylonjs.com/babylon101/materials
  35558. */
  35559. materials: Material[];
  35560. /**
  35561. * The list of morph target managers added to the scene
  35562. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35563. */
  35564. morphTargetManagers: MorphTargetManager[];
  35565. /**
  35566. * The list of geometries used in the scene.
  35567. */
  35568. geometries: Geometry[];
  35569. /**
  35570. * All of the tranform nodes added to this scene
  35571. * In the context of a Scene, it is not supposed to be modified manually.
  35572. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35573. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35574. * @see http://doc.babylonjs.com/how_to/transformnode
  35575. */
  35576. transformNodes: TransformNode[];
  35577. /**
  35578. * ActionManagers available on the scene.
  35579. */
  35580. actionManagers: AbstractActionManager[];
  35581. /**
  35582. * Textures to keep.
  35583. */
  35584. textures: BaseTexture[];
  35585. /**
  35586. * Environment texture for the scene
  35587. */
  35588. environmentTexture: Nullable<BaseTexture>;
  35589. }
  35590. }
  35591. declare module "babylonjs/Audio/sound" {
  35592. import { Observable } from "babylonjs/Misc/observable";
  35593. import { Vector3 } from "babylonjs/Maths/math.vector";
  35594. import { Nullable } from "babylonjs/types";
  35595. import { Scene } from "babylonjs/scene";
  35596. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35597. /**
  35598. * Interface used to define options for Sound class
  35599. */
  35600. export interface ISoundOptions {
  35601. /**
  35602. * Does the sound autoplay once loaded.
  35603. */
  35604. autoplay?: boolean;
  35605. /**
  35606. * Does the sound loop after it finishes playing once.
  35607. */
  35608. loop?: boolean;
  35609. /**
  35610. * Sound's volume
  35611. */
  35612. volume?: number;
  35613. /**
  35614. * Is it a spatial sound?
  35615. */
  35616. spatialSound?: boolean;
  35617. /**
  35618. * Maximum distance to hear that sound
  35619. */
  35620. maxDistance?: number;
  35621. /**
  35622. * Uses user defined attenuation function
  35623. */
  35624. useCustomAttenuation?: boolean;
  35625. /**
  35626. * Define the roll off factor of spatial sounds.
  35627. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35628. */
  35629. rolloffFactor?: number;
  35630. /**
  35631. * Define the reference distance the sound should be heard perfectly.
  35632. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35633. */
  35634. refDistance?: number;
  35635. /**
  35636. * Define the distance attenuation model the sound will follow.
  35637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35638. */
  35639. distanceModel?: string;
  35640. /**
  35641. * Defines the playback speed (1 by default)
  35642. */
  35643. playbackRate?: number;
  35644. /**
  35645. * Defines if the sound is from a streaming source
  35646. */
  35647. streaming?: boolean;
  35648. /**
  35649. * Defines an optional length (in seconds) inside the sound file
  35650. */
  35651. length?: number;
  35652. /**
  35653. * Defines an optional offset (in seconds) inside the sound file
  35654. */
  35655. offset?: number;
  35656. /**
  35657. * If true, URLs will not be required to state the audio file codec to use.
  35658. */
  35659. skipCodecCheck?: boolean;
  35660. }
  35661. /**
  35662. * Defines a sound that can be played in the application.
  35663. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35664. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35665. */
  35666. export class Sound {
  35667. /**
  35668. * The name of the sound in the scene.
  35669. */
  35670. name: string;
  35671. /**
  35672. * Does the sound autoplay once loaded.
  35673. */
  35674. autoplay: boolean;
  35675. /**
  35676. * Does the sound loop after it finishes playing once.
  35677. */
  35678. loop: boolean;
  35679. /**
  35680. * Does the sound use a custom attenuation curve to simulate the falloff
  35681. * happening when the source gets further away from the camera.
  35682. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35683. */
  35684. useCustomAttenuation: boolean;
  35685. /**
  35686. * The sound track id this sound belongs to.
  35687. */
  35688. soundTrackId: number;
  35689. /**
  35690. * Is this sound currently played.
  35691. */
  35692. isPlaying: boolean;
  35693. /**
  35694. * Is this sound currently paused.
  35695. */
  35696. isPaused: boolean;
  35697. /**
  35698. * Does this sound enables spatial sound.
  35699. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35700. */
  35701. spatialSound: boolean;
  35702. /**
  35703. * Define the reference distance the sound should be heard perfectly.
  35704. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35705. */
  35706. refDistance: number;
  35707. /**
  35708. * Define the roll off factor of spatial sounds.
  35709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35710. */
  35711. rolloffFactor: number;
  35712. /**
  35713. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35714. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35715. */
  35716. maxDistance: number;
  35717. /**
  35718. * Define the distance attenuation model the sound will follow.
  35719. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35720. */
  35721. distanceModel: string;
  35722. /**
  35723. * @hidden
  35724. * Back Compat
  35725. **/
  35726. onended: () => any;
  35727. /**
  35728. * Observable event when the current playing sound finishes.
  35729. */
  35730. onEndedObservable: Observable<Sound>;
  35731. private _panningModel;
  35732. private _playbackRate;
  35733. private _streaming;
  35734. private _startTime;
  35735. private _startOffset;
  35736. private _position;
  35737. /** @hidden */
  35738. _positionInEmitterSpace: boolean;
  35739. private _localDirection;
  35740. private _volume;
  35741. private _isReadyToPlay;
  35742. private _isDirectional;
  35743. private _readyToPlayCallback;
  35744. private _audioBuffer;
  35745. private _soundSource;
  35746. private _streamingSource;
  35747. private _soundPanner;
  35748. private _soundGain;
  35749. private _inputAudioNode;
  35750. private _outputAudioNode;
  35751. private _coneInnerAngle;
  35752. private _coneOuterAngle;
  35753. private _coneOuterGain;
  35754. private _scene;
  35755. private _connectedTransformNode;
  35756. private _customAttenuationFunction;
  35757. private _registerFunc;
  35758. private _isOutputConnected;
  35759. private _htmlAudioElement;
  35760. private _urlType;
  35761. private _length?;
  35762. private _offset?;
  35763. /** @hidden */
  35764. static _SceneComponentInitialization: (scene: Scene) => void;
  35765. /**
  35766. * Create a sound and attach it to a scene
  35767. * @param name Name of your sound
  35768. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35769. * @param scene defines the scene the sound belongs to
  35770. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35771. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35772. */
  35773. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35774. /**
  35775. * Release the sound and its associated resources
  35776. */
  35777. dispose(): void;
  35778. /**
  35779. * Gets if the sounds is ready to be played or not.
  35780. * @returns true if ready, otherwise false
  35781. */
  35782. isReady(): boolean;
  35783. private _soundLoaded;
  35784. /**
  35785. * Sets the data of the sound from an audiobuffer
  35786. * @param audioBuffer The audioBuffer containing the data
  35787. */
  35788. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35789. /**
  35790. * Updates the current sounds options such as maxdistance, loop...
  35791. * @param options A JSON object containing values named as the object properties
  35792. */
  35793. updateOptions(options: ISoundOptions): void;
  35794. private _createSpatialParameters;
  35795. private _updateSpatialParameters;
  35796. /**
  35797. * Switch the panning model to HRTF:
  35798. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35799. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35800. */
  35801. switchPanningModelToHRTF(): void;
  35802. /**
  35803. * Switch the panning model to Equal Power:
  35804. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35805. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35806. */
  35807. switchPanningModelToEqualPower(): void;
  35808. private _switchPanningModel;
  35809. /**
  35810. * Connect this sound to a sound track audio node like gain...
  35811. * @param soundTrackAudioNode the sound track audio node to connect to
  35812. */
  35813. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35814. /**
  35815. * Transform this sound into a directional source
  35816. * @param coneInnerAngle Size of the inner cone in degree
  35817. * @param coneOuterAngle Size of the outer cone in degree
  35818. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35819. */
  35820. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35821. /**
  35822. * Gets or sets the inner angle for the directional cone.
  35823. */
  35824. /**
  35825. * Gets or sets the inner angle for the directional cone.
  35826. */
  35827. directionalConeInnerAngle: number;
  35828. /**
  35829. * Gets or sets the outer angle for the directional cone.
  35830. */
  35831. /**
  35832. * Gets or sets the outer angle for the directional cone.
  35833. */
  35834. directionalConeOuterAngle: number;
  35835. /**
  35836. * Sets the position of the emitter if spatial sound is enabled
  35837. * @param newPosition Defines the new posisiton
  35838. */
  35839. setPosition(newPosition: Vector3): void;
  35840. /**
  35841. * Sets the local direction of the emitter if spatial sound is enabled
  35842. * @param newLocalDirection Defines the new local direction
  35843. */
  35844. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35845. private _updateDirection;
  35846. /** @hidden */
  35847. updateDistanceFromListener(): void;
  35848. /**
  35849. * Sets a new custom attenuation function for the sound.
  35850. * @param callback Defines the function used for the attenuation
  35851. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35852. */
  35853. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35854. /**
  35855. * Play the sound
  35856. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35857. * @param offset (optional) Start the sound at a specific time in seconds
  35858. * @param length (optional) Sound duration (in seconds)
  35859. */
  35860. play(time?: number, offset?: number, length?: number): void;
  35861. private _onended;
  35862. /**
  35863. * Stop the sound
  35864. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35865. */
  35866. stop(time?: number): void;
  35867. /**
  35868. * Put the sound in pause
  35869. */
  35870. pause(): void;
  35871. /**
  35872. * Sets a dedicated volume for this sounds
  35873. * @param newVolume Define the new volume of the sound
  35874. * @param time Define time for gradual change to new volume
  35875. */
  35876. setVolume(newVolume: number, time?: number): void;
  35877. /**
  35878. * Set the sound play back rate
  35879. * @param newPlaybackRate Define the playback rate the sound should be played at
  35880. */
  35881. setPlaybackRate(newPlaybackRate: number): void;
  35882. /**
  35883. * Gets the volume of the sound.
  35884. * @returns the volume of the sound
  35885. */
  35886. getVolume(): number;
  35887. /**
  35888. * Attach the sound to a dedicated mesh
  35889. * @param transformNode The transform node to connect the sound with
  35890. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35891. */
  35892. attachToMesh(transformNode: TransformNode): void;
  35893. /**
  35894. * Detach the sound from the previously attached mesh
  35895. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35896. */
  35897. detachFromMesh(): void;
  35898. private _onRegisterAfterWorldMatrixUpdate;
  35899. /**
  35900. * Clone the current sound in the scene.
  35901. * @returns the new sound clone
  35902. */
  35903. clone(): Nullable<Sound>;
  35904. /**
  35905. * Gets the current underlying audio buffer containing the data
  35906. * @returns the audio buffer
  35907. */
  35908. getAudioBuffer(): Nullable<AudioBuffer>;
  35909. /**
  35910. * Serializes the Sound in a JSON representation
  35911. * @returns the JSON representation of the sound
  35912. */
  35913. serialize(): any;
  35914. /**
  35915. * Parse a JSON representation of a sound to innstantiate in a given scene
  35916. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35917. * @param scene Define the scene the new parsed sound should be created in
  35918. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35919. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35920. * @returns the newly parsed sound
  35921. */
  35922. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35923. }
  35924. }
  35925. declare module "babylonjs/Actions/directAudioActions" {
  35926. import { Action } from "babylonjs/Actions/action";
  35927. import { Condition } from "babylonjs/Actions/condition";
  35928. import { Sound } from "babylonjs/Audio/sound";
  35929. /**
  35930. * This defines an action helpful to play a defined sound on a triggered action.
  35931. */
  35932. export class PlaySoundAction extends Action {
  35933. private _sound;
  35934. /**
  35935. * Instantiate the action
  35936. * @param triggerOptions defines the trigger options
  35937. * @param sound defines the sound to play
  35938. * @param condition defines the trigger related conditions
  35939. */
  35940. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35941. /** @hidden */
  35942. _prepare(): void;
  35943. /**
  35944. * Execute the action and play the sound.
  35945. */
  35946. execute(): void;
  35947. /**
  35948. * Serializes the actions and its related information.
  35949. * @param parent defines the object to serialize in
  35950. * @returns the serialized object
  35951. */
  35952. serialize(parent: any): any;
  35953. }
  35954. /**
  35955. * This defines an action helpful to stop a defined sound on a triggered action.
  35956. */
  35957. export class StopSoundAction extends Action {
  35958. private _sound;
  35959. /**
  35960. * Instantiate the action
  35961. * @param triggerOptions defines the trigger options
  35962. * @param sound defines the sound to stop
  35963. * @param condition defines the trigger related conditions
  35964. */
  35965. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35966. /** @hidden */
  35967. _prepare(): void;
  35968. /**
  35969. * Execute the action and stop the sound.
  35970. */
  35971. execute(): void;
  35972. /**
  35973. * Serializes the actions and its related information.
  35974. * @param parent defines the object to serialize in
  35975. * @returns the serialized object
  35976. */
  35977. serialize(parent: any): any;
  35978. }
  35979. }
  35980. declare module "babylonjs/Actions/interpolateValueAction" {
  35981. import { Action } from "babylonjs/Actions/action";
  35982. import { Condition } from "babylonjs/Actions/condition";
  35983. import { Observable } from "babylonjs/Misc/observable";
  35984. /**
  35985. * This defines an action responsible to change the value of a property
  35986. * by interpolating between its current value and the newly set one once triggered.
  35987. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35988. */
  35989. export class InterpolateValueAction extends Action {
  35990. /**
  35991. * Defines the path of the property where the value should be interpolated
  35992. */
  35993. propertyPath: string;
  35994. /**
  35995. * Defines the target value at the end of the interpolation.
  35996. */
  35997. value: any;
  35998. /**
  35999. * Defines the time it will take for the property to interpolate to the value.
  36000. */
  36001. duration: number;
  36002. /**
  36003. * Defines if the other scene animations should be stopped when the action has been triggered
  36004. */
  36005. stopOtherAnimations?: boolean;
  36006. /**
  36007. * Defines a callback raised once the interpolation animation has been done.
  36008. */
  36009. onInterpolationDone?: () => void;
  36010. /**
  36011. * Observable triggered once the interpolation animation has been done.
  36012. */
  36013. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36014. private _target;
  36015. private _effectiveTarget;
  36016. private _property;
  36017. /**
  36018. * Instantiate the action
  36019. * @param triggerOptions defines the trigger options
  36020. * @param target defines the object containing the value to interpolate
  36021. * @param propertyPath defines the path to the property in the target object
  36022. * @param value defines the target value at the end of the interpolation
  36023. * @param duration deines the time it will take for the property to interpolate to the value.
  36024. * @param condition defines the trigger related conditions
  36025. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36026. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36027. */
  36028. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36029. /** @hidden */
  36030. _prepare(): void;
  36031. /**
  36032. * Execute the action starts the value interpolation.
  36033. */
  36034. execute(): void;
  36035. /**
  36036. * Serializes the actions and its related information.
  36037. * @param parent defines the object to serialize in
  36038. * @returns the serialized object
  36039. */
  36040. serialize(parent: any): any;
  36041. }
  36042. }
  36043. declare module "babylonjs/Actions/index" {
  36044. export * from "babylonjs/Actions/action";
  36045. export * from "babylonjs/Actions/actionEvent";
  36046. export * from "babylonjs/Actions/actionManager";
  36047. export * from "babylonjs/Actions/condition";
  36048. export * from "babylonjs/Actions/directActions";
  36049. export * from "babylonjs/Actions/directAudioActions";
  36050. export * from "babylonjs/Actions/interpolateValueAction";
  36051. }
  36052. declare module "babylonjs/Animations/index" {
  36053. export * from "babylonjs/Animations/animatable";
  36054. export * from "babylonjs/Animations/animation";
  36055. export * from "babylonjs/Animations/animationGroup";
  36056. export * from "babylonjs/Animations/animationPropertiesOverride";
  36057. export * from "babylonjs/Animations/easing";
  36058. export * from "babylonjs/Animations/runtimeAnimation";
  36059. export * from "babylonjs/Animations/animationEvent";
  36060. export * from "babylonjs/Animations/animationGroup";
  36061. export * from "babylonjs/Animations/animationKey";
  36062. export * from "babylonjs/Animations/animationRange";
  36063. export * from "babylonjs/Animations/animatable.interface";
  36064. }
  36065. declare module "babylonjs/Audio/soundTrack" {
  36066. import { Sound } from "babylonjs/Audio/sound";
  36067. import { Analyser } from "babylonjs/Audio/analyser";
  36068. import { Scene } from "babylonjs/scene";
  36069. /**
  36070. * Options allowed during the creation of a sound track.
  36071. */
  36072. export interface ISoundTrackOptions {
  36073. /**
  36074. * The volume the sound track should take during creation
  36075. */
  36076. volume?: number;
  36077. /**
  36078. * Define if the sound track is the main sound track of the scene
  36079. */
  36080. mainTrack?: boolean;
  36081. }
  36082. /**
  36083. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36084. * It will be also used in a future release to apply effects on a specific track.
  36085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36086. */
  36087. export class SoundTrack {
  36088. /**
  36089. * The unique identifier of the sound track in the scene.
  36090. */
  36091. id: number;
  36092. /**
  36093. * The list of sounds included in the sound track.
  36094. */
  36095. soundCollection: Array<Sound>;
  36096. private _outputAudioNode;
  36097. private _scene;
  36098. private _isMainTrack;
  36099. private _connectedAnalyser;
  36100. private _options;
  36101. private _isInitialized;
  36102. /**
  36103. * Creates a new sound track.
  36104. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36105. * @param scene Define the scene the sound track belongs to
  36106. * @param options
  36107. */
  36108. constructor(scene: Scene, options?: ISoundTrackOptions);
  36109. private _initializeSoundTrackAudioGraph;
  36110. /**
  36111. * Release the sound track and its associated resources
  36112. */
  36113. dispose(): void;
  36114. /**
  36115. * Adds a sound to this sound track
  36116. * @param sound define the cound to add
  36117. * @ignoreNaming
  36118. */
  36119. AddSound(sound: Sound): void;
  36120. /**
  36121. * Removes a sound to this sound track
  36122. * @param sound define the cound to remove
  36123. * @ignoreNaming
  36124. */
  36125. RemoveSound(sound: Sound): void;
  36126. /**
  36127. * Set a global volume for the full sound track.
  36128. * @param newVolume Define the new volume of the sound track
  36129. */
  36130. setVolume(newVolume: number): void;
  36131. /**
  36132. * Switch the panning model to HRTF:
  36133. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36134. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36135. */
  36136. switchPanningModelToHRTF(): void;
  36137. /**
  36138. * Switch the panning model to Equal Power:
  36139. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36140. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36141. */
  36142. switchPanningModelToEqualPower(): void;
  36143. /**
  36144. * Connect the sound track to an audio analyser allowing some amazing
  36145. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36146. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36147. * @param analyser The analyser to connect to the engine
  36148. */
  36149. connectToAnalyser(analyser: Analyser): void;
  36150. }
  36151. }
  36152. declare module "babylonjs/Audio/audioSceneComponent" {
  36153. import { Sound } from "babylonjs/Audio/sound";
  36154. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36155. import { Nullable } from "babylonjs/types";
  36156. import { Vector3 } from "babylonjs/Maths/math.vector";
  36157. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36158. import { Scene } from "babylonjs/scene";
  36159. import { AbstractScene } from "babylonjs/abstractScene";
  36160. import "babylonjs/Audio/audioEngine";
  36161. module "babylonjs/abstractScene" {
  36162. interface AbstractScene {
  36163. /**
  36164. * The list of sounds used in the scene.
  36165. */
  36166. sounds: Nullable<Array<Sound>>;
  36167. }
  36168. }
  36169. module "babylonjs/scene" {
  36170. interface Scene {
  36171. /**
  36172. * @hidden
  36173. * Backing field
  36174. */
  36175. _mainSoundTrack: SoundTrack;
  36176. /**
  36177. * The main sound track played by the scene.
  36178. * It cotains your primary collection of sounds.
  36179. */
  36180. mainSoundTrack: SoundTrack;
  36181. /**
  36182. * The list of sound tracks added to the scene
  36183. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36184. */
  36185. soundTracks: Nullable<Array<SoundTrack>>;
  36186. /**
  36187. * Gets a sound using a given name
  36188. * @param name defines the name to search for
  36189. * @return the found sound or null if not found at all.
  36190. */
  36191. getSoundByName(name: string): Nullable<Sound>;
  36192. /**
  36193. * Gets or sets if audio support is enabled
  36194. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36195. */
  36196. audioEnabled: boolean;
  36197. /**
  36198. * Gets or sets if audio will be output to headphones
  36199. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36200. */
  36201. headphone: boolean;
  36202. /**
  36203. * Gets or sets custom audio listener position provider
  36204. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36205. */
  36206. audioListenerPositionProvider: Nullable<() => Vector3>;
  36207. }
  36208. }
  36209. /**
  36210. * Defines the sound scene component responsible to manage any sounds
  36211. * in a given scene.
  36212. */
  36213. export class AudioSceneComponent implements ISceneSerializableComponent {
  36214. /**
  36215. * The component name helpfull to identify the component in the list of scene components.
  36216. */
  36217. readonly name: string;
  36218. /**
  36219. * The scene the component belongs to.
  36220. */
  36221. scene: Scene;
  36222. private _audioEnabled;
  36223. /**
  36224. * Gets whether audio is enabled or not.
  36225. * Please use related enable/disable method to switch state.
  36226. */
  36227. readonly audioEnabled: boolean;
  36228. private _headphone;
  36229. /**
  36230. * Gets whether audio is outputing to headphone or not.
  36231. * Please use the according Switch methods to change output.
  36232. */
  36233. readonly headphone: boolean;
  36234. private _audioListenerPositionProvider;
  36235. /**
  36236. * Gets the current audio listener position provider
  36237. */
  36238. /**
  36239. * Sets a custom listener position for all sounds in the scene
  36240. * By default, this is the position of the first active camera
  36241. */
  36242. audioListenerPositionProvider: Nullable<() => Vector3>;
  36243. /**
  36244. * Creates a new instance of the component for the given scene
  36245. * @param scene Defines the scene to register the component in
  36246. */
  36247. constructor(scene: Scene);
  36248. /**
  36249. * Registers the component in a given scene
  36250. */
  36251. register(): void;
  36252. /**
  36253. * Rebuilds the elements related to this component in case of
  36254. * context lost for instance.
  36255. */
  36256. rebuild(): void;
  36257. /**
  36258. * Serializes the component data to the specified json object
  36259. * @param serializationObject The object to serialize to
  36260. */
  36261. serialize(serializationObject: any): void;
  36262. /**
  36263. * Adds all the elements from the container to the scene
  36264. * @param container the container holding the elements
  36265. */
  36266. addFromContainer(container: AbstractScene): void;
  36267. /**
  36268. * Removes all the elements in the container from the scene
  36269. * @param container contains the elements to remove
  36270. * @param dispose if the removed element should be disposed (default: false)
  36271. */
  36272. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36273. /**
  36274. * Disposes the component and the associated ressources.
  36275. */
  36276. dispose(): void;
  36277. /**
  36278. * Disables audio in the associated scene.
  36279. */
  36280. disableAudio(): void;
  36281. /**
  36282. * Enables audio in the associated scene.
  36283. */
  36284. enableAudio(): void;
  36285. /**
  36286. * Switch audio to headphone output.
  36287. */
  36288. switchAudioModeForHeadphones(): void;
  36289. /**
  36290. * Switch audio to normal speakers.
  36291. */
  36292. switchAudioModeForNormalSpeakers(): void;
  36293. private _afterRender;
  36294. }
  36295. }
  36296. declare module "babylonjs/Audio/weightedsound" {
  36297. import { Sound } from "babylonjs/Audio/sound";
  36298. /**
  36299. * Wraps one or more Sound objects and selects one with random weight for playback.
  36300. */
  36301. export class WeightedSound {
  36302. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36303. loop: boolean;
  36304. private _coneInnerAngle;
  36305. private _coneOuterAngle;
  36306. private _volume;
  36307. /** A Sound is currently playing. */
  36308. isPlaying: boolean;
  36309. /** A Sound is currently paused. */
  36310. isPaused: boolean;
  36311. private _sounds;
  36312. private _weights;
  36313. private _currentIndex?;
  36314. /**
  36315. * Creates a new WeightedSound from the list of sounds given.
  36316. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36317. * @param sounds Array of Sounds that will be selected from.
  36318. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36319. */
  36320. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36321. /**
  36322. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36323. */
  36324. /**
  36325. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36326. */
  36327. directionalConeInnerAngle: number;
  36328. /**
  36329. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36330. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36331. */
  36332. /**
  36333. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36334. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36335. */
  36336. directionalConeOuterAngle: number;
  36337. /**
  36338. * Playback volume.
  36339. */
  36340. /**
  36341. * Playback volume.
  36342. */
  36343. volume: number;
  36344. private _onended;
  36345. /**
  36346. * Suspend playback
  36347. */
  36348. pause(): void;
  36349. /**
  36350. * Stop playback
  36351. */
  36352. stop(): void;
  36353. /**
  36354. * Start playback.
  36355. * @param startOffset Position the clip head at a specific time in seconds.
  36356. */
  36357. play(startOffset?: number): void;
  36358. }
  36359. }
  36360. declare module "babylonjs/Audio/index" {
  36361. export * from "babylonjs/Audio/analyser";
  36362. export * from "babylonjs/Audio/audioEngine";
  36363. export * from "babylonjs/Audio/audioSceneComponent";
  36364. export * from "babylonjs/Audio/sound";
  36365. export * from "babylonjs/Audio/soundTrack";
  36366. export * from "babylonjs/Audio/weightedsound";
  36367. }
  36368. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36369. import { Behavior } from "babylonjs/Behaviors/behavior";
  36370. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36371. import { BackEase } from "babylonjs/Animations/easing";
  36372. /**
  36373. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36374. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36375. */
  36376. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36377. /**
  36378. * Gets the name of the behavior.
  36379. */
  36380. readonly name: string;
  36381. /**
  36382. * The easing function used by animations
  36383. */
  36384. static EasingFunction: BackEase;
  36385. /**
  36386. * The easing mode used by animations
  36387. */
  36388. static EasingMode: number;
  36389. /**
  36390. * The duration of the animation, in milliseconds
  36391. */
  36392. transitionDuration: number;
  36393. /**
  36394. * Length of the distance animated by the transition when lower radius is reached
  36395. */
  36396. lowerRadiusTransitionRange: number;
  36397. /**
  36398. * Length of the distance animated by the transition when upper radius is reached
  36399. */
  36400. upperRadiusTransitionRange: number;
  36401. private _autoTransitionRange;
  36402. /**
  36403. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36404. */
  36405. /**
  36406. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36407. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36408. */
  36409. autoTransitionRange: boolean;
  36410. private _attachedCamera;
  36411. private _onAfterCheckInputsObserver;
  36412. private _onMeshTargetChangedObserver;
  36413. /**
  36414. * Initializes the behavior.
  36415. */
  36416. init(): void;
  36417. /**
  36418. * Attaches the behavior to its arc rotate camera.
  36419. * @param camera Defines the camera to attach the behavior to
  36420. */
  36421. attach(camera: ArcRotateCamera): void;
  36422. /**
  36423. * Detaches the behavior from its current arc rotate camera.
  36424. */
  36425. detach(): void;
  36426. private _radiusIsAnimating;
  36427. private _radiusBounceTransition;
  36428. private _animatables;
  36429. private _cachedWheelPrecision;
  36430. /**
  36431. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36432. * @param radiusLimit The limit to check against.
  36433. * @return Bool to indicate if at limit.
  36434. */
  36435. private _isRadiusAtLimit;
  36436. /**
  36437. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36438. * @param radiusDelta The delta by which to animate to. Can be negative.
  36439. */
  36440. private _applyBoundRadiusAnimation;
  36441. /**
  36442. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36443. */
  36444. protected _clearAnimationLocks(): void;
  36445. /**
  36446. * Stops and removes all animations that have been applied to the camera
  36447. */
  36448. stopAllAnimations(): void;
  36449. }
  36450. }
  36451. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36452. import { Behavior } from "babylonjs/Behaviors/behavior";
  36453. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36454. import { ExponentialEase } from "babylonjs/Animations/easing";
  36455. import { Nullable } from "babylonjs/types";
  36456. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36457. import { Vector3 } from "babylonjs/Maths/math.vector";
  36458. /**
  36459. * 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.
  36460. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36461. */
  36462. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36463. /**
  36464. * Gets the name of the behavior.
  36465. */
  36466. readonly name: string;
  36467. private _mode;
  36468. private _radiusScale;
  36469. private _positionScale;
  36470. private _defaultElevation;
  36471. private _elevationReturnTime;
  36472. private _elevationReturnWaitTime;
  36473. private _zoomStopsAnimation;
  36474. private _framingTime;
  36475. /**
  36476. * The easing function used by animations
  36477. */
  36478. static EasingFunction: ExponentialEase;
  36479. /**
  36480. * The easing mode used by animations
  36481. */
  36482. static EasingMode: number;
  36483. /**
  36484. * Sets the current mode used by the behavior
  36485. */
  36486. /**
  36487. * Gets current mode used by the behavior.
  36488. */
  36489. mode: number;
  36490. /**
  36491. * Sets the scale applied to the radius (1 by default)
  36492. */
  36493. /**
  36494. * Gets the scale applied to the radius
  36495. */
  36496. radiusScale: number;
  36497. /**
  36498. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36499. */
  36500. /**
  36501. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36502. */
  36503. positionScale: number;
  36504. /**
  36505. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36506. * behaviour is triggered, in radians.
  36507. */
  36508. /**
  36509. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36510. * behaviour is triggered, in radians.
  36511. */
  36512. defaultElevation: number;
  36513. /**
  36514. * Sets the time (in milliseconds) taken to return to the default beta position.
  36515. * Negative value indicates camera should not return to default.
  36516. */
  36517. /**
  36518. * Gets the time (in milliseconds) taken to return to the default beta position.
  36519. * Negative value indicates camera should not return to default.
  36520. */
  36521. elevationReturnTime: number;
  36522. /**
  36523. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36524. */
  36525. /**
  36526. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36527. */
  36528. elevationReturnWaitTime: number;
  36529. /**
  36530. * Sets the flag that indicates if user zooming should stop animation.
  36531. */
  36532. /**
  36533. * Gets the flag that indicates if user zooming should stop animation.
  36534. */
  36535. zoomStopsAnimation: boolean;
  36536. /**
  36537. * Sets the transition time when framing the mesh, in milliseconds
  36538. */
  36539. /**
  36540. * Gets the transition time when framing the mesh, in milliseconds
  36541. */
  36542. framingTime: number;
  36543. /**
  36544. * Define if the behavior should automatically change the configured
  36545. * camera limits and sensibilities.
  36546. */
  36547. autoCorrectCameraLimitsAndSensibility: boolean;
  36548. private _onPrePointerObservableObserver;
  36549. private _onAfterCheckInputsObserver;
  36550. private _onMeshTargetChangedObserver;
  36551. private _attachedCamera;
  36552. private _isPointerDown;
  36553. private _lastInteractionTime;
  36554. /**
  36555. * Initializes the behavior.
  36556. */
  36557. init(): void;
  36558. /**
  36559. * Attaches the behavior to its arc rotate camera.
  36560. * @param camera Defines the camera to attach the behavior to
  36561. */
  36562. attach(camera: ArcRotateCamera): void;
  36563. /**
  36564. * Detaches the behavior from its current arc rotate camera.
  36565. */
  36566. detach(): void;
  36567. private _animatables;
  36568. private _betaIsAnimating;
  36569. private _betaTransition;
  36570. private _radiusTransition;
  36571. private _vectorTransition;
  36572. /**
  36573. * Targets the given mesh and updates zoom level accordingly.
  36574. * @param mesh The mesh to target.
  36575. * @param radius Optional. If a cached radius position already exists, overrides default.
  36576. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36577. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36578. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36579. */
  36580. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36581. /**
  36582. * Targets the given mesh with its children and updates zoom level accordingly.
  36583. * @param mesh The mesh to target.
  36584. * @param radius Optional. If a cached radius position already exists, overrides default.
  36585. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36586. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36587. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36588. */
  36589. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36590. /**
  36591. * Targets the given meshes with their children and updates zoom level accordingly.
  36592. * @param meshes The mesh to target.
  36593. * @param radius Optional. If a cached radius position already exists, overrides default.
  36594. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36595. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36596. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36597. */
  36598. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36599. /**
  36600. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36601. * @param minimumWorld Determines the smaller position of the bounding box extend
  36602. * @param maximumWorld Determines the bigger position of the bounding box extend
  36603. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36604. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36605. */
  36606. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36607. /**
  36608. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36609. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36610. * frustum width.
  36611. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36612. * to fully enclose the mesh in the viewing frustum.
  36613. */
  36614. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36615. /**
  36616. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36617. * is automatically returned to its default position (expected to be above ground plane).
  36618. */
  36619. private _maintainCameraAboveGround;
  36620. /**
  36621. * Returns the frustum slope based on the canvas ratio and camera FOV
  36622. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36623. */
  36624. private _getFrustumSlope;
  36625. /**
  36626. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36627. */
  36628. private _clearAnimationLocks;
  36629. /**
  36630. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36631. */
  36632. private _applyUserInteraction;
  36633. /**
  36634. * Stops and removes all animations that have been applied to the camera
  36635. */
  36636. stopAllAnimations(): void;
  36637. /**
  36638. * Gets a value indicating if the user is moving the camera
  36639. */
  36640. readonly isUserIsMoving: boolean;
  36641. /**
  36642. * The camera can move all the way towards the mesh.
  36643. */
  36644. static IgnoreBoundsSizeMode: number;
  36645. /**
  36646. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36647. */
  36648. static FitFrustumSidesMode: number;
  36649. }
  36650. }
  36651. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36652. import { Nullable } from "babylonjs/types";
  36653. import { Camera } from "babylonjs/Cameras/camera";
  36654. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36655. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36656. /**
  36657. * Base class for Camera Pointer Inputs.
  36658. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36659. * for example usage.
  36660. */
  36661. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36662. /**
  36663. * Defines the camera the input is attached to.
  36664. */
  36665. abstract camera: Camera;
  36666. /**
  36667. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36668. */
  36669. protected _altKey: boolean;
  36670. protected _ctrlKey: boolean;
  36671. protected _metaKey: boolean;
  36672. protected _shiftKey: boolean;
  36673. /**
  36674. * Which mouse buttons were pressed at time of last mouse event.
  36675. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36676. */
  36677. protected _buttonsPressed: number;
  36678. /**
  36679. * Defines the buttons associated with the input to handle camera move.
  36680. */
  36681. buttons: number[];
  36682. /**
  36683. * Attach the input controls to a specific dom element to get the input from.
  36684. * @param element Defines the element the controls should be listened from
  36685. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36686. */
  36687. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36688. /**
  36689. * Detach the current controls from the specified dom element.
  36690. * @param element Defines the element to stop listening the inputs from
  36691. */
  36692. detachControl(element: Nullable<HTMLElement>): void;
  36693. /**
  36694. * Gets the class name of the current input.
  36695. * @returns the class name
  36696. */
  36697. getClassName(): string;
  36698. /**
  36699. * Get the friendly name associated with the input class.
  36700. * @returns the input friendly name
  36701. */
  36702. getSimpleName(): string;
  36703. /**
  36704. * Called on pointer POINTERDOUBLETAP event.
  36705. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36706. */
  36707. protected onDoubleTap(type: string): void;
  36708. /**
  36709. * Called on pointer POINTERMOVE event if only a single touch is active.
  36710. * Override this method to provide functionality.
  36711. */
  36712. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36713. /**
  36714. * Called on pointer POINTERMOVE event if multiple touches are active.
  36715. * Override this method to provide functionality.
  36716. */
  36717. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36718. /**
  36719. * Called on JS contextmenu event.
  36720. * Override this method to provide functionality.
  36721. */
  36722. protected onContextMenu(evt: PointerEvent): void;
  36723. /**
  36724. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36725. * press.
  36726. * Override this method to provide functionality.
  36727. */
  36728. protected onButtonDown(evt: PointerEvent): void;
  36729. /**
  36730. * Called each time a new POINTERUP event occurs. Ie, for each button
  36731. * release.
  36732. * Override this method to provide functionality.
  36733. */
  36734. protected onButtonUp(evt: PointerEvent): void;
  36735. /**
  36736. * Called when window becomes inactive.
  36737. * Override this method to provide functionality.
  36738. */
  36739. protected onLostFocus(): void;
  36740. private _pointerInput;
  36741. private _observer;
  36742. private _onLostFocus;
  36743. private pointA;
  36744. private pointB;
  36745. }
  36746. }
  36747. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36748. import { Nullable } from "babylonjs/types";
  36749. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36750. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36751. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36752. /**
  36753. * Manage the pointers inputs to control an arc rotate camera.
  36754. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36755. */
  36756. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36757. /**
  36758. * Defines the camera the input is attached to.
  36759. */
  36760. camera: ArcRotateCamera;
  36761. /**
  36762. * Gets the class name of the current input.
  36763. * @returns the class name
  36764. */
  36765. getClassName(): string;
  36766. /**
  36767. * Defines the buttons associated with the input to handle camera move.
  36768. */
  36769. buttons: number[];
  36770. /**
  36771. * Defines the pointer angular sensibility along the X axis or how fast is
  36772. * the camera rotating.
  36773. */
  36774. angularSensibilityX: number;
  36775. /**
  36776. * Defines the pointer angular sensibility along the Y axis or how fast is
  36777. * the camera rotating.
  36778. */
  36779. angularSensibilityY: number;
  36780. /**
  36781. * Defines the pointer pinch precision or how fast is the camera zooming.
  36782. */
  36783. pinchPrecision: number;
  36784. /**
  36785. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36786. * from 0.
  36787. * It defines the percentage of current camera.radius to use as delta when
  36788. * pinch zoom is used.
  36789. */
  36790. pinchDeltaPercentage: number;
  36791. /**
  36792. * Defines the pointer panning sensibility or how fast is the camera moving.
  36793. */
  36794. panningSensibility: number;
  36795. /**
  36796. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36797. */
  36798. multiTouchPanning: boolean;
  36799. /**
  36800. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36801. * zoom (pinch) through multitouch.
  36802. */
  36803. multiTouchPanAndZoom: boolean;
  36804. /**
  36805. * Revers pinch action direction.
  36806. */
  36807. pinchInwards: boolean;
  36808. private _isPanClick;
  36809. private _twoFingerActivityCount;
  36810. private _isPinching;
  36811. /**
  36812. * Called on pointer POINTERMOVE event if only a single touch is active.
  36813. */
  36814. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36815. /**
  36816. * Called on pointer POINTERDOUBLETAP event.
  36817. */
  36818. protected onDoubleTap(type: string): void;
  36819. /**
  36820. * Called on pointer POINTERMOVE event if multiple touches are active.
  36821. */
  36822. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36823. /**
  36824. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36825. * press.
  36826. */
  36827. protected onButtonDown(evt: PointerEvent): void;
  36828. /**
  36829. * Called each time a new POINTERUP event occurs. Ie, for each button
  36830. * release.
  36831. */
  36832. protected onButtonUp(evt: PointerEvent): void;
  36833. /**
  36834. * Called when window becomes inactive.
  36835. */
  36836. protected onLostFocus(): void;
  36837. }
  36838. }
  36839. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36840. import { Nullable } from "babylonjs/types";
  36841. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36842. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36843. /**
  36844. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36845. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36846. */
  36847. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36848. /**
  36849. * Defines the camera the input is attached to.
  36850. */
  36851. camera: ArcRotateCamera;
  36852. /**
  36853. * Defines the list of key codes associated with the up action (increase alpha)
  36854. */
  36855. keysUp: number[];
  36856. /**
  36857. * Defines the list of key codes associated with the down action (decrease alpha)
  36858. */
  36859. keysDown: number[];
  36860. /**
  36861. * Defines the list of key codes associated with the left action (increase beta)
  36862. */
  36863. keysLeft: number[];
  36864. /**
  36865. * Defines the list of key codes associated with the right action (decrease beta)
  36866. */
  36867. keysRight: number[];
  36868. /**
  36869. * Defines the list of key codes associated with the reset action.
  36870. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36871. */
  36872. keysReset: number[];
  36873. /**
  36874. * Defines the panning sensibility of the inputs.
  36875. * (How fast is the camera paning)
  36876. */
  36877. panningSensibility: number;
  36878. /**
  36879. * Defines the zooming sensibility of the inputs.
  36880. * (How fast is the camera zooming)
  36881. */
  36882. zoomingSensibility: number;
  36883. /**
  36884. * Defines wether maintaining the alt key down switch the movement mode from
  36885. * orientation to zoom.
  36886. */
  36887. useAltToZoom: boolean;
  36888. /**
  36889. * Rotation speed of the camera
  36890. */
  36891. angularSpeed: number;
  36892. private _keys;
  36893. private _ctrlPressed;
  36894. private _altPressed;
  36895. private _onCanvasBlurObserver;
  36896. private _onKeyboardObserver;
  36897. private _engine;
  36898. private _scene;
  36899. /**
  36900. * Attach the input controls to a specific dom element to get the input from.
  36901. * @param element Defines the element the controls should be listened from
  36902. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36903. */
  36904. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36905. /**
  36906. * Detach the current controls from the specified dom element.
  36907. * @param element Defines the element to stop listening the inputs from
  36908. */
  36909. detachControl(element: Nullable<HTMLElement>): void;
  36910. /**
  36911. * Update the current camera state depending on the inputs that have been used this frame.
  36912. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36913. */
  36914. checkInputs(): void;
  36915. /**
  36916. * Gets the class name of the current intput.
  36917. * @returns the class name
  36918. */
  36919. getClassName(): string;
  36920. /**
  36921. * Get the friendly name associated with the input class.
  36922. * @returns the input friendly name
  36923. */
  36924. getSimpleName(): string;
  36925. }
  36926. }
  36927. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36928. import { Nullable } from "babylonjs/types";
  36929. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36930. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36931. /**
  36932. * Manage the mouse wheel inputs to control an arc rotate camera.
  36933. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36934. */
  36935. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36936. /**
  36937. * Defines the camera the input is attached to.
  36938. */
  36939. camera: ArcRotateCamera;
  36940. /**
  36941. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36942. */
  36943. wheelPrecision: number;
  36944. /**
  36945. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36946. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36947. */
  36948. wheelDeltaPercentage: number;
  36949. private _wheel;
  36950. private _observer;
  36951. private computeDeltaFromMouseWheelLegacyEvent;
  36952. /**
  36953. * Attach the input controls to a specific dom element to get the input from.
  36954. * @param element Defines the element the controls should be listened from
  36955. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36956. */
  36957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36958. /**
  36959. * Detach the current controls from the specified dom element.
  36960. * @param element Defines the element to stop listening the inputs from
  36961. */
  36962. detachControl(element: Nullable<HTMLElement>): void;
  36963. /**
  36964. * Gets the class name of the current intput.
  36965. * @returns the class name
  36966. */
  36967. getClassName(): string;
  36968. /**
  36969. * Get the friendly name associated with the input class.
  36970. * @returns the input friendly name
  36971. */
  36972. getSimpleName(): string;
  36973. }
  36974. }
  36975. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36976. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36977. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36978. /**
  36979. * Default Inputs manager for the ArcRotateCamera.
  36980. * It groups all the default supported inputs for ease of use.
  36981. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36982. */
  36983. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36984. /**
  36985. * Instantiates a new ArcRotateCameraInputsManager.
  36986. * @param camera Defines the camera the inputs belong to
  36987. */
  36988. constructor(camera: ArcRotateCamera);
  36989. /**
  36990. * Add mouse wheel input support to the input manager.
  36991. * @returns the current input manager
  36992. */
  36993. addMouseWheel(): ArcRotateCameraInputsManager;
  36994. /**
  36995. * Add pointers input support to the input manager.
  36996. * @returns the current input manager
  36997. */
  36998. addPointers(): ArcRotateCameraInputsManager;
  36999. /**
  37000. * Add keyboard input support to the input manager.
  37001. * @returns the current input manager
  37002. */
  37003. addKeyboard(): ArcRotateCameraInputsManager;
  37004. }
  37005. }
  37006. declare module "babylonjs/Cameras/arcRotateCamera" {
  37007. import { Observable } from "babylonjs/Misc/observable";
  37008. import { Nullable } from "babylonjs/types";
  37009. import { Scene } from "babylonjs/scene";
  37010. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37012. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37013. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37014. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37015. import { Camera } from "babylonjs/Cameras/camera";
  37016. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37017. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37018. import { Collider } from "babylonjs/Collisions/collider";
  37019. /**
  37020. * This represents an orbital type of camera.
  37021. *
  37022. * 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.
  37023. * 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.
  37024. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37025. */
  37026. export class ArcRotateCamera extends TargetCamera {
  37027. /**
  37028. * Defines the rotation angle of the camera along the longitudinal axis.
  37029. */
  37030. alpha: number;
  37031. /**
  37032. * Defines the rotation angle of the camera along the latitudinal axis.
  37033. */
  37034. beta: number;
  37035. /**
  37036. * Defines the radius of the camera from it s target point.
  37037. */
  37038. radius: number;
  37039. protected _target: Vector3;
  37040. protected _targetHost: Nullable<AbstractMesh>;
  37041. /**
  37042. * Defines the target point of the camera.
  37043. * The camera looks towards it form the radius distance.
  37044. */
  37045. target: Vector3;
  37046. /**
  37047. * Define the current local position of the camera in the scene
  37048. */
  37049. position: Vector3;
  37050. protected _upVector: Vector3;
  37051. protected _upToYMatrix: Matrix;
  37052. protected _YToUpMatrix: Matrix;
  37053. /**
  37054. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37055. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37056. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37057. */
  37058. upVector: Vector3;
  37059. /**
  37060. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37061. */
  37062. setMatUp(): void;
  37063. /**
  37064. * Current inertia value on the longitudinal axis.
  37065. * The bigger this number the longer it will take for the camera to stop.
  37066. */
  37067. inertialAlphaOffset: number;
  37068. /**
  37069. * Current inertia value on the latitudinal axis.
  37070. * The bigger this number the longer it will take for the camera to stop.
  37071. */
  37072. inertialBetaOffset: number;
  37073. /**
  37074. * Current inertia value on the radius axis.
  37075. * The bigger this number the longer it will take for the camera to stop.
  37076. */
  37077. inertialRadiusOffset: number;
  37078. /**
  37079. * Minimum allowed angle on the longitudinal axis.
  37080. * This can help limiting how the Camera is able to move in the scene.
  37081. */
  37082. lowerAlphaLimit: Nullable<number>;
  37083. /**
  37084. * Maximum allowed angle on the longitudinal axis.
  37085. * This can help limiting how the Camera is able to move in the scene.
  37086. */
  37087. upperAlphaLimit: Nullable<number>;
  37088. /**
  37089. * Minimum allowed angle on the latitudinal axis.
  37090. * This can help limiting how the Camera is able to move in the scene.
  37091. */
  37092. lowerBetaLimit: number;
  37093. /**
  37094. * Maximum allowed angle on the latitudinal axis.
  37095. * This can help limiting how the Camera is able to move in the scene.
  37096. */
  37097. upperBetaLimit: number;
  37098. /**
  37099. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37100. * This can help limiting how the Camera is able to move in the scene.
  37101. */
  37102. lowerRadiusLimit: Nullable<number>;
  37103. /**
  37104. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37105. * This can help limiting how the Camera is able to move in the scene.
  37106. */
  37107. upperRadiusLimit: Nullable<number>;
  37108. /**
  37109. * Defines the current inertia value used during panning of the camera along the X axis.
  37110. */
  37111. inertialPanningX: number;
  37112. /**
  37113. * Defines the current inertia value used during panning of the camera along the Y axis.
  37114. */
  37115. inertialPanningY: number;
  37116. /**
  37117. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37118. * Basically if your fingers moves away from more than this distance you will be considered
  37119. * in pinch mode.
  37120. */
  37121. pinchToPanMaxDistance: number;
  37122. /**
  37123. * Defines the maximum distance the camera can pan.
  37124. * This could help keeping the cammera always in your scene.
  37125. */
  37126. panningDistanceLimit: Nullable<number>;
  37127. /**
  37128. * Defines the target of the camera before paning.
  37129. */
  37130. panningOriginTarget: Vector3;
  37131. /**
  37132. * Defines the value of the inertia used during panning.
  37133. * 0 would mean stop inertia and one would mean no decelleration at all.
  37134. */
  37135. panningInertia: number;
  37136. /**
  37137. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37138. */
  37139. angularSensibilityX: number;
  37140. /**
  37141. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37142. */
  37143. angularSensibilityY: number;
  37144. /**
  37145. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37146. */
  37147. pinchPrecision: number;
  37148. /**
  37149. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37150. * It will be used instead of pinchDeltaPrecision if different from 0.
  37151. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37152. */
  37153. pinchDeltaPercentage: number;
  37154. /**
  37155. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37156. */
  37157. panningSensibility: number;
  37158. /**
  37159. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37160. */
  37161. keysUp: number[];
  37162. /**
  37163. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37164. */
  37165. keysDown: number[];
  37166. /**
  37167. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37168. */
  37169. keysLeft: number[];
  37170. /**
  37171. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37172. */
  37173. keysRight: number[];
  37174. /**
  37175. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37176. */
  37177. wheelPrecision: number;
  37178. /**
  37179. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37180. * It will be used instead of pinchDeltaPrecision if different from 0.
  37181. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37182. */
  37183. wheelDeltaPercentage: number;
  37184. /**
  37185. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37186. */
  37187. zoomOnFactor: number;
  37188. /**
  37189. * Defines a screen offset for the camera position.
  37190. */
  37191. targetScreenOffset: Vector2;
  37192. /**
  37193. * Allows the camera to be completely reversed.
  37194. * If false the camera can not arrive upside down.
  37195. */
  37196. allowUpsideDown: boolean;
  37197. /**
  37198. * Define if double tap/click is used to restore the previously saved state of the camera.
  37199. */
  37200. useInputToRestoreState: boolean;
  37201. /** @hidden */
  37202. _viewMatrix: Matrix;
  37203. /** @hidden */
  37204. _useCtrlForPanning: boolean;
  37205. /** @hidden */
  37206. _panningMouseButton: number;
  37207. /**
  37208. * Defines the input associated to the camera.
  37209. */
  37210. inputs: ArcRotateCameraInputsManager;
  37211. /** @hidden */
  37212. _reset: () => void;
  37213. /**
  37214. * Defines the allowed panning axis.
  37215. */
  37216. panningAxis: Vector3;
  37217. protected _localDirection: Vector3;
  37218. protected _transformedDirection: Vector3;
  37219. private _bouncingBehavior;
  37220. /**
  37221. * Gets the bouncing behavior of the camera if it has been enabled.
  37222. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37223. */
  37224. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37225. /**
  37226. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37227. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37228. */
  37229. useBouncingBehavior: boolean;
  37230. private _framingBehavior;
  37231. /**
  37232. * Gets the framing behavior of the camera if it has been enabled.
  37233. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37234. */
  37235. readonly framingBehavior: Nullable<FramingBehavior>;
  37236. /**
  37237. * Defines if the framing behavior of the camera is enabled on the camera.
  37238. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37239. */
  37240. useFramingBehavior: boolean;
  37241. private _autoRotationBehavior;
  37242. /**
  37243. * Gets the auto rotation behavior of the camera if it has been enabled.
  37244. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37245. */
  37246. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37247. /**
  37248. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37249. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37250. */
  37251. useAutoRotationBehavior: boolean;
  37252. /**
  37253. * Observable triggered when the mesh target has been changed on the camera.
  37254. */
  37255. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37256. /**
  37257. * Event raised when the camera is colliding with a mesh.
  37258. */
  37259. onCollide: (collidedMesh: AbstractMesh) => void;
  37260. /**
  37261. * Defines whether the camera should check collision with the objects oh the scene.
  37262. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37263. */
  37264. checkCollisions: boolean;
  37265. /**
  37266. * Defines the collision radius of the camera.
  37267. * This simulates a sphere around the camera.
  37268. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37269. */
  37270. collisionRadius: Vector3;
  37271. protected _collider: Collider;
  37272. protected _previousPosition: Vector3;
  37273. protected _collisionVelocity: Vector3;
  37274. protected _newPosition: Vector3;
  37275. protected _previousAlpha: number;
  37276. protected _previousBeta: number;
  37277. protected _previousRadius: number;
  37278. protected _collisionTriggered: boolean;
  37279. protected _targetBoundingCenter: Nullable<Vector3>;
  37280. private _computationVector;
  37281. /**
  37282. * Instantiates a new ArcRotateCamera in a given scene
  37283. * @param name Defines the name of the camera
  37284. * @param alpha Defines the camera rotation along the logitudinal axis
  37285. * @param beta Defines the camera rotation along the latitudinal axis
  37286. * @param radius Defines the camera distance from its target
  37287. * @param target Defines the camera target
  37288. * @param scene Defines the scene the camera belongs to
  37289. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37290. */
  37291. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37292. /** @hidden */
  37293. _initCache(): void;
  37294. /** @hidden */
  37295. _updateCache(ignoreParentClass?: boolean): void;
  37296. protected _getTargetPosition(): Vector3;
  37297. private _storedAlpha;
  37298. private _storedBeta;
  37299. private _storedRadius;
  37300. private _storedTarget;
  37301. /**
  37302. * Stores the current state of the camera (alpha, beta, radius and target)
  37303. * @returns the camera itself
  37304. */
  37305. storeState(): Camera;
  37306. /**
  37307. * @hidden
  37308. * Restored camera state. You must call storeState() first
  37309. */
  37310. _restoreStateValues(): boolean;
  37311. /** @hidden */
  37312. _isSynchronizedViewMatrix(): boolean;
  37313. /**
  37314. * Attached controls to the current camera.
  37315. * @param element Defines the element the controls should be listened from
  37316. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37317. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37318. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37319. */
  37320. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37321. /**
  37322. * Detach the current controls from the camera.
  37323. * The camera will stop reacting to inputs.
  37324. * @param element Defines the element to stop listening the inputs from
  37325. */
  37326. detachControl(element: HTMLElement): void;
  37327. /** @hidden */
  37328. _checkInputs(): void;
  37329. protected _checkLimits(): void;
  37330. /**
  37331. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37332. */
  37333. rebuildAnglesAndRadius(): void;
  37334. /**
  37335. * Use a position to define the current camera related information like aplha, beta and radius
  37336. * @param position Defines the position to set the camera at
  37337. */
  37338. setPosition(position: Vector3): void;
  37339. /**
  37340. * Defines the target the camera should look at.
  37341. * This will automatically adapt alpha beta and radius to fit within the new target.
  37342. * @param target Defines the new target as a Vector or a mesh
  37343. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37344. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37345. */
  37346. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37347. /** @hidden */
  37348. _getViewMatrix(): Matrix;
  37349. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37350. /**
  37351. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37352. * @param meshes Defines the mesh to zoom on
  37353. * @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)
  37354. */
  37355. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37356. /**
  37357. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37358. * The target will be changed but the radius
  37359. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37360. * @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)
  37361. */
  37362. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37363. min: Vector3;
  37364. max: Vector3;
  37365. distance: number;
  37366. }, doNotUpdateMaxZ?: boolean): void;
  37367. /**
  37368. * @override
  37369. * Override Camera.createRigCamera
  37370. */
  37371. createRigCamera(name: string, cameraIndex: number): Camera;
  37372. /**
  37373. * @hidden
  37374. * @override
  37375. * Override Camera._updateRigCameras
  37376. */
  37377. _updateRigCameras(): void;
  37378. /**
  37379. * Destroy the camera and release the current resources hold by it.
  37380. */
  37381. dispose(): void;
  37382. /**
  37383. * Gets the current object class name.
  37384. * @return the class name
  37385. */
  37386. getClassName(): string;
  37387. }
  37388. }
  37389. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37390. import { Behavior } from "babylonjs/Behaviors/behavior";
  37391. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37392. /**
  37393. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37394. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37395. */
  37396. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37397. /**
  37398. * Gets the name of the behavior.
  37399. */
  37400. readonly name: string;
  37401. private _zoomStopsAnimation;
  37402. private _idleRotationSpeed;
  37403. private _idleRotationWaitTime;
  37404. private _idleRotationSpinupTime;
  37405. /**
  37406. * Sets the flag that indicates if user zooming should stop animation.
  37407. */
  37408. /**
  37409. * Gets the flag that indicates if user zooming should stop animation.
  37410. */
  37411. zoomStopsAnimation: boolean;
  37412. /**
  37413. * Sets the default speed at which the camera rotates around the model.
  37414. */
  37415. /**
  37416. * Gets the default speed at which the camera rotates around the model.
  37417. */
  37418. idleRotationSpeed: number;
  37419. /**
  37420. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37421. */
  37422. /**
  37423. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37424. */
  37425. idleRotationWaitTime: number;
  37426. /**
  37427. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37428. */
  37429. /**
  37430. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37431. */
  37432. idleRotationSpinupTime: number;
  37433. /**
  37434. * Gets a value indicating if the camera is currently rotating because of this behavior
  37435. */
  37436. readonly rotationInProgress: boolean;
  37437. private _onPrePointerObservableObserver;
  37438. private _onAfterCheckInputsObserver;
  37439. private _attachedCamera;
  37440. private _isPointerDown;
  37441. private _lastFrameTime;
  37442. private _lastInteractionTime;
  37443. private _cameraRotationSpeed;
  37444. /**
  37445. * Initializes the behavior.
  37446. */
  37447. init(): void;
  37448. /**
  37449. * Attaches the behavior to its arc rotate camera.
  37450. * @param camera Defines the camera to attach the behavior to
  37451. */
  37452. attach(camera: ArcRotateCamera): void;
  37453. /**
  37454. * Detaches the behavior from its current arc rotate camera.
  37455. */
  37456. detach(): void;
  37457. /**
  37458. * Returns true if user is scrolling.
  37459. * @return true if user is scrolling.
  37460. */
  37461. private _userIsZooming;
  37462. private _lastFrameRadius;
  37463. private _shouldAnimationStopForInteraction;
  37464. /**
  37465. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37466. */
  37467. private _applyUserInteraction;
  37468. private _userIsMoving;
  37469. }
  37470. }
  37471. declare module "babylonjs/Behaviors/Cameras/index" {
  37472. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37473. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37474. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37475. }
  37476. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37477. import { Mesh } from "babylonjs/Meshes/mesh";
  37478. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37479. import { Behavior } from "babylonjs/Behaviors/behavior";
  37480. /**
  37481. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37482. */
  37483. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37484. private ui;
  37485. /**
  37486. * The name of the behavior
  37487. */
  37488. name: string;
  37489. /**
  37490. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37491. */
  37492. distanceAwayFromFace: number;
  37493. /**
  37494. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37495. */
  37496. distanceAwayFromBottomOfFace: number;
  37497. private _faceVectors;
  37498. private _target;
  37499. private _scene;
  37500. private _onRenderObserver;
  37501. private _tmpMatrix;
  37502. private _tmpVector;
  37503. /**
  37504. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37505. * @param ui The transform node that should be attched to the mesh
  37506. */
  37507. constructor(ui: TransformNode);
  37508. /**
  37509. * Initializes the behavior
  37510. */
  37511. init(): void;
  37512. private _closestFace;
  37513. private _zeroVector;
  37514. private _lookAtTmpMatrix;
  37515. private _lookAtToRef;
  37516. /**
  37517. * Attaches the AttachToBoxBehavior to the passed in mesh
  37518. * @param target The mesh that the specified node will be attached to
  37519. */
  37520. attach(target: Mesh): void;
  37521. /**
  37522. * Detaches the behavior from the mesh
  37523. */
  37524. detach(): void;
  37525. }
  37526. }
  37527. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37528. import { Behavior } from "babylonjs/Behaviors/behavior";
  37529. import { Mesh } from "babylonjs/Meshes/mesh";
  37530. /**
  37531. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37532. */
  37533. export class FadeInOutBehavior implements Behavior<Mesh> {
  37534. /**
  37535. * Time in milliseconds to delay before fading in (Default: 0)
  37536. */
  37537. delay: number;
  37538. /**
  37539. * Time in milliseconds for the mesh to fade in (Default: 300)
  37540. */
  37541. fadeInTime: number;
  37542. private _millisecondsPerFrame;
  37543. private _hovered;
  37544. private _hoverValue;
  37545. private _ownerNode;
  37546. /**
  37547. * Instatiates the FadeInOutBehavior
  37548. */
  37549. constructor();
  37550. /**
  37551. * The name of the behavior
  37552. */
  37553. readonly name: string;
  37554. /**
  37555. * Initializes the behavior
  37556. */
  37557. init(): void;
  37558. /**
  37559. * Attaches the fade behavior on the passed in mesh
  37560. * @param ownerNode The mesh that will be faded in/out once attached
  37561. */
  37562. attach(ownerNode: Mesh): void;
  37563. /**
  37564. * Detaches the behavior from the mesh
  37565. */
  37566. detach(): void;
  37567. /**
  37568. * Triggers the mesh to begin fading in or out
  37569. * @param value if the object should fade in or out (true to fade in)
  37570. */
  37571. fadeIn(value: boolean): void;
  37572. private _update;
  37573. private _setAllVisibility;
  37574. }
  37575. }
  37576. declare module "babylonjs/Misc/pivotTools" {
  37577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37578. /**
  37579. * Class containing a set of static utilities functions for managing Pivots
  37580. * @hidden
  37581. */
  37582. export class PivotTools {
  37583. private static _PivotCached;
  37584. private static _OldPivotPoint;
  37585. private static _PivotTranslation;
  37586. private static _PivotTmpVector;
  37587. /** @hidden */
  37588. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37589. /** @hidden */
  37590. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37591. }
  37592. }
  37593. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37594. import { Scene } from "babylonjs/scene";
  37595. import { Vector4 } from "babylonjs/Maths/math.vector";
  37596. import { Mesh } from "babylonjs/Meshes/mesh";
  37597. import { Nullable } from "babylonjs/types";
  37598. import { Plane } from "babylonjs/Maths/math.plane";
  37599. /**
  37600. * Class containing static functions to help procedurally build meshes
  37601. */
  37602. export class PlaneBuilder {
  37603. /**
  37604. * Creates a plane mesh
  37605. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37606. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37607. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37608. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37609. * * If you create a double-sided mesh, you can choose what parts of 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
  37610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37611. * @param name defines the name of the mesh
  37612. * @param options defines the options used to create the mesh
  37613. * @param scene defines the hosting scene
  37614. * @returns the plane mesh
  37615. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37616. */
  37617. static CreatePlane(name: string, options: {
  37618. size?: number;
  37619. width?: number;
  37620. height?: number;
  37621. sideOrientation?: number;
  37622. frontUVs?: Vector4;
  37623. backUVs?: Vector4;
  37624. updatable?: boolean;
  37625. sourcePlane?: Plane;
  37626. }, scene?: Nullable<Scene>): Mesh;
  37627. }
  37628. }
  37629. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37630. import { Behavior } from "babylonjs/Behaviors/behavior";
  37631. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37632. import { Observable } from "babylonjs/Misc/observable";
  37633. import { Vector3 } from "babylonjs/Maths/math.vector";
  37634. import { Ray } from "babylonjs/Culling/ray";
  37635. import "babylonjs/Meshes/Builders/planeBuilder";
  37636. /**
  37637. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37638. */
  37639. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37640. private static _AnyMouseID;
  37641. /**
  37642. * Abstract mesh the behavior is set on
  37643. */
  37644. attachedNode: AbstractMesh;
  37645. private _dragPlane;
  37646. private _scene;
  37647. private _pointerObserver;
  37648. private _beforeRenderObserver;
  37649. private static _planeScene;
  37650. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37651. /**
  37652. * 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)
  37653. */
  37654. maxDragAngle: number;
  37655. /**
  37656. * @hidden
  37657. */
  37658. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37659. /**
  37660. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37661. */
  37662. currentDraggingPointerID: number;
  37663. /**
  37664. * The last position where the pointer hit the drag plane in world space
  37665. */
  37666. lastDragPosition: Vector3;
  37667. /**
  37668. * If the behavior is currently in a dragging state
  37669. */
  37670. dragging: boolean;
  37671. /**
  37672. * 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)
  37673. */
  37674. dragDeltaRatio: number;
  37675. /**
  37676. * If the drag plane orientation should be updated during the dragging (Default: true)
  37677. */
  37678. updateDragPlane: boolean;
  37679. private _debugMode;
  37680. private _moving;
  37681. /**
  37682. * Fires each time the attached mesh is dragged with the pointer
  37683. * * delta between last drag position and current drag position in world space
  37684. * * dragDistance along the drag axis
  37685. * * dragPlaneNormal normal of the current drag plane used during the drag
  37686. * * dragPlanePoint in world space where the drag intersects the drag plane
  37687. */
  37688. onDragObservable: Observable<{
  37689. delta: Vector3;
  37690. dragPlanePoint: Vector3;
  37691. dragPlaneNormal: Vector3;
  37692. dragDistance: number;
  37693. pointerId: number;
  37694. }>;
  37695. /**
  37696. * Fires each time a drag begins (eg. mouse down on mesh)
  37697. */
  37698. onDragStartObservable: Observable<{
  37699. dragPlanePoint: Vector3;
  37700. pointerId: number;
  37701. }>;
  37702. /**
  37703. * Fires each time a drag ends (eg. mouse release after drag)
  37704. */
  37705. onDragEndObservable: Observable<{
  37706. dragPlanePoint: Vector3;
  37707. pointerId: number;
  37708. }>;
  37709. /**
  37710. * If the attached mesh should be moved when dragged
  37711. */
  37712. moveAttached: boolean;
  37713. /**
  37714. * If the drag behavior will react to drag events (Default: true)
  37715. */
  37716. enabled: boolean;
  37717. /**
  37718. * If pointer events should start and release the drag (Default: true)
  37719. */
  37720. startAndReleaseDragOnPointerEvents: boolean;
  37721. /**
  37722. * If camera controls should be detached during the drag
  37723. */
  37724. detachCameraControls: boolean;
  37725. /**
  37726. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37727. */
  37728. useObjectOrienationForDragging: boolean;
  37729. private _options;
  37730. /**
  37731. * Creates a pointer drag behavior that can be attached to a mesh
  37732. * @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)
  37733. */
  37734. constructor(options?: {
  37735. dragAxis?: Vector3;
  37736. dragPlaneNormal?: Vector3;
  37737. });
  37738. /**
  37739. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37740. */
  37741. validateDrag: (targetPosition: Vector3) => boolean;
  37742. /**
  37743. * The name of the behavior
  37744. */
  37745. readonly name: string;
  37746. /**
  37747. * Initializes the behavior
  37748. */
  37749. init(): void;
  37750. private _tmpVector;
  37751. private _alternatePickedPoint;
  37752. private _worldDragAxis;
  37753. private _targetPosition;
  37754. private _attachedElement;
  37755. /**
  37756. * Attaches the drag behavior the passed in mesh
  37757. * @param ownerNode The mesh that will be dragged around once attached
  37758. */
  37759. attach(ownerNode: AbstractMesh): void;
  37760. /**
  37761. * Force relase the drag action by code.
  37762. */
  37763. releaseDrag(): void;
  37764. private _startDragRay;
  37765. private _lastPointerRay;
  37766. /**
  37767. * Simulates the start of a pointer drag event on the behavior
  37768. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37769. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37770. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37771. */
  37772. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37773. private _startDrag;
  37774. private _dragDelta;
  37775. private _moveDrag;
  37776. private _pickWithRayOnDragPlane;
  37777. private _pointA;
  37778. private _pointB;
  37779. private _pointC;
  37780. private _lineA;
  37781. private _lineB;
  37782. private _localAxis;
  37783. private _lookAt;
  37784. private _updateDragPlanePosition;
  37785. /**
  37786. * Detaches the behavior from the mesh
  37787. */
  37788. detach(): void;
  37789. }
  37790. }
  37791. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37792. import { Mesh } from "babylonjs/Meshes/mesh";
  37793. import { Behavior } from "babylonjs/Behaviors/behavior";
  37794. /**
  37795. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37796. */
  37797. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37798. private _dragBehaviorA;
  37799. private _dragBehaviorB;
  37800. private _startDistance;
  37801. private _initialScale;
  37802. private _targetScale;
  37803. private _ownerNode;
  37804. private _sceneRenderObserver;
  37805. /**
  37806. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37807. */
  37808. constructor();
  37809. /**
  37810. * The name of the behavior
  37811. */
  37812. readonly name: string;
  37813. /**
  37814. * Initializes the behavior
  37815. */
  37816. init(): void;
  37817. private _getCurrentDistance;
  37818. /**
  37819. * Attaches the scale behavior the passed in mesh
  37820. * @param ownerNode The mesh that will be scaled around once attached
  37821. */
  37822. attach(ownerNode: Mesh): void;
  37823. /**
  37824. * Detaches the behavior from the mesh
  37825. */
  37826. detach(): void;
  37827. }
  37828. }
  37829. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37830. import { Behavior } from "babylonjs/Behaviors/behavior";
  37831. import { Mesh } from "babylonjs/Meshes/mesh";
  37832. import { Observable } from "babylonjs/Misc/observable";
  37833. /**
  37834. * 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
  37835. */
  37836. export class SixDofDragBehavior implements Behavior<Mesh> {
  37837. private static _virtualScene;
  37838. private _ownerNode;
  37839. private _sceneRenderObserver;
  37840. private _scene;
  37841. private _targetPosition;
  37842. private _virtualOriginMesh;
  37843. private _virtualDragMesh;
  37844. private _pointerObserver;
  37845. private _moving;
  37846. private _startingOrientation;
  37847. /**
  37848. * 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)
  37849. */
  37850. private zDragFactor;
  37851. /**
  37852. * If the object should rotate to face the drag origin
  37853. */
  37854. rotateDraggedObject: boolean;
  37855. /**
  37856. * If the behavior is currently in a dragging state
  37857. */
  37858. dragging: boolean;
  37859. /**
  37860. * 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)
  37861. */
  37862. dragDeltaRatio: number;
  37863. /**
  37864. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37865. */
  37866. currentDraggingPointerID: number;
  37867. /**
  37868. * If camera controls should be detached during the drag
  37869. */
  37870. detachCameraControls: boolean;
  37871. /**
  37872. * Fires each time a drag starts
  37873. */
  37874. onDragStartObservable: Observable<{}>;
  37875. /**
  37876. * Fires each time a drag ends (eg. mouse release after drag)
  37877. */
  37878. onDragEndObservable: Observable<{}>;
  37879. /**
  37880. * 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
  37881. */
  37882. constructor();
  37883. /**
  37884. * The name of the behavior
  37885. */
  37886. readonly name: string;
  37887. /**
  37888. * Initializes the behavior
  37889. */
  37890. init(): void;
  37891. /**
  37892. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37893. */
  37894. private readonly _pointerCamera;
  37895. /**
  37896. * Attaches the scale behavior the passed in mesh
  37897. * @param ownerNode The mesh that will be scaled around once attached
  37898. */
  37899. attach(ownerNode: Mesh): void;
  37900. /**
  37901. * Detaches the behavior from the mesh
  37902. */
  37903. detach(): void;
  37904. }
  37905. }
  37906. declare module "babylonjs/Behaviors/Meshes/index" {
  37907. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37908. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37909. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37910. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37911. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37912. }
  37913. declare module "babylonjs/Behaviors/index" {
  37914. export * from "babylonjs/Behaviors/behavior";
  37915. export * from "babylonjs/Behaviors/Cameras/index";
  37916. export * from "babylonjs/Behaviors/Meshes/index";
  37917. }
  37918. declare module "babylonjs/Bones/boneIKController" {
  37919. import { Bone } from "babylonjs/Bones/bone";
  37920. import { Vector3 } from "babylonjs/Maths/math.vector";
  37921. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37922. import { Nullable } from "babylonjs/types";
  37923. /**
  37924. * Class used to apply inverse kinematics to bones
  37925. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37926. */
  37927. export class BoneIKController {
  37928. private static _tmpVecs;
  37929. private static _tmpQuat;
  37930. private static _tmpMats;
  37931. /**
  37932. * Gets or sets the target mesh
  37933. */
  37934. targetMesh: AbstractMesh;
  37935. /** Gets or sets the mesh used as pole */
  37936. poleTargetMesh: AbstractMesh;
  37937. /**
  37938. * Gets or sets the bone used as pole
  37939. */
  37940. poleTargetBone: Nullable<Bone>;
  37941. /**
  37942. * Gets or sets the target position
  37943. */
  37944. targetPosition: Vector3;
  37945. /**
  37946. * Gets or sets the pole target position
  37947. */
  37948. poleTargetPosition: Vector3;
  37949. /**
  37950. * Gets or sets the pole target local offset
  37951. */
  37952. poleTargetLocalOffset: Vector3;
  37953. /**
  37954. * Gets or sets the pole angle
  37955. */
  37956. poleAngle: number;
  37957. /**
  37958. * Gets or sets the mesh associated with the controller
  37959. */
  37960. mesh: AbstractMesh;
  37961. /**
  37962. * 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)
  37963. */
  37964. slerpAmount: number;
  37965. private _bone1Quat;
  37966. private _bone1Mat;
  37967. private _bone2Ang;
  37968. private _bone1;
  37969. private _bone2;
  37970. private _bone1Length;
  37971. private _bone2Length;
  37972. private _maxAngle;
  37973. private _maxReach;
  37974. private _rightHandedSystem;
  37975. private _bendAxis;
  37976. private _slerping;
  37977. private _adjustRoll;
  37978. /**
  37979. * Gets or sets maximum allowed angle
  37980. */
  37981. maxAngle: number;
  37982. /**
  37983. * Creates a new BoneIKController
  37984. * @param mesh defines the mesh to control
  37985. * @param bone defines the bone to control
  37986. * @param options defines options to set up the controller
  37987. */
  37988. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37989. targetMesh?: AbstractMesh;
  37990. poleTargetMesh?: AbstractMesh;
  37991. poleTargetBone?: Bone;
  37992. poleTargetLocalOffset?: Vector3;
  37993. poleAngle?: number;
  37994. bendAxis?: Vector3;
  37995. maxAngle?: number;
  37996. slerpAmount?: number;
  37997. });
  37998. private _setMaxAngle;
  37999. /**
  38000. * Force the controller to update the bones
  38001. */
  38002. update(): void;
  38003. }
  38004. }
  38005. declare module "babylonjs/Bones/boneLookController" {
  38006. import { Vector3 } from "babylonjs/Maths/math.vector";
  38007. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38008. import { Bone } from "babylonjs/Bones/bone";
  38009. import { Space } from "babylonjs/Maths/math.axis";
  38010. /**
  38011. * Class used to make a bone look toward a point in space
  38012. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38013. */
  38014. export class BoneLookController {
  38015. private static _tmpVecs;
  38016. private static _tmpQuat;
  38017. private static _tmpMats;
  38018. /**
  38019. * The target Vector3 that the bone will look at
  38020. */
  38021. target: Vector3;
  38022. /**
  38023. * The mesh that the bone is attached to
  38024. */
  38025. mesh: AbstractMesh;
  38026. /**
  38027. * The bone that will be looking to the target
  38028. */
  38029. bone: Bone;
  38030. /**
  38031. * The up axis of the coordinate system that is used when the bone is rotated
  38032. */
  38033. upAxis: Vector3;
  38034. /**
  38035. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38036. */
  38037. upAxisSpace: Space;
  38038. /**
  38039. * Used to make an adjustment to the yaw of the bone
  38040. */
  38041. adjustYaw: number;
  38042. /**
  38043. * Used to make an adjustment to the pitch of the bone
  38044. */
  38045. adjustPitch: number;
  38046. /**
  38047. * Used to make an adjustment to the roll of the bone
  38048. */
  38049. adjustRoll: number;
  38050. /**
  38051. * 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)
  38052. */
  38053. slerpAmount: number;
  38054. private _minYaw;
  38055. private _maxYaw;
  38056. private _minPitch;
  38057. private _maxPitch;
  38058. private _minYawSin;
  38059. private _minYawCos;
  38060. private _maxYawSin;
  38061. private _maxYawCos;
  38062. private _midYawConstraint;
  38063. private _minPitchTan;
  38064. private _maxPitchTan;
  38065. private _boneQuat;
  38066. private _slerping;
  38067. private _transformYawPitch;
  38068. private _transformYawPitchInv;
  38069. private _firstFrameSkipped;
  38070. private _yawRange;
  38071. private _fowardAxis;
  38072. /**
  38073. * Gets or sets the minimum yaw angle that the bone can look to
  38074. */
  38075. minYaw: number;
  38076. /**
  38077. * Gets or sets the maximum yaw angle that the bone can look to
  38078. */
  38079. maxYaw: number;
  38080. /**
  38081. * Gets or sets the minimum pitch angle that the bone can look to
  38082. */
  38083. minPitch: number;
  38084. /**
  38085. * Gets or sets the maximum pitch angle that the bone can look to
  38086. */
  38087. maxPitch: number;
  38088. /**
  38089. * Create a BoneLookController
  38090. * @param mesh the mesh that the bone belongs to
  38091. * @param bone the bone that will be looking to the target
  38092. * @param target the target Vector3 to look at
  38093. * @param options optional settings:
  38094. * * maxYaw: the maximum angle the bone will yaw to
  38095. * * minYaw: the minimum angle the bone will yaw to
  38096. * * maxPitch: the maximum angle the bone will pitch to
  38097. * * minPitch: the minimum angle the bone will yaw to
  38098. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38099. * * upAxis: the up axis of the coordinate system
  38100. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38101. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38102. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38103. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38104. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38105. * * adjustRoll: used to make an adjustment to the roll of the bone
  38106. **/
  38107. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38108. maxYaw?: number;
  38109. minYaw?: number;
  38110. maxPitch?: number;
  38111. minPitch?: number;
  38112. slerpAmount?: number;
  38113. upAxis?: Vector3;
  38114. upAxisSpace?: Space;
  38115. yawAxis?: Vector3;
  38116. pitchAxis?: Vector3;
  38117. adjustYaw?: number;
  38118. adjustPitch?: number;
  38119. adjustRoll?: number;
  38120. });
  38121. /**
  38122. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38123. */
  38124. update(): void;
  38125. private _getAngleDiff;
  38126. private _getAngleBetween;
  38127. private _isAngleBetween;
  38128. }
  38129. }
  38130. declare module "babylonjs/Bones/index" {
  38131. export * from "babylonjs/Bones/bone";
  38132. export * from "babylonjs/Bones/boneIKController";
  38133. export * from "babylonjs/Bones/boneLookController";
  38134. export * from "babylonjs/Bones/skeleton";
  38135. }
  38136. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38137. import { Nullable } from "babylonjs/types";
  38138. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38139. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38140. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38141. /**
  38142. * Manage the gamepad inputs to control an arc rotate camera.
  38143. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38144. */
  38145. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38146. /**
  38147. * Defines the camera the input is attached to.
  38148. */
  38149. camera: ArcRotateCamera;
  38150. /**
  38151. * Defines the gamepad the input is gathering event from.
  38152. */
  38153. gamepad: Nullable<Gamepad>;
  38154. /**
  38155. * Defines the gamepad rotation sensiblity.
  38156. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38157. */
  38158. gamepadRotationSensibility: number;
  38159. /**
  38160. * Defines the gamepad move sensiblity.
  38161. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38162. */
  38163. gamepadMoveSensibility: number;
  38164. private _onGamepadConnectedObserver;
  38165. private _onGamepadDisconnectedObserver;
  38166. /**
  38167. * Attach the input controls to a specific dom element to get the input from.
  38168. * @param element Defines the element the controls should be listened from
  38169. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38170. */
  38171. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38172. /**
  38173. * Detach the current controls from the specified dom element.
  38174. * @param element Defines the element to stop listening the inputs from
  38175. */
  38176. detachControl(element: Nullable<HTMLElement>): void;
  38177. /**
  38178. * Update the current camera state depending on the inputs that have been used this frame.
  38179. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38180. */
  38181. checkInputs(): void;
  38182. /**
  38183. * Gets the class name of the current intput.
  38184. * @returns the class name
  38185. */
  38186. getClassName(): string;
  38187. /**
  38188. * Get the friendly name associated with the input class.
  38189. * @returns the input friendly name
  38190. */
  38191. getSimpleName(): string;
  38192. }
  38193. }
  38194. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38195. import { Nullable } from "babylonjs/types";
  38196. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38197. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38198. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38199. interface ArcRotateCameraInputsManager {
  38200. /**
  38201. * Add orientation input support to the input manager.
  38202. * @returns the current input manager
  38203. */
  38204. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38205. }
  38206. }
  38207. /**
  38208. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38209. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38210. */
  38211. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38212. /**
  38213. * Defines the camera the input is attached to.
  38214. */
  38215. camera: ArcRotateCamera;
  38216. /**
  38217. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38218. */
  38219. alphaCorrection: number;
  38220. /**
  38221. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38222. */
  38223. gammaCorrection: number;
  38224. private _alpha;
  38225. private _gamma;
  38226. private _dirty;
  38227. private _deviceOrientationHandler;
  38228. /**
  38229. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38230. */
  38231. constructor();
  38232. /**
  38233. * Attach the input controls to a specific dom element to get the input from.
  38234. * @param element Defines the element the controls should be listened from
  38235. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38236. */
  38237. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38238. /** @hidden */
  38239. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38240. /**
  38241. * Update the current camera state depending on the inputs that have been used this frame.
  38242. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38243. */
  38244. checkInputs(): void;
  38245. /**
  38246. * Detach the current controls from the specified dom element.
  38247. * @param element Defines the element to stop listening the inputs from
  38248. */
  38249. detachControl(element: Nullable<HTMLElement>): void;
  38250. /**
  38251. * Gets the class name of the current intput.
  38252. * @returns the class name
  38253. */
  38254. getClassName(): string;
  38255. /**
  38256. * Get the friendly name associated with the input class.
  38257. * @returns the input friendly name
  38258. */
  38259. getSimpleName(): string;
  38260. }
  38261. }
  38262. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38263. import { Nullable } from "babylonjs/types";
  38264. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38265. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38266. /**
  38267. * Listen to mouse events to control the camera.
  38268. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38269. */
  38270. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38271. /**
  38272. * Defines the camera the input is attached to.
  38273. */
  38274. camera: FlyCamera;
  38275. /**
  38276. * Defines if touch is enabled. (Default is true.)
  38277. */
  38278. touchEnabled: boolean;
  38279. /**
  38280. * Defines the buttons associated with the input to handle camera rotation.
  38281. */
  38282. buttons: number[];
  38283. /**
  38284. * Assign buttons for Yaw control.
  38285. */
  38286. buttonsYaw: number[];
  38287. /**
  38288. * Assign buttons for Pitch control.
  38289. */
  38290. buttonsPitch: number[];
  38291. /**
  38292. * Assign buttons for Roll control.
  38293. */
  38294. buttonsRoll: number[];
  38295. /**
  38296. * Detect if any button is being pressed while mouse is moved.
  38297. * -1 = Mouse locked.
  38298. * 0 = Left button.
  38299. * 1 = Middle Button.
  38300. * 2 = Right Button.
  38301. */
  38302. activeButton: number;
  38303. /**
  38304. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38305. * Higher values reduce its sensitivity.
  38306. */
  38307. angularSensibility: number;
  38308. private _mousemoveCallback;
  38309. private _observer;
  38310. private _rollObserver;
  38311. private previousPosition;
  38312. private noPreventDefault;
  38313. private element;
  38314. /**
  38315. * Listen to mouse events to control the camera.
  38316. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38317. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38318. */
  38319. constructor(touchEnabled?: boolean);
  38320. /**
  38321. * Attach the mouse control to the HTML DOM element.
  38322. * @param element Defines the element that listens to the input events.
  38323. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38324. */
  38325. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38326. /**
  38327. * Detach the current controls from the specified dom element.
  38328. * @param element Defines the element to stop listening the inputs from
  38329. */
  38330. detachControl(element: Nullable<HTMLElement>): void;
  38331. /**
  38332. * Gets the class name of the current input.
  38333. * @returns the class name.
  38334. */
  38335. getClassName(): string;
  38336. /**
  38337. * Get the friendly name associated with the input class.
  38338. * @returns the input's friendly name.
  38339. */
  38340. getSimpleName(): string;
  38341. private _pointerInput;
  38342. private _onMouseMove;
  38343. /**
  38344. * Rotate camera by mouse offset.
  38345. */
  38346. private rotateCamera;
  38347. }
  38348. }
  38349. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38350. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38351. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38352. /**
  38353. * Default Inputs manager for the FlyCamera.
  38354. * It groups all the default supported inputs for ease of use.
  38355. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38356. */
  38357. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38358. /**
  38359. * Instantiates a new FlyCameraInputsManager.
  38360. * @param camera Defines the camera the inputs belong to.
  38361. */
  38362. constructor(camera: FlyCamera);
  38363. /**
  38364. * Add keyboard input support to the input manager.
  38365. * @returns the new FlyCameraKeyboardMoveInput().
  38366. */
  38367. addKeyboard(): FlyCameraInputsManager;
  38368. /**
  38369. * Add mouse input support to the input manager.
  38370. * @param touchEnabled Enable touch screen support.
  38371. * @returns the new FlyCameraMouseInput().
  38372. */
  38373. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38374. }
  38375. }
  38376. declare module "babylonjs/Cameras/flyCamera" {
  38377. import { Scene } from "babylonjs/scene";
  38378. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38379. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38380. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38381. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38382. /**
  38383. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38384. * such as in a 3D Space Shooter or a Flight Simulator.
  38385. */
  38386. export class FlyCamera extends TargetCamera {
  38387. /**
  38388. * Define the collision ellipsoid of the camera.
  38389. * This is helpful for simulating a camera body, like a player's body.
  38390. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38391. */
  38392. ellipsoid: Vector3;
  38393. /**
  38394. * Define an offset for the position of the ellipsoid around the camera.
  38395. * This can be helpful if the camera is attached away from the player's body center,
  38396. * such as at its head.
  38397. */
  38398. ellipsoidOffset: Vector3;
  38399. /**
  38400. * Enable or disable collisions of the camera with the rest of the scene objects.
  38401. */
  38402. checkCollisions: boolean;
  38403. /**
  38404. * Enable or disable gravity on the camera.
  38405. */
  38406. applyGravity: boolean;
  38407. /**
  38408. * Define the current direction the camera is moving to.
  38409. */
  38410. cameraDirection: Vector3;
  38411. /**
  38412. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38413. * This overrides and empties cameraRotation.
  38414. */
  38415. rotationQuaternion: Quaternion;
  38416. /**
  38417. * Track Roll to maintain the wanted Rolling when looking around.
  38418. */
  38419. _trackRoll: number;
  38420. /**
  38421. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38422. */
  38423. rollCorrect: number;
  38424. /**
  38425. * Mimic a banked turn, Rolling the camera when Yawing.
  38426. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38427. */
  38428. bankedTurn: boolean;
  38429. /**
  38430. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38431. */
  38432. bankedTurnLimit: number;
  38433. /**
  38434. * Value of 0 disables the banked Roll.
  38435. * Value of 1 is equal to the Yaw angle in radians.
  38436. */
  38437. bankedTurnMultiplier: number;
  38438. /**
  38439. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38440. */
  38441. inputs: FlyCameraInputsManager;
  38442. /**
  38443. * Gets the input sensibility for mouse input.
  38444. * Higher values reduce sensitivity.
  38445. */
  38446. /**
  38447. * Sets the input sensibility for a mouse input.
  38448. * Higher values reduce sensitivity.
  38449. */
  38450. angularSensibility: number;
  38451. /**
  38452. * Get the keys for camera movement forward.
  38453. */
  38454. /**
  38455. * Set the keys for camera movement forward.
  38456. */
  38457. keysForward: number[];
  38458. /**
  38459. * Get the keys for camera movement backward.
  38460. */
  38461. keysBackward: number[];
  38462. /**
  38463. * Get the keys for camera movement up.
  38464. */
  38465. /**
  38466. * Set the keys for camera movement up.
  38467. */
  38468. keysUp: number[];
  38469. /**
  38470. * Get the keys for camera movement down.
  38471. */
  38472. /**
  38473. * Set the keys for camera movement down.
  38474. */
  38475. keysDown: number[];
  38476. /**
  38477. * Get the keys for camera movement left.
  38478. */
  38479. /**
  38480. * Set the keys for camera movement left.
  38481. */
  38482. keysLeft: number[];
  38483. /**
  38484. * Set the keys for camera movement right.
  38485. */
  38486. /**
  38487. * Set the keys for camera movement right.
  38488. */
  38489. keysRight: number[];
  38490. /**
  38491. * Event raised when the camera collides with a mesh in the scene.
  38492. */
  38493. onCollide: (collidedMesh: AbstractMesh) => void;
  38494. private _collider;
  38495. private _needMoveForGravity;
  38496. private _oldPosition;
  38497. private _diffPosition;
  38498. private _newPosition;
  38499. /** @hidden */
  38500. _localDirection: Vector3;
  38501. /** @hidden */
  38502. _transformedDirection: Vector3;
  38503. /**
  38504. * Instantiates a FlyCamera.
  38505. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38506. * such as in a 3D Space Shooter or a Flight Simulator.
  38507. * @param name Define the name of the camera in the scene.
  38508. * @param position Define the starting position of the camera in the scene.
  38509. * @param scene Define the scene the camera belongs to.
  38510. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38511. */
  38512. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38513. /**
  38514. * Attach a control to the HTML DOM element.
  38515. * @param element Defines the element that listens to the input events.
  38516. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38517. */
  38518. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38519. /**
  38520. * Detach a control from the HTML DOM element.
  38521. * The camera will stop reacting to that input.
  38522. * @param element Defines the element that listens to the input events.
  38523. */
  38524. detachControl(element: HTMLElement): void;
  38525. private _collisionMask;
  38526. /**
  38527. * Get the mask that the camera ignores in collision events.
  38528. */
  38529. /**
  38530. * Set the mask that the camera ignores in collision events.
  38531. */
  38532. collisionMask: number;
  38533. /** @hidden */
  38534. _collideWithWorld(displacement: Vector3): void;
  38535. /** @hidden */
  38536. private _onCollisionPositionChange;
  38537. /** @hidden */
  38538. _checkInputs(): void;
  38539. /** @hidden */
  38540. _decideIfNeedsToMove(): boolean;
  38541. /** @hidden */
  38542. _updatePosition(): void;
  38543. /**
  38544. * Restore the Roll to its target value at the rate specified.
  38545. * @param rate - Higher means slower restoring.
  38546. * @hidden
  38547. */
  38548. restoreRoll(rate: number): void;
  38549. /**
  38550. * Destroy the camera and release the current resources held by it.
  38551. */
  38552. dispose(): void;
  38553. /**
  38554. * Get the current object class name.
  38555. * @returns the class name.
  38556. */
  38557. getClassName(): string;
  38558. }
  38559. }
  38560. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38561. import { Nullable } from "babylonjs/types";
  38562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38563. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38564. /**
  38565. * Listen to keyboard events to control the camera.
  38566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38567. */
  38568. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38569. /**
  38570. * Defines the camera the input is attached to.
  38571. */
  38572. camera: FlyCamera;
  38573. /**
  38574. * The list of keyboard keys used to control the forward move of the camera.
  38575. */
  38576. keysForward: number[];
  38577. /**
  38578. * The list of keyboard keys used to control the backward move of the camera.
  38579. */
  38580. keysBackward: number[];
  38581. /**
  38582. * The list of keyboard keys used to control the forward move of the camera.
  38583. */
  38584. keysUp: number[];
  38585. /**
  38586. * The list of keyboard keys used to control the backward move of the camera.
  38587. */
  38588. keysDown: number[];
  38589. /**
  38590. * The list of keyboard keys used to control the right strafe move of the camera.
  38591. */
  38592. keysRight: number[];
  38593. /**
  38594. * The list of keyboard keys used to control the left strafe move of the camera.
  38595. */
  38596. keysLeft: number[];
  38597. private _keys;
  38598. private _onCanvasBlurObserver;
  38599. private _onKeyboardObserver;
  38600. private _engine;
  38601. private _scene;
  38602. /**
  38603. * Attach the input controls to a specific dom element to get the input from.
  38604. * @param element Defines the element the controls should be listened from
  38605. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38606. */
  38607. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38608. /**
  38609. * Detach the current controls from the specified dom element.
  38610. * @param element Defines the element to stop listening the inputs from
  38611. */
  38612. detachControl(element: Nullable<HTMLElement>): void;
  38613. /**
  38614. * Gets the class name of the current intput.
  38615. * @returns the class name
  38616. */
  38617. getClassName(): string;
  38618. /** @hidden */
  38619. _onLostFocus(e: FocusEvent): void;
  38620. /**
  38621. * Get the friendly name associated with the input class.
  38622. * @returns the input friendly name
  38623. */
  38624. getSimpleName(): string;
  38625. /**
  38626. * Update the current camera state depending on the inputs that have been used this frame.
  38627. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38628. */
  38629. checkInputs(): void;
  38630. }
  38631. }
  38632. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38633. import { Nullable } from "babylonjs/types";
  38634. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38635. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38636. /**
  38637. * Manage the mouse wheel inputs to control a follow camera.
  38638. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38639. */
  38640. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38641. /**
  38642. * Defines the camera the input is attached to.
  38643. */
  38644. camera: FollowCamera;
  38645. /**
  38646. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38647. */
  38648. axisControlRadius: boolean;
  38649. /**
  38650. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38651. */
  38652. axisControlHeight: boolean;
  38653. /**
  38654. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38655. */
  38656. axisControlRotation: boolean;
  38657. /**
  38658. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38659. * relation to mouseWheel events.
  38660. */
  38661. wheelPrecision: number;
  38662. /**
  38663. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38664. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38665. */
  38666. wheelDeltaPercentage: number;
  38667. private _wheel;
  38668. private _observer;
  38669. /**
  38670. * Attach the input controls to a specific dom element to get the input from.
  38671. * @param element Defines the element the controls should be listened from
  38672. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38673. */
  38674. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38675. /**
  38676. * Detach the current controls from the specified dom element.
  38677. * @param element Defines the element to stop listening the inputs from
  38678. */
  38679. detachControl(element: Nullable<HTMLElement>): void;
  38680. /**
  38681. * Gets the class name of the current intput.
  38682. * @returns the class name
  38683. */
  38684. getClassName(): string;
  38685. /**
  38686. * Get the friendly name associated with the input class.
  38687. * @returns the input friendly name
  38688. */
  38689. getSimpleName(): string;
  38690. }
  38691. }
  38692. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38693. import { Nullable } from "babylonjs/types";
  38694. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38695. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38696. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38697. /**
  38698. * Manage the pointers inputs to control an follow camera.
  38699. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38700. */
  38701. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38702. /**
  38703. * Defines the camera the input is attached to.
  38704. */
  38705. camera: FollowCamera;
  38706. /**
  38707. * Gets the class name of the current input.
  38708. * @returns the class name
  38709. */
  38710. getClassName(): string;
  38711. /**
  38712. * Defines the pointer angular sensibility along the X axis or how fast is
  38713. * the camera rotating.
  38714. * A negative number will reverse the axis direction.
  38715. */
  38716. angularSensibilityX: number;
  38717. /**
  38718. * Defines the pointer angular sensibility along the Y axis or how fast is
  38719. * the camera rotating.
  38720. * A negative number will reverse the axis direction.
  38721. */
  38722. angularSensibilityY: number;
  38723. /**
  38724. * Defines the pointer pinch precision or how fast is the camera zooming.
  38725. * A negative number will reverse the axis direction.
  38726. */
  38727. pinchPrecision: number;
  38728. /**
  38729. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38730. * from 0.
  38731. * It defines the percentage of current camera.radius to use as delta when
  38732. * pinch zoom is used.
  38733. */
  38734. pinchDeltaPercentage: number;
  38735. /**
  38736. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38737. */
  38738. axisXControlRadius: boolean;
  38739. /**
  38740. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38741. */
  38742. axisXControlHeight: boolean;
  38743. /**
  38744. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38745. */
  38746. axisXControlRotation: boolean;
  38747. /**
  38748. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38749. */
  38750. axisYControlRadius: boolean;
  38751. /**
  38752. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38753. */
  38754. axisYControlHeight: boolean;
  38755. /**
  38756. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38757. */
  38758. axisYControlRotation: boolean;
  38759. /**
  38760. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38761. */
  38762. axisPinchControlRadius: boolean;
  38763. /**
  38764. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38765. */
  38766. axisPinchControlHeight: boolean;
  38767. /**
  38768. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38769. */
  38770. axisPinchControlRotation: boolean;
  38771. /**
  38772. * Log error messages if basic misconfiguration has occurred.
  38773. */
  38774. warningEnable: boolean;
  38775. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38776. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38777. private _warningCounter;
  38778. private _warning;
  38779. }
  38780. }
  38781. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38782. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38783. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38784. /**
  38785. * Default Inputs manager for the FollowCamera.
  38786. * It groups all the default supported inputs for ease of use.
  38787. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38788. */
  38789. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38790. /**
  38791. * Instantiates a new FollowCameraInputsManager.
  38792. * @param camera Defines the camera the inputs belong to
  38793. */
  38794. constructor(camera: FollowCamera);
  38795. /**
  38796. * Add keyboard input support to the input manager.
  38797. * @returns the current input manager
  38798. */
  38799. addKeyboard(): FollowCameraInputsManager;
  38800. /**
  38801. * Add mouse wheel input support to the input manager.
  38802. * @returns the current input manager
  38803. */
  38804. addMouseWheel(): FollowCameraInputsManager;
  38805. /**
  38806. * Add pointers input support to the input manager.
  38807. * @returns the current input manager
  38808. */
  38809. addPointers(): FollowCameraInputsManager;
  38810. /**
  38811. * Add orientation input support to the input manager.
  38812. * @returns the current input manager
  38813. */
  38814. addVRDeviceOrientation(): FollowCameraInputsManager;
  38815. }
  38816. }
  38817. declare module "babylonjs/Cameras/followCamera" {
  38818. import { Nullable } from "babylonjs/types";
  38819. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38820. import { Scene } from "babylonjs/scene";
  38821. import { Vector3 } from "babylonjs/Maths/math.vector";
  38822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38823. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38824. /**
  38825. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38826. * an arc rotate version arcFollowCamera are available.
  38827. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38828. */
  38829. export class FollowCamera extends TargetCamera {
  38830. /**
  38831. * Distance the follow camera should follow an object at
  38832. */
  38833. radius: number;
  38834. /**
  38835. * Minimum allowed distance of the camera to the axis of rotation
  38836. * (The camera can not get closer).
  38837. * This can help limiting how the Camera is able to move in the scene.
  38838. */
  38839. lowerRadiusLimit: Nullable<number>;
  38840. /**
  38841. * Maximum allowed distance of the camera to the axis of rotation
  38842. * (The camera can not get further).
  38843. * This can help limiting how the Camera is able to move in the scene.
  38844. */
  38845. upperRadiusLimit: Nullable<number>;
  38846. /**
  38847. * Define a rotation offset between the camera and the object it follows
  38848. */
  38849. rotationOffset: number;
  38850. /**
  38851. * Minimum allowed angle to camera position relative to target object.
  38852. * This can help limiting how the Camera is able to move in the scene.
  38853. */
  38854. lowerRotationOffsetLimit: Nullable<number>;
  38855. /**
  38856. * Maximum allowed angle to camera position relative to target object.
  38857. * This can help limiting how the Camera is able to move in the scene.
  38858. */
  38859. upperRotationOffsetLimit: Nullable<number>;
  38860. /**
  38861. * Define a height offset between the camera and the object it follows.
  38862. * It can help following an object from the top (like a car chaing a plane)
  38863. */
  38864. heightOffset: number;
  38865. /**
  38866. * Minimum allowed height of camera position relative to target object.
  38867. * This can help limiting how the Camera is able to move in the scene.
  38868. */
  38869. lowerHeightOffsetLimit: Nullable<number>;
  38870. /**
  38871. * Maximum allowed height of camera position relative to target object.
  38872. * This can help limiting how the Camera is able to move in the scene.
  38873. */
  38874. upperHeightOffsetLimit: Nullable<number>;
  38875. /**
  38876. * Define how fast the camera can accelerate to follow it s target.
  38877. */
  38878. cameraAcceleration: number;
  38879. /**
  38880. * Define the speed limit of the camera following an object.
  38881. */
  38882. maxCameraSpeed: number;
  38883. /**
  38884. * Define the target of the camera.
  38885. */
  38886. lockedTarget: Nullable<AbstractMesh>;
  38887. /**
  38888. * Defines the input associated with the camera.
  38889. */
  38890. inputs: FollowCameraInputsManager;
  38891. /**
  38892. * Instantiates the follow camera.
  38893. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38894. * @param name Define the name of the camera in the scene
  38895. * @param position Define the position of the camera
  38896. * @param scene Define the scene the camera belong to
  38897. * @param lockedTarget Define the target of the camera
  38898. */
  38899. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38900. private _follow;
  38901. /**
  38902. * Attached controls to the current camera.
  38903. * @param element Defines the element the controls should be listened from
  38904. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38905. */
  38906. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38907. /**
  38908. * Detach the current controls from the camera.
  38909. * The camera will stop reacting to inputs.
  38910. * @param element Defines the element to stop listening the inputs from
  38911. */
  38912. detachControl(element: HTMLElement): void;
  38913. /** @hidden */
  38914. _checkInputs(): void;
  38915. private _checkLimits;
  38916. /**
  38917. * Gets the camera class name.
  38918. * @returns the class name
  38919. */
  38920. getClassName(): string;
  38921. }
  38922. /**
  38923. * Arc Rotate version of the follow camera.
  38924. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38925. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38926. */
  38927. export class ArcFollowCamera extends TargetCamera {
  38928. /** The longitudinal angle of the camera */
  38929. alpha: number;
  38930. /** The latitudinal angle of the camera */
  38931. beta: number;
  38932. /** The radius of the camera from its target */
  38933. radius: number;
  38934. /** Define the camera target (the messh it should follow) */
  38935. target: Nullable<AbstractMesh>;
  38936. private _cartesianCoordinates;
  38937. /**
  38938. * Instantiates a new ArcFollowCamera
  38939. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38940. * @param name Define the name of the camera
  38941. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38942. * @param beta Define the rotation angle of the camera around the elevation axis
  38943. * @param radius Define the radius of the camera from its target point
  38944. * @param target Define the target of the camera
  38945. * @param scene Define the scene the camera belongs to
  38946. */
  38947. constructor(name: string,
  38948. /** The longitudinal angle of the camera */
  38949. alpha: number,
  38950. /** The latitudinal angle of the camera */
  38951. beta: number,
  38952. /** The radius of the camera from its target */
  38953. radius: number,
  38954. /** Define the camera target (the messh it should follow) */
  38955. target: Nullable<AbstractMesh>, scene: Scene);
  38956. private _follow;
  38957. /** @hidden */
  38958. _checkInputs(): void;
  38959. /**
  38960. * Returns the class name of the object.
  38961. * It is mostly used internally for serialization purposes.
  38962. */
  38963. getClassName(): string;
  38964. }
  38965. }
  38966. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38967. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38968. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38969. import { Nullable } from "babylonjs/types";
  38970. /**
  38971. * Manage the keyboard inputs to control the movement of a follow camera.
  38972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38973. */
  38974. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38975. /**
  38976. * Defines the camera the input is attached to.
  38977. */
  38978. camera: FollowCamera;
  38979. /**
  38980. * Defines the list of key codes associated with the up action (increase heightOffset)
  38981. */
  38982. keysHeightOffsetIncr: number[];
  38983. /**
  38984. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38985. */
  38986. keysHeightOffsetDecr: number[];
  38987. /**
  38988. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38989. */
  38990. keysHeightOffsetModifierAlt: boolean;
  38991. /**
  38992. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38993. */
  38994. keysHeightOffsetModifierCtrl: boolean;
  38995. /**
  38996. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38997. */
  38998. keysHeightOffsetModifierShift: boolean;
  38999. /**
  39000. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39001. */
  39002. keysRotationOffsetIncr: number[];
  39003. /**
  39004. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39005. */
  39006. keysRotationOffsetDecr: number[];
  39007. /**
  39008. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39009. */
  39010. keysRotationOffsetModifierAlt: boolean;
  39011. /**
  39012. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39013. */
  39014. keysRotationOffsetModifierCtrl: boolean;
  39015. /**
  39016. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39017. */
  39018. keysRotationOffsetModifierShift: boolean;
  39019. /**
  39020. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39021. */
  39022. keysRadiusIncr: number[];
  39023. /**
  39024. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39025. */
  39026. keysRadiusDecr: number[];
  39027. /**
  39028. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39029. */
  39030. keysRadiusModifierAlt: boolean;
  39031. /**
  39032. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39033. */
  39034. keysRadiusModifierCtrl: boolean;
  39035. /**
  39036. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39037. */
  39038. keysRadiusModifierShift: boolean;
  39039. /**
  39040. * Defines the rate of change of heightOffset.
  39041. */
  39042. heightSensibility: number;
  39043. /**
  39044. * Defines the rate of change of rotationOffset.
  39045. */
  39046. rotationSensibility: number;
  39047. /**
  39048. * Defines the rate of change of radius.
  39049. */
  39050. radiusSensibility: number;
  39051. private _keys;
  39052. private _ctrlPressed;
  39053. private _altPressed;
  39054. private _shiftPressed;
  39055. private _onCanvasBlurObserver;
  39056. private _onKeyboardObserver;
  39057. private _engine;
  39058. private _scene;
  39059. /**
  39060. * Attach the input controls to a specific dom element to get the input from.
  39061. * @param element Defines the element the controls should be listened from
  39062. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39063. */
  39064. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39065. /**
  39066. * Detach the current controls from the specified dom element.
  39067. * @param element Defines the element to stop listening the inputs from
  39068. */
  39069. detachControl(element: Nullable<HTMLElement>): void;
  39070. /**
  39071. * Update the current camera state depending on the inputs that have been used this frame.
  39072. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39073. */
  39074. checkInputs(): void;
  39075. /**
  39076. * Gets the class name of the current input.
  39077. * @returns the class name
  39078. */
  39079. getClassName(): string;
  39080. /**
  39081. * Get the friendly name associated with the input class.
  39082. * @returns the input friendly name
  39083. */
  39084. getSimpleName(): string;
  39085. /**
  39086. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39087. * allow modification of the heightOffset value.
  39088. */
  39089. private _modifierHeightOffset;
  39090. /**
  39091. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39092. * allow modification of the rotationOffset value.
  39093. */
  39094. private _modifierRotationOffset;
  39095. /**
  39096. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39097. * allow modification of the radius value.
  39098. */
  39099. private _modifierRadius;
  39100. }
  39101. }
  39102. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39103. import { Nullable } from "babylonjs/types";
  39104. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39105. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39106. import { Observable } from "babylonjs/Misc/observable";
  39107. module "babylonjs/Cameras/freeCameraInputsManager" {
  39108. interface FreeCameraInputsManager {
  39109. /**
  39110. * @hidden
  39111. */
  39112. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39113. /**
  39114. * Add orientation input support to the input manager.
  39115. * @returns the current input manager
  39116. */
  39117. addDeviceOrientation(): FreeCameraInputsManager;
  39118. }
  39119. }
  39120. /**
  39121. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39122. * Screen rotation is taken into account.
  39123. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39124. */
  39125. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39126. private _camera;
  39127. private _screenOrientationAngle;
  39128. private _constantTranform;
  39129. private _screenQuaternion;
  39130. private _alpha;
  39131. private _beta;
  39132. private _gamma;
  39133. /**
  39134. * Can be used to detect if a device orientation sensor is availible on a device
  39135. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39136. * @returns a promise that will resolve on orientation change
  39137. */
  39138. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39139. /**
  39140. * @hidden
  39141. */
  39142. _onDeviceOrientationChangedObservable: Observable<void>;
  39143. /**
  39144. * Instantiates a new input
  39145. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39146. */
  39147. constructor();
  39148. /**
  39149. * Define the camera controlled by the input.
  39150. */
  39151. camera: FreeCamera;
  39152. /**
  39153. * Attach the input controls to a specific dom element to get the input from.
  39154. * @param element Defines the element the controls should be listened from
  39155. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39156. */
  39157. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39158. private _orientationChanged;
  39159. private _deviceOrientation;
  39160. /**
  39161. * Detach the current controls from the specified dom element.
  39162. * @param element Defines the element to stop listening the inputs from
  39163. */
  39164. detachControl(element: Nullable<HTMLElement>): void;
  39165. /**
  39166. * Update the current camera state depending on the inputs that have been used this frame.
  39167. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39168. */
  39169. checkInputs(): void;
  39170. /**
  39171. * Gets the class name of the current intput.
  39172. * @returns the class name
  39173. */
  39174. getClassName(): string;
  39175. /**
  39176. * Get the friendly name associated with the input class.
  39177. * @returns the input friendly name
  39178. */
  39179. getSimpleName(): string;
  39180. }
  39181. }
  39182. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39183. import { Nullable } from "babylonjs/types";
  39184. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39185. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39186. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39187. /**
  39188. * Manage the gamepad inputs to control a free camera.
  39189. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39190. */
  39191. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39192. /**
  39193. * Define the camera the input is attached to.
  39194. */
  39195. camera: FreeCamera;
  39196. /**
  39197. * Define the Gamepad controlling the input
  39198. */
  39199. gamepad: Nullable<Gamepad>;
  39200. /**
  39201. * Defines the gamepad rotation sensiblity.
  39202. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39203. */
  39204. gamepadAngularSensibility: number;
  39205. /**
  39206. * Defines the gamepad move sensiblity.
  39207. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39208. */
  39209. gamepadMoveSensibility: number;
  39210. private _onGamepadConnectedObserver;
  39211. private _onGamepadDisconnectedObserver;
  39212. private _cameraTransform;
  39213. private _deltaTransform;
  39214. private _vector3;
  39215. private _vector2;
  39216. /**
  39217. * Attach the input controls to a specific dom element to get the input from.
  39218. * @param element Defines the element the controls should be listened from
  39219. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39220. */
  39221. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39222. /**
  39223. * Detach the current controls from the specified dom element.
  39224. * @param element Defines the element to stop listening the inputs from
  39225. */
  39226. detachControl(element: Nullable<HTMLElement>): void;
  39227. /**
  39228. * Update the current camera state depending on the inputs that have been used this frame.
  39229. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39230. */
  39231. checkInputs(): void;
  39232. /**
  39233. * Gets the class name of the current intput.
  39234. * @returns the class name
  39235. */
  39236. getClassName(): string;
  39237. /**
  39238. * Get the friendly name associated with the input class.
  39239. * @returns the input friendly name
  39240. */
  39241. getSimpleName(): string;
  39242. }
  39243. }
  39244. declare module "babylonjs/Misc/virtualJoystick" {
  39245. import { Nullable } from "babylonjs/types";
  39246. import { Vector3 } from "babylonjs/Maths/math.vector";
  39247. /**
  39248. * Defines the potential axis of a Joystick
  39249. */
  39250. export enum JoystickAxis {
  39251. /** X axis */
  39252. X = 0,
  39253. /** Y axis */
  39254. Y = 1,
  39255. /** Z axis */
  39256. Z = 2
  39257. }
  39258. /**
  39259. * Class used to define virtual joystick (used in touch mode)
  39260. */
  39261. export class VirtualJoystick {
  39262. /**
  39263. * Gets or sets a boolean indicating that left and right values must be inverted
  39264. */
  39265. reverseLeftRight: boolean;
  39266. /**
  39267. * Gets or sets a boolean indicating that up and down values must be inverted
  39268. */
  39269. reverseUpDown: boolean;
  39270. /**
  39271. * Gets the offset value for the position (ie. the change of the position value)
  39272. */
  39273. deltaPosition: Vector3;
  39274. /**
  39275. * Gets a boolean indicating if the virtual joystick was pressed
  39276. */
  39277. pressed: boolean;
  39278. /**
  39279. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39280. */
  39281. static Canvas: Nullable<HTMLCanvasElement>;
  39282. private static _globalJoystickIndex;
  39283. private static vjCanvasContext;
  39284. private static vjCanvasWidth;
  39285. private static vjCanvasHeight;
  39286. private static halfWidth;
  39287. private _action;
  39288. private _axisTargetedByLeftAndRight;
  39289. private _axisTargetedByUpAndDown;
  39290. private _joystickSensibility;
  39291. private _inversedSensibility;
  39292. private _joystickPointerID;
  39293. private _joystickColor;
  39294. private _joystickPointerPos;
  39295. private _joystickPreviousPointerPos;
  39296. private _joystickPointerStartPos;
  39297. private _deltaJoystickVector;
  39298. private _leftJoystick;
  39299. private _touches;
  39300. private _onPointerDownHandlerRef;
  39301. private _onPointerMoveHandlerRef;
  39302. private _onPointerUpHandlerRef;
  39303. private _onResize;
  39304. /**
  39305. * Creates a new virtual joystick
  39306. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39307. */
  39308. constructor(leftJoystick?: boolean);
  39309. /**
  39310. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39311. * @param newJoystickSensibility defines the new sensibility
  39312. */
  39313. setJoystickSensibility(newJoystickSensibility: number): void;
  39314. private _onPointerDown;
  39315. private _onPointerMove;
  39316. private _onPointerUp;
  39317. /**
  39318. * Change the color of the virtual joystick
  39319. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39320. */
  39321. setJoystickColor(newColor: string): void;
  39322. /**
  39323. * Defines a callback to call when the joystick is touched
  39324. * @param action defines the callback
  39325. */
  39326. setActionOnTouch(action: () => any): void;
  39327. /**
  39328. * Defines which axis you'd like to control for left & right
  39329. * @param axis defines the axis to use
  39330. */
  39331. setAxisForLeftRight(axis: JoystickAxis): void;
  39332. /**
  39333. * Defines which axis you'd like to control for up & down
  39334. * @param axis defines the axis to use
  39335. */
  39336. setAxisForUpDown(axis: JoystickAxis): void;
  39337. private _drawVirtualJoystick;
  39338. /**
  39339. * Release internal HTML canvas
  39340. */
  39341. releaseCanvas(): void;
  39342. }
  39343. }
  39344. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39345. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39346. import { Nullable } from "babylonjs/types";
  39347. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39348. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39349. module "babylonjs/Cameras/freeCameraInputsManager" {
  39350. interface FreeCameraInputsManager {
  39351. /**
  39352. * Add virtual joystick input support to the input manager.
  39353. * @returns the current input manager
  39354. */
  39355. addVirtualJoystick(): FreeCameraInputsManager;
  39356. }
  39357. }
  39358. /**
  39359. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39360. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39361. */
  39362. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39363. /**
  39364. * Defines the camera the input is attached to.
  39365. */
  39366. camera: FreeCamera;
  39367. private _leftjoystick;
  39368. private _rightjoystick;
  39369. /**
  39370. * Gets the left stick of the virtual joystick.
  39371. * @returns The virtual Joystick
  39372. */
  39373. getLeftJoystick(): VirtualJoystick;
  39374. /**
  39375. * Gets the right stick of the virtual joystick.
  39376. * @returns The virtual Joystick
  39377. */
  39378. getRightJoystick(): VirtualJoystick;
  39379. /**
  39380. * Update the current camera state depending on the inputs that have been used this frame.
  39381. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39382. */
  39383. checkInputs(): void;
  39384. /**
  39385. * Attach the input controls to a specific dom element to get the input from.
  39386. * @param element Defines the element the controls should be listened from
  39387. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39388. */
  39389. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39390. /**
  39391. * Detach the current controls from the specified dom element.
  39392. * @param element Defines the element to stop listening the inputs from
  39393. */
  39394. detachControl(element: Nullable<HTMLElement>): void;
  39395. /**
  39396. * Gets the class name of the current intput.
  39397. * @returns the class name
  39398. */
  39399. getClassName(): string;
  39400. /**
  39401. * Get the friendly name associated with the input class.
  39402. * @returns the input friendly name
  39403. */
  39404. getSimpleName(): string;
  39405. }
  39406. }
  39407. declare module "babylonjs/Cameras/Inputs/index" {
  39408. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39409. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39410. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39411. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39412. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39413. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39414. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39415. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39416. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39417. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39418. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39419. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39420. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39421. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39422. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39423. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39424. }
  39425. declare module "babylonjs/Cameras/touchCamera" {
  39426. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39427. import { Scene } from "babylonjs/scene";
  39428. import { Vector3 } from "babylonjs/Maths/math.vector";
  39429. /**
  39430. * This represents a FPS type of camera controlled by touch.
  39431. * This is like a universal camera minus the Gamepad controls.
  39432. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39433. */
  39434. export class TouchCamera extends FreeCamera {
  39435. /**
  39436. * Defines the touch sensibility for rotation.
  39437. * The higher the faster.
  39438. */
  39439. touchAngularSensibility: number;
  39440. /**
  39441. * Defines the touch sensibility for move.
  39442. * The higher the faster.
  39443. */
  39444. touchMoveSensibility: number;
  39445. /**
  39446. * Instantiates a new touch camera.
  39447. * This represents a FPS type of camera controlled by touch.
  39448. * This is like a universal camera minus the Gamepad controls.
  39449. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39450. * @param name Define the name of the camera in the scene
  39451. * @param position Define the start position of the camera in the scene
  39452. * @param scene Define the scene the camera belongs to
  39453. */
  39454. constructor(name: string, position: Vector3, scene: Scene);
  39455. /**
  39456. * Gets the current object class name.
  39457. * @return the class name
  39458. */
  39459. getClassName(): string;
  39460. /** @hidden */
  39461. _setupInputs(): void;
  39462. }
  39463. }
  39464. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39465. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39466. import { Scene } from "babylonjs/scene";
  39467. import { Vector3 } from "babylonjs/Maths/math.vector";
  39468. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39469. import { Axis } from "babylonjs/Maths/math.axis";
  39470. /**
  39471. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39472. * being tilted forward or back and left or right.
  39473. */
  39474. export class DeviceOrientationCamera extends FreeCamera {
  39475. private _initialQuaternion;
  39476. private _quaternionCache;
  39477. private _tmpDragQuaternion;
  39478. private _disablePointerInputWhenUsingDeviceOrientation;
  39479. /**
  39480. * Creates a new device orientation camera
  39481. * @param name The name of the camera
  39482. * @param position The start position camera
  39483. * @param scene The scene the camera belongs to
  39484. */
  39485. constructor(name: string, position: Vector3, scene: Scene);
  39486. /**
  39487. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39488. */
  39489. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39490. private _dragFactor;
  39491. /**
  39492. * Enabled turning on the y axis when the orientation sensor is active
  39493. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39494. */
  39495. enableHorizontalDragging(dragFactor?: number): void;
  39496. /**
  39497. * Gets the current instance class name ("DeviceOrientationCamera").
  39498. * This helps avoiding instanceof at run time.
  39499. * @returns the class name
  39500. */
  39501. getClassName(): string;
  39502. /**
  39503. * @hidden
  39504. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39505. */
  39506. _checkInputs(): void;
  39507. /**
  39508. * Reset the camera to its default orientation on the specified axis only.
  39509. * @param axis The axis to reset
  39510. */
  39511. resetToCurrentRotation(axis?: Axis): void;
  39512. }
  39513. }
  39514. declare module "babylonjs/Gamepads/xboxGamepad" {
  39515. import { Observable } from "babylonjs/Misc/observable";
  39516. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39517. /**
  39518. * Defines supported buttons for XBox360 compatible gamepads
  39519. */
  39520. export enum Xbox360Button {
  39521. /** A */
  39522. A = 0,
  39523. /** B */
  39524. B = 1,
  39525. /** X */
  39526. X = 2,
  39527. /** Y */
  39528. Y = 3,
  39529. /** Start */
  39530. Start = 4,
  39531. /** Back */
  39532. Back = 5,
  39533. /** Left button */
  39534. LB = 6,
  39535. /** Right button */
  39536. RB = 7,
  39537. /** Left stick */
  39538. LeftStick = 8,
  39539. /** Right stick */
  39540. RightStick = 9
  39541. }
  39542. /** Defines values for XBox360 DPad */
  39543. export enum Xbox360Dpad {
  39544. /** Up */
  39545. Up = 0,
  39546. /** Down */
  39547. Down = 1,
  39548. /** Left */
  39549. Left = 2,
  39550. /** Right */
  39551. Right = 3
  39552. }
  39553. /**
  39554. * Defines a XBox360 gamepad
  39555. */
  39556. export class Xbox360Pad extends Gamepad {
  39557. private _leftTrigger;
  39558. private _rightTrigger;
  39559. private _onlefttriggerchanged;
  39560. private _onrighttriggerchanged;
  39561. private _onbuttondown;
  39562. private _onbuttonup;
  39563. private _ondpaddown;
  39564. private _ondpadup;
  39565. /** Observable raised when a button is pressed */
  39566. onButtonDownObservable: Observable<Xbox360Button>;
  39567. /** Observable raised when a button is released */
  39568. onButtonUpObservable: Observable<Xbox360Button>;
  39569. /** Observable raised when a pad is pressed */
  39570. onPadDownObservable: Observable<Xbox360Dpad>;
  39571. /** Observable raised when a pad is released */
  39572. onPadUpObservable: Observable<Xbox360Dpad>;
  39573. private _buttonA;
  39574. private _buttonB;
  39575. private _buttonX;
  39576. private _buttonY;
  39577. private _buttonBack;
  39578. private _buttonStart;
  39579. private _buttonLB;
  39580. private _buttonRB;
  39581. private _buttonLeftStick;
  39582. private _buttonRightStick;
  39583. private _dPadUp;
  39584. private _dPadDown;
  39585. private _dPadLeft;
  39586. private _dPadRight;
  39587. private _isXboxOnePad;
  39588. /**
  39589. * Creates a new XBox360 gamepad object
  39590. * @param id defines the id of this gamepad
  39591. * @param index defines its index
  39592. * @param gamepad defines the internal HTML gamepad object
  39593. * @param xboxOne defines if it is a XBox One gamepad
  39594. */
  39595. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39596. /**
  39597. * Defines the callback to call when left trigger is pressed
  39598. * @param callback defines the callback to use
  39599. */
  39600. onlefttriggerchanged(callback: (value: number) => void): void;
  39601. /**
  39602. * Defines the callback to call when right trigger is pressed
  39603. * @param callback defines the callback to use
  39604. */
  39605. onrighttriggerchanged(callback: (value: number) => void): void;
  39606. /**
  39607. * Gets the left trigger value
  39608. */
  39609. /**
  39610. * Sets the left trigger value
  39611. */
  39612. leftTrigger: number;
  39613. /**
  39614. * Gets the right trigger value
  39615. */
  39616. /**
  39617. * Sets the right trigger value
  39618. */
  39619. rightTrigger: number;
  39620. /**
  39621. * Defines the callback to call when a button is pressed
  39622. * @param callback defines the callback to use
  39623. */
  39624. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39625. /**
  39626. * Defines the callback to call when a button is released
  39627. * @param callback defines the callback to use
  39628. */
  39629. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39630. /**
  39631. * Defines the callback to call when a pad is pressed
  39632. * @param callback defines the callback to use
  39633. */
  39634. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39635. /**
  39636. * Defines the callback to call when a pad is released
  39637. * @param callback defines the callback to use
  39638. */
  39639. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39640. private _setButtonValue;
  39641. private _setDPadValue;
  39642. /**
  39643. * Gets the value of the `A` button
  39644. */
  39645. /**
  39646. * Sets the value of the `A` button
  39647. */
  39648. buttonA: number;
  39649. /**
  39650. * Gets the value of the `B` button
  39651. */
  39652. /**
  39653. * Sets the value of the `B` button
  39654. */
  39655. buttonB: number;
  39656. /**
  39657. * Gets the value of the `X` button
  39658. */
  39659. /**
  39660. * Sets the value of the `X` button
  39661. */
  39662. buttonX: number;
  39663. /**
  39664. * Gets the value of the `Y` button
  39665. */
  39666. /**
  39667. * Sets the value of the `Y` button
  39668. */
  39669. buttonY: number;
  39670. /**
  39671. * Gets the value of the `Start` button
  39672. */
  39673. /**
  39674. * Sets the value of the `Start` button
  39675. */
  39676. buttonStart: number;
  39677. /**
  39678. * Gets the value of the `Back` button
  39679. */
  39680. /**
  39681. * Sets the value of the `Back` button
  39682. */
  39683. buttonBack: number;
  39684. /**
  39685. * Gets the value of the `Left` button
  39686. */
  39687. /**
  39688. * Sets the value of the `Left` button
  39689. */
  39690. buttonLB: number;
  39691. /**
  39692. * Gets the value of the `Right` button
  39693. */
  39694. /**
  39695. * Sets the value of the `Right` button
  39696. */
  39697. buttonRB: number;
  39698. /**
  39699. * Gets the value of the Left joystick
  39700. */
  39701. /**
  39702. * Sets the value of the Left joystick
  39703. */
  39704. buttonLeftStick: number;
  39705. /**
  39706. * Gets the value of the Right joystick
  39707. */
  39708. /**
  39709. * Sets the value of the Right joystick
  39710. */
  39711. buttonRightStick: number;
  39712. /**
  39713. * Gets the value of D-pad up
  39714. */
  39715. /**
  39716. * Sets the value of D-pad up
  39717. */
  39718. dPadUp: number;
  39719. /**
  39720. * Gets the value of D-pad down
  39721. */
  39722. /**
  39723. * Sets the value of D-pad down
  39724. */
  39725. dPadDown: number;
  39726. /**
  39727. * Gets the value of D-pad left
  39728. */
  39729. /**
  39730. * Sets the value of D-pad left
  39731. */
  39732. dPadLeft: number;
  39733. /**
  39734. * Gets the value of D-pad right
  39735. */
  39736. /**
  39737. * Sets the value of D-pad right
  39738. */
  39739. dPadRight: number;
  39740. /**
  39741. * Force the gamepad to synchronize with device values
  39742. */
  39743. update(): void;
  39744. /**
  39745. * Disposes the gamepad
  39746. */
  39747. dispose(): void;
  39748. }
  39749. }
  39750. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39751. import { Observable } from "babylonjs/Misc/observable";
  39752. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39753. /**
  39754. * Defines supported buttons for DualShock compatible gamepads
  39755. */
  39756. export enum DualShockButton {
  39757. /** Cross */
  39758. Cross = 0,
  39759. /** Circle */
  39760. Circle = 1,
  39761. /** Square */
  39762. Square = 2,
  39763. /** Triangle */
  39764. Triangle = 3,
  39765. /** Options */
  39766. Options = 4,
  39767. /** Share */
  39768. Share = 5,
  39769. /** L1 */
  39770. L1 = 6,
  39771. /** R1 */
  39772. R1 = 7,
  39773. /** Left stick */
  39774. LeftStick = 8,
  39775. /** Right stick */
  39776. RightStick = 9
  39777. }
  39778. /** Defines values for DualShock DPad */
  39779. export enum DualShockDpad {
  39780. /** Up */
  39781. Up = 0,
  39782. /** Down */
  39783. Down = 1,
  39784. /** Left */
  39785. Left = 2,
  39786. /** Right */
  39787. Right = 3
  39788. }
  39789. /**
  39790. * Defines a DualShock gamepad
  39791. */
  39792. export class DualShockPad extends Gamepad {
  39793. private _leftTrigger;
  39794. private _rightTrigger;
  39795. private _onlefttriggerchanged;
  39796. private _onrighttriggerchanged;
  39797. private _onbuttondown;
  39798. private _onbuttonup;
  39799. private _ondpaddown;
  39800. private _ondpadup;
  39801. /** Observable raised when a button is pressed */
  39802. onButtonDownObservable: Observable<DualShockButton>;
  39803. /** Observable raised when a button is released */
  39804. onButtonUpObservable: Observable<DualShockButton>;
  39805. /** Observable raised when a pad is pressed */
  39806. onPadDownObservable: Observable<DualShockDpad>;
  39807. /** Observable raised when a pad is released */
  39808. onPadUpObservable: Observable<DualShockDpad>;
  39809. private _buttonCross;
  39810. private _buttonCircle;
  39811. private _buttonSquare;
  39812. private _buttonTriangle;
  39813. private _buttonShare;
  39814. private _buttonOptions;
  39815. private _buttonL1;
  39816. private _buttonR1;
  39817. private _buttonLeftStick;
  39818. private _buttonRightStick;
  39819. private _dPadUp;
  39820. private _dPadDown;
  39821. private _dPadLeft;
  39822. private _dPadRight;
  39823. /**
  39824. * Creates a new DualShock gamepad object
  39825. * @param id defines the id of this gamepad
  39826. * @param index defines its index
  39827. * @param gamepad defines the internal HTML gamepad object
  39828. */
  39829. constructor(id: string, index: number, gamepad: any);
  39830. /**
  39831. * Defines the callback to call when left trigger is pressed
  39832. * @param callback defines the callback to use
  39833. */
  39834. onlefttriggerchanged(callback: (value: number) => void): void;
  39835. /**
  39836. * Defines the callback to call when right trigger is pressed
  39837. * @param callback defines the callback to use
  39838. */
  39839. onrighttriggerchanged(callback: (value: number) => void): void;
  39840. /**
  39841. * Gets the left trigger value
  39842. */
  39843. /**
  39844. * Sets the left trigger value
  39845. */
  39846. leftTrigger: number;
  39847. /**
  39848. * Gets the right trigger value
  39849. */
  39850. /**
  39851. * Sets the right trigger value
  39852. */
  39853. rightTrigger: number;
  39854. /**
  39855. * Defines the callback to call when a button is pressed
  39856. * @param callback defines the callback to use
  39857. */
  39858. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39859. /**
  39860. * Defines the callback to call when a button is released
  39861. * @param callback defines the callback to use
  39862. */
  39863. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39864. /**
  39865. * Defines the callback to call when a pad is pressed
  39866. * @param callback defines the callback to use
  39867. */
  39868. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39869. /**
  39870. * Defines the callback to call when a pad is released
  39871. * @param callback defines the callback to use
  39872. */
  39873. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39874. private _setButtonValue;
  39875. private _setDPadValue;
  39876. /**
  39877. * Gets the value of the `Cross` button
  39878. */
  39879. /**
  39880. * Sets the value of the `Cross` button
  39881. */
  39882. buttonCross: number;
  39883. /**
  39884. * Gets the value of the `Circle` button
  39885. */
  39886. /**
  39887. * Sets the value of the `Circle` button
  39888. */
  39889. buttonCircle: number;
  39890. /**
  39891. * Gets the value of the `Square` button
  39892. */
  39893. /**
  39894. * Sets the value of the `Square` button
  39895. */
  39896. buttonSquare: number;
  39897. /**
  39898. * Gets the value of the `Triangle` button
  39899. */
  39900. /**
  39901. * Sets the value of the `Triangle` button
  39902. */
  39903. buttonTriangle: number;
  39904. /**
  39905. * Gets the value of the `Options` button
  39906. */
  39907. /**
  39908. * Sets the value of the `Options` button
  39909. */
  39910. buttonOptions: number;
  39911. /**
  39912. * Gets the value of the `Share` button
  39913. */
  39914. /**
  39915. * Sets the value of the `Share` button
  39916. */
  39917. buttonShare: number;
  39918. /**
  39919. * Gets the value of the `L1` button
  39920. */
  39921. /**
  39922. * Sets the value of the `L1` button
  39923. */
  39924. buttonL1: number;
  39925. /**
  39926. * Gets the value of the `R1` button
  39927. */
  39928. /**
  39929. * Sets the value of the `R1` button
  39930. */
  39931. buttonR1: number;
  39932. /**
  39933. * Gets the value of the Left joystick
  39934. */
  39935. /**
  39936. * Sets the value of the Left joystick
  39937. */
  39938. buttonLeftStick: number;
  39939. /**
  39940. * Gets the value of the Right joystick
  39941. */
  39942. /**
  39943. * Sets the value of the Right joystick
  39944. */
  39945. buttonRightStick: number;
  39946. /**
  39947. * Gets the value of D-pad up
  39948. */
  39949. /**
  39950. * Sets the value of D-pad up
  39951. */
  39952. dPadUp: number;
  39953. /**
  39954. * Gets the value of D-pad down
  39955. */
  39956. /**
  39957. * Sets the value of D-pad down
  39958. */
  39959. dPadDown: number;
  39960. /**
  39961. * Gets the value of D-pad left
  39962. */
  39963. /**
  39964. * Sets the value of D-pad left
  39965. */
  39966. dPadLeft: number;
  39967. /**
  39968. * Gets the value of D-pad right
  39969. */
  39970. /**
  39971. * Sets the value of D-pad right
  39972. */
  39973. dPadRight: number;
  39974. /**
  39975. * Force the gamepad to synchronize with device values
  39976. */
  39977. update(): void;
  39978. /**
  39979. * Disposes the gamepad
  39980. */
  39981. dispose(): void;
  39982. }
  39983. }
  39984. declare module "babylonjs/Gamepads/gamepadManager" {
  39985. import { Observable } from "babylonjs/Misc/observable";
  39986. import { Nullable } from "babylonjs/types";
  39987. import { Scene } from "babylonjs/scene";
  39988. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39989. /**
  39990. * Manager for handling gamepads
  39991. */
  39992. export class GamepadManager {
  39993. private _scene?;
  39994. private _babylonGamepads;
  39995. private _oneGamepadConnected;
  39996. /** @hidden */
  39997. _isMonitoring: boolean;
  39998. private _gamepadEventSupported;
  39999. private _gamepadSupport;
  40000. /**
  40001. * observable to be triggered when the gamepad controller has been connected
  40002. */
  40003. onGamepadConnectedObservable: Observable<Gamepad>;
  40004. /**
  40005. * observable to be triggered when the gamepad controller has been disconnected
  40006. */
  40007. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40008. private _onGamepadConnectedEvent;
  40009. private _onGamepadDisconnectedEvent;
  40010. /**
  40011. * Initializes the gamepad manager
  40012. * @param _scene BabylonJS scene
  40013. */
  40014. constructor(_scene?: Scene | undefined);
  40015. /**
  40016. * The gamepads in the game pad manager
  40017. */
  40018. readonly gamepads: Gamepad[];
  40019. /**
  40020. * Get the gamepad controllers based on type
  40021. * @param type The type of gamepad controller
  40022. * @returns Nullable gamepad
  40023. */
  40024. getGamepadByType(type?: number): Nullable<Gamepad>;
  40025. /**
  40026. * Disposes the gamepad manager
  40027. */
  40028. dispose(): void;
  40029. private _addNewGamepad;
  40030. private _startMonitoringGamepads;
  40031. private _stopMonitoringGamepads;
  40032. /** @hidden */
  40033. _checkGamepadsStatus(): void;
  40034. private _updateGamepadObjects;
  40035. }
  40036. }
  40037. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40038. import { Nullable } from "babylonjs/types";
  40039. import { Scene } from "babylonjs/scene";
  40040. import { ISceneComponent } from "babylonjs/sceneComponent";
  40041. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40042. module "babylonjs/scene" {
  40043. interface Scene {
  40044. /** @hidden */
  40045. _gamepadManager: Nullable<GamepadManager>;
  40046. /**
  40047. * Gets the gamepad manager associated with the scene
  40048. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40049. */
  40050. gamepadManager: GamepadManager;
  40051. }
  40052. }
  40053. module "babylonjs/Cameras/freeCameraInputsManager" {
  40054. /**
  40055. * Interface representing a free camera inputs manager
  40056. */
  40057. interface FreeCameraInputsManager {
  40058. /**
  40059. * Adds gamepad input support to the FreeCameraInputsManager.
  40060. * @returns the FreeCameraInputsManager
  40061. */
  40062. addGamepad(): FreeCameraInputsManager;
  40063. }
  40064. }
  40065. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40066. /**
  40067. * Interface representing an arc rotate camera inputs manager
  40068. */
  40069. interface ArcRotateCameraInputsManager {
  40070. /**
  40071. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40072. * @returns the camera inputs manager
  40073. */
  40074. addGamepad(): ArcRotateCameraInputsManager;
  40075. }
  40076. }
  40077. /**
  40078. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40079. */
  40080. export class GamepadSystemSceneComponent implements ISceneComponent {
  40081. /**
  40082. * The component name helpfull to identify the component in the list of scene components.
  40083. */
  40084. readonly name: string;
  40085. /**
  40086. * The scene the component belongs to.
  40087. */
  40088. scene: Scene;
  40089. /**
  40090. * Creates a new instance of the component for the given scene
  40091. * @param scene Defines the scene to register the component in
  40092. */
  40093. constructor(scene: Scene);
  40094. /**
  40095. * Registers the component in a given scene
  40096. */
  40097. register(): void;
  40098. /**
  40099. * Rebuilds the elements related to this component in case of
  40100. * context lost for instance.
  40101. */
  40102. rebuild(): void;
  40103. /**
  40104. * Disposes the component and the associated ressources
  40105. */
  40106. dispose(): void;
  40107. private _beforeCameraUpdate;
  40108. }
  40109. }
  40110. declare module "babylonjs/Cameras/universalCamera" {
  40111. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40112. import { Scene } from "babylonjs/scene";
  40113. import { Vector3 } from "babylonjs/Maths/math.vector";
  40114. import "babylonjs/Gamepads/gamepadSceneComponent";
  40115. /**
  40116. * 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,
  40117. * which still works and will still be found in many Playgrounds.
  40118. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40119. */
  40120. export class UniversalCamera extends TouchCamera {
  40121. /**
  40122. * Defines the gamepad rotation sensiblity.
  40123. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40124. */
  40125. gamepadAngularSensibility: number;
  40126. /**
  40127. * Defines the gamepad move sensiblity.
  40128. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40129. */
  40130. gamepadMoveSensibility: number;
  40131. /**
  40132. * 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,
  40133. * which still works and will still be found in many Playgrounds.
  40134. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40135. * @param name Define the name of the camera in the scene
  40136. * @param position Define the start position of the camera in the scene
  40137. * @param scene Define the scene the camera belongs to
  40138. */
  40139. constructor(name: string, position: Vector3, scene: Scene);
  40140. /**
  40141. * Gets the current object class name.
  40142. * @return the class name
  40143. */
  40144. getClassName(): string;
  40145. }
  40146. }
  40147. declare module "babylonjs/Cameras/gamepadCamera" {
  40148. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40149. import { Scene } from "babylonjs/scene";
  40150. import { Vector3 } from "babylonjs/Maths/math.vector";
  40151. /**
  40152. * This represents a FPS type of camera. This is only here for back compat purpose.
  40153. * Please use the UniversalCamera instead as both are identical.
  40154. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40155. */
  40156. export class GamepadCamera extends UniversalCamera {
  40157. /**
  40158. * Instantiates a new Gamepad Camera
  40159. * This represents a FPS type of camera. This is only here for back compat purpose.
  40160. * Please use the UniversalCamera instead as both are identical.
  40161. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40162. * @param name Define the name of the camera in the scene
  40163. * @param position Define the start position of the camera in the scene
  40164. * @param scene Define the scene the camera belongs to
  40165. */
  40166. constructor(name: string, position: Vector3, scene: Scene);
  40167. /**
  40168. * Gets the current object class name.
  40169. * @return the class name
  40170. */
  40171. getClassName(): string;
  40172. }
  40173. }
  40174. declare module "babylonjs/Shaders/pass.fragment" {
  40175. /** @hidden */
  40176. export var passPixelShader: {
  40177. name: string;
  40178. shader: string;
  40179. };
  40180. }
  40181. declare module "babylonjs/Shaders/passCube.fragment" {
  40182. /** @hidden */
  40183. export var passCubePixelShader: {
  40184. name: string;
  40185. shader: string;
  40186. };
  40187. }
  40188. declare module "babylonjs/PostProcesses/passPostProcess" {
  40189. import { Nullable } from "babylonjs/types";
  40190. import { Camera } from "babylonjs/Cameras/camera";
  40191. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40192. import { Engine } from "babylonjs/Engines/engine";
  40193. import "babylonjs/Shaders/pass.fragment";
  40194. import "babylonjs/Shaders/passCube.fragment";
  40195. /**
  40196. * PassPostProcess which produces an output the same as it's input
  40197. */
  40198. export class PassPostProcess extends PostProcess {
  40199. /**
  40200. * Creates the PassPostProcess
  40201. * @param name The name of the effect.
  40202. * @param options The required width/height ratio to downsize to before computing the render pass.
  40203. * @param camera The camera to apply the render pass to.
  40204. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40205. * @param engine The engine which the post process will be applied. (default: current engine)
  40206. * @param reusable If the post process can be reused on the same frame. (default: false)
  40207. * @param textureType The type of texture to be used when performing the post processing.
  40208. * @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)
  40209. */
  40210. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40211. }
  40212. /**
  40213. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40214. */
  40215. export class PassCubePostProcess extends PostProcess {
  40216. private _face;
  40217. /**
  40218. * Gets or sets the cube face to display.
  40219. * * 0 is +X
  40220. * * 1 is -X
  40221. * * 2 is +Y
  40222. * * 3 is -Y
  40223. * * 4 is +Z
  40224. * * 5 is -Z
  40225. */
  40226. face: number;
  40227. /**
  40228. * Creates the PassCubePostProcess
  40229. * @param name The name of the effect.
  40230. * @param options The required width/height ratio to downsize to before computing the render pass.
  40231. * @param camera The camera to apply the render pass to.
  40232. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40233. * @param engine The engine which the post process will be applied. (default: current engine)
  40234. * @param reusable If the post process can be reused on the same frame. (default: false)
  40235. * @param textureType The type of texture to be used when performing the post processing.
  40236. * @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)
  40237. */
  40238. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40239. }
  40240. }
  40241. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40242. /** @hidden */
  40243. export var anaglyphPixelShader: {
  40244. name: string;
  40245. shader: string;
  40246. };
  40247. }
  40248. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40249. import { Engine } from "babylonjs/Engines/engine";
  40250. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40251. import { Camera } from "babylonjs/Cameras/camera";
  40252. import "babylonjs/Shaders/anaglyph.fragment";
  40253. /**
  40254. * Postprocess used to generate anaglyphic rendering
  40255. */
  40256. export class AnaglyphPostProcess extends PostProcess {
  40257. private _passedProcess;
  40258. /**
  40259. * Creates a new AnaglyphPostProcess
  40260. * @param name defines postprocess name
  40261. * @param options defines creation options or target ratio scale
  40262. * @param rigCameras defines cameras using this postprocess
  40263. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40264. * @param engine defines hosting engine
  40265. * @param reusable defines if the postprocess will be reused multiple times per frame
  40266. */
  40267. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40268. }
  40269. }
  40270. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40271. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40272. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40273. import { Scene } from "babylonjs/scene";
  40274. import { Vector3 } from "babylonjs/Maths/math.vector";
  40275. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40276. /**
  40277. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40278. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40279. */
  40280. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40281. /**
  40282. * Creates a new AnaglyphArcRotateCamera
  40283. * @param name defines camera name
  40284. * @param alpha defines alpha angle (in radians)
  40285. * @param beta defines beta angle (in radians)
  40286. * @param radius defines radius
  40287. * @param target defines camera target
  40288. * @param interaxialDistance defines distance between each color axis
  40289. * @param scene defines the hosting scene
  40290. */
  40291. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40292. /**
  40293. * Gets camera class name
  40294. * @returns AnaglyphArcRotateCamera
  40295. */
  40296. getClassName(): string;
  40297. }
  40298. }
  40299. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40300. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40301. import { Scene } from "babylonjs/scene";
  40302. import { Vector3 } from "babylonjs/Maths/math.vector";
  40303. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40304. /**
  40305. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40306. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40307. */
  40308. export class AnaglyphFreeCamera extends FreeCamera {
  40309. /**
  40310. * Creates a new AnaglyphFreeCamera
  40311. * @param name defines camera name
  40312. * @param position defines initial position
  40313. * @param interaxialDistance defines distance between each color axis
  40314. * @param scene defines the hosting scene
  40315. */
  40316. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40317. /**
  40318. * Gets camera class name
  40319. * @returns AnaglyphFreeCamera
  40320. */
  40321. getClassName(): string;
  40322. }
  40323. }
  40324. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40325. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40326. import { Scene } from "babylonjs/scene";
  40327. import { Vector3 } from "babylonjs/Maths/math.vector";
  40328. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40329. /**
  40330. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40331. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40332. */
  40333. export class AnaglyphGamepadCamera extends GamepadCamera {
  40334. /**
  40335. * Creates a new AnaglyphGamepadCamera
  40336. * @param name defines camera name
  40337. * @param position defines initial position
  40338. * @param interaxialDistance defines distance between each color axis
  40339. * @param scene defines the hosting scene
  40340. */
  40341. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40342. /**
  40343. * Gets camera class name
  40344. * @returns AnaglyphGamepadCamera
  40345. */
  40346. getClassName(): string;
  40347. }
  40348. }
  40349. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40350. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  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 UniversalCamera)
  40356. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40357. */
  40358. export class AnaglyphUniversalCamera extends UniversalCamera {
  40359. /**
  40360. * Creates a new AnaglyphUniversalCamera
  40361. * @param name defines camera name
  40362. * @param position defines initial position
  40363. * @param interaxialDistance defines distance between each color axis
  40364. * @param scene defines the hosting scene
  40365. */
  40366. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40367. /**
  40368. * Gets camera class name
  40369. * @returns AnaglyphUniversalCamera
  40370. */
  40371. getClassName(): string;
  40372. }
  40373. }
  40374. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40375. /** @hidden */
  40376. export var stereoscopicInterlacePixelShader: {
  40377. name: string;
  40378. shader: string;
  40379. };
  40380. }
  40381. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40382. import { Camera } from "babylonjs/Cameras/camera";
  40383. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40384. import { Engine } from "babylonjs/Engines/engine";
  40385. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40386. /**
  40387. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40388. */
  40389. export class StereoscopicInterlacePostProcess extends PostProcess {
  40390. private _stepSize;
  40391. private _passedProcess;
  40392. /**
  40393. * Initializes a StereoscopicInterlacePostProcess
  40394. * @param name The name of the effect.
  40395. * @param rigCameras The rig cameras to be appled to the post process
  40396. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40397. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40398. * @param engine The engine which the post process will be applied. (default: current engine)
  40399. * @param reusable If the post process can be reused on the same frame. (default: false)
  40400. */
  40401. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40402. }
  40403. }
  40404. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40405. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40406. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40407. import { Scene } from "babylonjs/scene";
  40408. import { Vector3 } from "babylonjs/Maths/math.vector";
  40409. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40410. /**
  40411. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40412. * @see http://doc.babylonjs.com/features/cameras
  40413. */
  40414. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40415. /**
  40416. * Creates a new StereoscopicArcRotateCamera
  40417. * @param name defines camera name
  40418. * @param alpha defines alpha angle (in radians)
  40419. * @param beta defines beta angle (in radians)
  40420. * @param radius defines radius
  40421. * @param target defines camera target
  40422. * @param interaxialDistance defines distance between each color axis
  40423. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40424. * @param scene defines the hosting scene
  40425. */
  40426. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40427. /**
  40428. * Gets camera class name
  40429. * @returns StereoscopicArcRotateCamera
  40430. */
  40431. getClassName(): string;
  40432. }
  40433. }
  40434. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40435. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40436. import { Scene } from "babylonjs/scene";
  40437. import { Vector3 } from "babylonjs/Maths/math.vector";
  40438. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40439. /**
  40440. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40441. * @see http://doc.babylonjs.com/features/cameras
  40442. */
  40443. export class StereoscopicFreeCamera extends FreeCamera {
  40444. /**
  40445. * Creates a new StereoscopicFreeCamera
  40446. * @param name defines camera name
  40447. * @param position defines initial position
  40448. * @param interaxialDistance defines distance between each color axis
  40449. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40450. * @param scene defines the hosting scene
  40451. */
  40452. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40453. /**
  40454. * Gets camera class name
  40455. * @returns StereoscopicFreeCamera
  40456. */
  40457. getClassName(): string;
  40458. }
  40459. }
  40460. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40461. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40462. import { Scene } from "babylonjs/scene";
  40463. import { Vector3 } from "babylonjs/Maths/math.vector";
  40464. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40465. /**
  40466. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40467. * @see http://doc.babylonjs.com/features/cameras
  40468. */
  40469. export class StereoscopicGamepadCamera extends GamepadCamera {
  40470. /**
  40471. * Creates a new StereoscopicGamepadCamera
  40472. * @param name defines camera name
  40473. * @param position defines initial position
  40474. * @param interaxialDistance defines distance between each color axis
  40475. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40476. * @param scene defines the hosting scene
  40477. */
  40478. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40479. /**
  40480. * Gets camera class name
  40481. * @returns StereoscopicGamepadCamera
  40482. */
  40483. getClassName(): string;
  40484. }
  40485. }
  40486. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40487. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40488. import { Scene } from "babylonjs/scene";
  40489. import { Vector3 } from "babylonjs/Maths/math.vector";
  40490. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40491. /**
  40492. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40493. * @see http://doc.babylonjs.com/features/cameras
  40494. */
  40495. export class StereoscopicUniversalCamera extends UniversalCamera {
  40496. /**
  40497. * Creates a new StereoscopicUniversalCamera
  40498. * @param name defines camera name
  40499. * @param position defines initial position
  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, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40505. /**
  40506. * Gets camera class name
  40507. * @returns StereoscopicUniversalCamera
  40508. */
  40509. getClassName(): string;
  40510. }
  40511. }
  40512. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40513. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40514. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40515. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40516. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40517. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40518. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40519. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40520. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40521. }
  40522. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40523. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40524. import { Scene } from "babylonjs/scene";
  40525. import { Vector3 } from "babylonjs/Maths/math.vector";
  40526. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40527. /**
  40528. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40529. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40530. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40531. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40532. */
  40533. export class VirtualJoysticksCamera extends FreeCamera {
  40534. /**
  40535. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40536. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40537. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40538. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40539. * @param name Define the name of the camera in the scene
  40540. * @param position Define the start position of the camera in the scene
  40541. * @param scene Define the scene the camera belongs to
  40542. */
  40543. constructor(name: string, position: Vector3, scene: Scene);
  40544. /**
  40545. * Gets the current object class name.
  40546. * @return the class name
  40547. */
  40548. getClassName(): string;
  40549. }
  40550. }
  40551. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40552. import { Matrix } from "babylonjs/Maths/math.vector";
  40553. /**
  40554. * This represents all the required metrics to create a VR camera.
  40555. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40556. */
  40557. export class VRCameraMetrics {
  40558. /**
  40559. * Define the horizontal resolution off the screen.
  40560. */
  40561. hResolution: number;
  40562. /**
  40563. * Define the vertical resolution off the screen.
  40564. */
  40565. vResolution: number;
  40566. /**
  40567. * Define the horizontal screen size.
  40568. */
  40569. hScreenSize: number;
  40570. /**
  40571. * Define the vertical screen size.
  40572. */
  40573. vScreenSize: number;
  40574. /**
  40575. * Define the vertical screen center position.
  40576. */
  40577. vScreenCenter: number;
  40578. /**
  40579. * Define the distance of the eyes to the screen.
  40580. */
  40581. eyeToScreenDistance: number;
  40582. /**
  40583. * Define the distance between both lenses
  40584. */
  40585. lensSeparationDistance: number;
  40586. /**
  40587. * Define the distance between both viewer's eyes.
  40588. */
  40589. interpupillaryDistance: number;
  40590. /**
  40591. * Define the distortion factor of the VR postprocess.
  40592. * Please, touch with care.
  40593. */
  40594. distortionK: number[];
  40595. /**
  40596. * Define the chromatic aberration correction factors for the VR post process.
  40597. */
  40598. chromaAbCorrection: number[];
  40599. /**
  40600. * Define the scale factor of the post process.
  40601. * The smaller the better but the slower.
  40602. */
  40603. postProcessScaleFactor: number;
  40604. /**
  40605. * Define an offset for the lens center.
  40606. */
  40607. lensCenterOffset: number;
  40608. /**
  40609. * Define if the current vr camera should compensate the distortion of the lense or not.
  40610. */
  40611. compensateDistortion: boolean;
  40612. /**
  40613. * Defines if multiview should be enabled when rendering (Default: false)
  40614. */
  40615. multiviewEnabled: boolean;
  40616. /**
  40617. * Gets the rendering aspect ratio based on the provided resolutions.
  40618. */
  40619. readonly aspectRatio: number;
  40620. /**
  40621. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40622. */
  40623. readonly aspectRatioFov: number;
  40624. /**
  40625. * @hidden
  40626. */
  40627. readonly leftHMatrix: Matrix;
  40628. /**
  40629. * @hidden
  40630. */
  40631. readonly rightHMatrix: Matrix;
  40632. /**
  40633. * @hidden
  40634. */
  40635. readonly leftPreViewMatrix: Matrix;
  40636. /**
  40637. * @hidden
  40638. */
  40639. readonly rightPreViewMatrix: Matrix;
  40640. /**
  40641. * Get the default VRMetrics based on the most generic setup.
  40642. * @returns the default vr metrics
  40643. */
  40644. static GetDefault(): VRCameraMetrics;
  40645. }
  40646. }
  40647. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40648. /** @hidden */
  40649. export var vrDistortionCorrectionPixelShader: {
  40650. name: string;
  40651. shader: string;
  40652. };
  40653. }
  40654. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40655. import { Camera } from "babylonjs/Cameras/camera";
  40656. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40657. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40658. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40659. /**
  40660. * VRDistortionCorrectionPostProcess used for mobile VR
  40661. */
  40662. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40663. private _isRightEye;
  40664. private _distortionFactors;
  40665. private _postProcessScaleFactor;
  40666. private _lensCenterOffset;
  40667. private _scaleIn;
  40668. private _scaleFactor;
  40669. private _lensCenter;
  40670. /**
  40671. * Initializes the VRDistortionCorrectionPostProcess
  40672. * @param name The name of the effect.
  40673. * @param camera The camera to apply the render pass to.
  40674. * @param isRightEye If this is for the right eye distortion
  40675. * @param vrMetrics All the required metrics for the VR camera
  40676. */
  40677. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40678. }
  40679. }
  40680. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40681. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40682. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40683. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40684. import { Scene } from "babylonjs/scene";
  40685. import { Vector3 } from "babylonjs/Maths/math.vector";
  40686. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40687. import "babylonjs/Cameras/RigModes/vrRigMode";
  40688. /**
  40689. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40690. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40691. */
  40692. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40693. /**
  40694. * Creates a new VRDeviceOrientationArcRotateCamera
  40695. * @param name defines camera name
  40696. * @param alpha defines the camera rotation along the logitudinal axis
  40697. * @param beta defines the camera rotation along the latitudinal axis
  40698. * @param radius defines the camera distance from its target
  40699. * @param target defines the camera target
  40700. * @param scene defines the scene the camera belongs to
  40701. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40702. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40703. */
  40704. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40705. /**
  40706. * Gets camera class name
  40707. * @returns VRDeviceOrientationArcRotateCamera
  40708. */
  40709. getClassName(): string;
  40710. }
  40711. }
  40712. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40713. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40714. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40715. import { Scene } from "babylonjs/scene";
  40716. import { Vector3 } from "babylonjs/Maths/math.vector";
  40717. import "babylonjs/Cameras/RigModes/vrRigMode";
  40718. /**
  40719. * Camera used to simulate VR rendering (based on FreeCamera)
  40720. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40721. */
  40722. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40723. /**
  40724. * Creates a new VRDeviceOrientationFreeCamera
  40725. * @param name defines camera name
  40726. * @param position defines the start position of the camera
  40727. * @param scene defines the scene the camera belongs to
  40728. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40729. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40730. */
  40731. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40732. /**
  40733. * Gets camera class name
  40734. * @returns VRDeviceOrientationFreeCamera
  40735. */
  40736. getClassName(): string;
  40737. }
  40738. }
  40739. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40740. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40741. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40742. import { Scene } from "babylonjs/scene";
  40743. import { Vector3 } from "babylonjs/Maths/math.vector";
  40744. import "babylonjs/Gamepads/gamepadSceneComponent";
  40745. /**
  40746. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40747. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40748. */
  40749. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40750. /**
  40751. * Creates a new VRDeviceOrientationGamepadCamera
  40752. * @param name defines camera name
  40753. * @param position defines the start position of the camera
  40754. * @param scene defines the scene the camera belongs to
  40755. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40756. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40757. */
  40758. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40759. /**
  40760. * Gets camera class name
  40761. * @returns VRDeviceOrientationGamepadCamera
  40762. */
  40763. getClassName(): string;
  40764. }
  40765. }
  40766. declare module "babylonjs/Materials/pushMaterial" {
  40767. import { Nullable } from "babylonjs/types";
  40768. import { Scene } from "babylonjs/scene";
  40769. import { Matrix } from "babylonjs/Maths/math.vector";
  40770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40771. import { Mesh } from "babylonjs/Meshes/mesh";
  40772. import { Material } from "babylonjs/Materials/material";
  40773. import { Effect } from "babylonjs/Materials/effect";
  40774. /**
  40775. * Base class of materials working in push mode in babylon JS
  40776. * @hidden
  40777. */
  40778. export class PushMaterial extends Material {
  40779. protected _activeEffect: Effect;
  40780. protected _normalMatrix: Matrix;
  40781. /**
  40782. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40783. * This means that the material can keep using a previous shader while a new one is being compiled.
  40784. * This is mostly used when shader parallel compilation is supported (true by default)
  40785. */
  40786. allowShaderHotSwapping: boolean;
  40787. constructor(name: string, scene: Scene);
  40788. getEffect(): Effect;
  40789. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40790. /**
  40791. * Binds the given world matrix to the active effect
  40792. *
  40793. * @param world the matrix to bind
  40794. */
  40795. bindOnlyWorldMatrix(world: Matrix): void;
  40796. /**
  40797. * Binds the given normal matrix to the active effect
  40798. *
  40799. * @param normalMatrix the matrix to bind
  40800. */
  40801. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40802. bind(world: Matrix, mesh?: Mesh): void;
  40803. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40804. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40805. }
  40806. }
  40807. declare module "babylonjs/Materials/materialFlags" {
  40808. /**
  40809. * This groups all the flags used to control the materials channel.
  40810. */
  40811. export class MaterialFlags {
  40812. private static _DiffuseTextureEnabled;
  40813. /**
  40814. * Are diffuse textures enabled in the application.
  40815. */
  40816. static DiffuseTextureEnabled: boolean;
  40817. private static _AmbientTextureEnabled;
  40818. /**
  40819. * Are ambient textures enabled in the application.
  40820. */
  40821. static AmbientTextureEnabled: boolean;
  40822. private static _OpacityTextureEnabled;
  40823. /**
  40824. * Are opacity textures enabled in the application.
  40825. */
  40826. static OpacityTextureEnabled: boolean;
  40827. private static _ReflectionTextureEnabled;
  40828. /**
  40829. * Are reflection textures enabled in the application.
  40830. */
  40831. static ReflectionTextureEnabled: boolean;
  40832. private static _EmissiveTextureEnabled;
  40833. /**
  40834. * Are emissive textures enabled in the application.
  40835. */
  40836. static EmissiveTextureEnabled: boolean;
  40837. private static _SpecularTextureEnabled;
  40838. /**
  40839. * Are specular textures enabled in the application.
  40840. */
  40841. static SpecularTextureEnabled: boolean;
  40842. private static _BumpTextureEnabled;
  40843. /**
  40844. * Are bump textures enabled in the application.
  40845. */
  40846. static BumpTextureEnabled: boolean;
  40847. private static _LightmapTextureEnabled;
  40848. /**
  40849. * Are lightmap textures enabled in the application.
  40850. */
  40851. static LightmapTextureEnabled: boolean;
  40852. private static _RefractionTextureEnabled;
  40853. /**
  40854. * Are refraction textures enabled in the application.
  40855. */
  40856. static RefractionTextureEnabled: boolean;
  40857. private static _ColorGradingTextureEnabled;
  40858. /**
  40859. * Are color grading textures enabled in the application.
  40860. */
  40861. static ColorGradingTextureEnabled: boolean;
  40862. private static _FresnelEnabled;
  40863. /**
  40864. * Are fresnels enabled in the application.
  40865. */
  40866. static FresnelEnabled: boolean;
  40867. private static _ClearCoatTextureEnabled;
  40868. /**
  40869. * Are clear coat textures enabled in the application.
  40870. */
  40871. static ClearCoatTextureEnabled: boolean;
  40872. private static _ClearCoatBumpTextureEnabled;
  40873. /**
  40874. * Are clear coat bump textures enabled in the application.
  40875. */
  40876. static ClearCoatBumpTextureEnabled: boolean;
  40877. private static _ClearCoatTintTextureEnabled;
  40878. /**
  40879. * Are clear coat tint textures enabled in the application.
  40880. */
  40881. static ClearCoatTintTextureEnabled: boolean;
  40882. private static _SheenTextureEnabled;
  40883. /**
  40884. * Are sheen textures enabled in the application.
  40885. */
  40886. static SheenTextureEnabled: boolean;
  40887. private static _AnisotropicTextureEnabled;
  40888. /**
  40889. * Are anisotropic textures enabled in the application.
  40890. */
  40891. static AnisotropicTextureEnabled: boolean;
  40892. private static _ThicknessTextureEnabled;
  40893. /**
  40894. * Are thickness textures enabled in the application.
  40895. */
  40896. static ThicknessTextureEnabled: boolean;
  40897. }
  40898. }
  40899. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40900. /** @hidden */
  40901. export var defaultFragmentDeclaration: {
  40902. name: string;
  40903. shader: string;
  40904. };
  40905. }
  40906. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40907. /** @hidden */
  40908. export var defaultUboDeclaration: {
  40909. name: string;
  40910. shader: string;
  40911. };
  40912. }
  40913. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40914. /** @hidden */
  40915. export var lightFragmentDeclaration: {
  40916. name: string;
  40917. shader: string;
  40918. };
  40919. }
  40920. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40921. /** @hidden */
  40922. export var lightUboDeclaration: {
  40923. name: string;
  40924. shader: string;
  40925. };
  40926. }
  40927. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40928. /** @hidden */
  40929. export var lightsFragmentFunctions: {
  40930. name: string;
  40931. shader: string;
  40932. };
  40933. }
  40934. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40935. /** @hidden */
  40936. export var shadowsFragmentFunctions: {
  40937. name: string;
  40938. shader: string;
  40939. };
  40940. }
  40941. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40942. /** @hidden */
  40943. export var fresnelFunction: {
  40944. name: string;
  40945. shader: string;
  40946. };
  40947. }
  40948. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40949. /** @hidden */
  40950. export var reflectionFunction: {
  40951. name: string;
  40952. shader: string;
  40953. };
  40954. }
  40955. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40956. /** @hidden */
  40957. export var bumpFragmentFunctions: {
  40958. name: string;
  40959. shader: string;
  40960. };
  40961. }
  40962. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40963. /** @hidden */
  40964. export var logDepthDeclaration: {
  40965. name: string;
  40966. shader: string;
  40967. };
  40968. }
  40969. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40970. /** @hidden */
  40971. export var bumpFragment: {
  40972. name: string;
  40973. shader: string;
  40974. };
  40975. }
  40976. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40977. /** @hidden */
  40978. export var depthPrePass: {
  40979. name: string;
  40980. shader: string;
  40981. };
  40982. }
  40983. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40984. /** @hidden */
  40985. export var lightFragment: {
  40986. name: string;
  40987. shader: string;
  40988. };
  40989. }
  40990. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40991. /** @hidden */
  40992. export var logDepthFragment: {
  40993. name: string;
  40994. shader: string;
  40995. };
  40996. }
  40997. declare module "babylonjs/Shaders/default.fragment" {
  40998. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40999. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41000. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41001. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41002. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41003. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41004. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41005. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41006. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41007. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41008. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41009. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41010. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41011. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41012. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41013. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41014. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41015. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41016. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41017. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41018. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41019. /** @hidden */
  41020. export var defaultPixelShader: {
  41021. name: string;
  41022. shader: string;
  41023. };
  41024. }
  41025. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41026. /** @hidden */
  41027. export var defaultVertexDeclaration: {
  41028. name: string;
  41029. shader: string;
  41030. };
  41031. }
  41032. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41033. /** @hidden */
  41034. export var bumpVertexDeclaration: {
  41035. name: string;
  41036. shader: string;
  41037. };
  41038. }
  41039. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41040. /** @hidden */
  41041. export var bumpVertex: {
  41042. name: string;
  41043. shader: string;
  41044. };
  41045. }
  41046. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41047. /** @hidden */
  41048. export var fogVertex: {
  41049. name: string;
  41050. shader: string;
  41051. };
  41052. }
  41053. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41054. /** @hidden */
  41055. export var shadowsVertex: {
  41056. name: string;
  41057. shader: string;
  41058. };
  41059. }
  41060. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41061. /** @hidden */
  41062. export var pointCloudVertex: {
  41063. name: string;
  41064. shader: string;
  41065. };
  41066. }
  41067. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41068. /** @hidden */
  41069. export var logDepthVertex: {
  41070. name: string;
  41071. shader: string;
  41072. };
  41073. }
  41074. declare module "babylonjs/Shaders/default.vertex" {
  41075. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41076. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41077. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41078. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41079. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41080. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41082. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41083. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41084. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41085. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41087. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41088. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41089. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41090. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41091. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41092. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41093. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41094. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41095. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41096. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41097. /** @hidden */
  41098. export var defaultVertexShader: {
  41099. name: string;
  41100. shader: string;
  41101. };
  41102. }
  41103. declare module "babylonjs/Materials/standardMaterial" {
  41104. import { SmartArray } from "babylonjs/Misc/smartArray";
  41105. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41106. import { Nullable } from "babylonjs/types";
  41107. import { Scene } from "babylonjs/scene";
  41108. import { Matrix } from "babylonjs/Maths/math.vector";
  41109. import { Color3 } from "babylonjs/Maths/math.color";
  41110. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41111. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41112. import { Mesh } from "babylonjs/Meshes/mesh";
  41113. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41114. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41115. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41116. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41117. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41118. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41119. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41120. import "babylonjs/Shaders/default.fragment";
  41121. import "babylonjs/Shaders/default.vertex";
  41122. /** @hidden */
  41123. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41124. MAINUV1: boolean;
  41125. MAINUV2: boolean;
  41126. DIFFUSE: boolean;
  41127. DIFFUSEDIRECTUV: number;
  41128. AMBIENT: boolean;
  41129. AMBIENTDIRECTUV: number;
  41130. OPACITY: boolean;
  41131. OPACITYDIRECTUV: number;
  41132. OPACITYRGB: boolean;
  41133. REFLECTION: boolean;
  41134. EMISSIVE: boolean;
  41135. EMISSIVEDIRECTUV: number;
  41136. SPECULAR: boolean;
  41137. SPECULARDIRECTUV: number;
  41138. BUMP: boolean;
  41139. BUMPDIRECTUV: number;
  41140. PARALLAX: boolean;
  41141. PARALLAXOCCLUSION: boolean;
  41142. SPECULAROVERALPHA: boolean;
  41143. CLIPPLANE: boolean;
  41144. CLIPPLANE2: boolean;
  41145. CLIPPLANE3: boolean;
  41146. CLIPPLANE4: boolean;
  41147. ALPHATEST: boolean;
  41148. DEPTHPREPASS: boolean;
  41149. ALPHAFROMDIFFUSE: boolean;
  41150. POINTSIZE: boolean;
  41151. FOG: boolean;
  41152. SPECULARTERM: boolean;
  41153. DIFFUSEFRESNEL: boolean;
  41154. OPACITYFRESNEL: boolean;
  41155. REFLECTIONFRESNEL: boolean;
  41156. REFRACTIONFRESNEL: boolean;
  41157. EMISSIVEFRESNEL: boolean;
  41158. FRESNEL: boolean;
  41159. NORMAL: boolean;
  41160. UV1: boolean;
  41161. UV2: boolean;
  41162. VERTEXCOLOR: boolean;
  41163. VERTEXALPHA: boolean;
  41164. NUM_BONE_INFLUENCERS: number;
  41165. BonesPerMesh: number;
  41166. BONETEXTURE: boolean;
  41167. INSTANCES: boolean;
  41168. GLOSSINESS: boolean;
  41169. ROUGHNESS: boolean;
  41170. EMISSIVEASILLUMINATION: boolean;
  41171. LINKEMISSIVEWITHDIFFUSE: boolean;
  41172. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41173. LIGHTMAP: boolean;
  41174. LIGHTMAPDIRECTUV: number;
  41175. OBJECTSPACE_NORMALMAP: boolean;
  41176. USELIGHTMAPASSHADOWMAP: boolean;
  41177. REFLECTIONMAP_3D: boolean;
  41178. REFLECTIONMAP_SPHERICAL: boolean;
  41179. REFLECTIONMAP_PLANAR: boolean;
  41180. REFLECTIONMAP_CUBIC: boolean;
  41181. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41182. REFLECTIONMAP_PROJECTION: boolean;
  41183. REFLECTIONMAP_SKYBOX: boolean;
  41184. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41185. REFLECTIONMAP_EXPLICIT: boolean;
  41186. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41187. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41188. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41189. INVERTCUBICMAP: boolean;
  41190. LOGARITHMICDEPTH: boolean;
  41191. REFRACTION: boolean;
  41192. REFRACTIONMAP_3D: boolean;
  41193. REFLECTIONOVERALPHA: boolean;
  41194. TWOSIDEDLIGHTING: boolean;
  41195. SHADOWFLOAT: boolean;
  41196. MORPHTARGETS: boolean;
  41197. MORPHTARGETS_NORMAL: boolean;
  41198. MORPHTARGETS_TANGENT: boolean;
  41199. MORPHTARGETS_UV: boolean;
  41200. NUM_MORPH_INFLUENCERS: number;
  41201. NONUNIFORMSCALING: boolean;
  41202. PREMULTIPLYALPHA: boolean;
  41203. IMAGEPROCESSING: boolean;
  41204. VIGNETTE: boolean;
  41205. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41206. VIGNETTEBLENDMODEOPAQUE: boolean;
  41207. TONEMAPPING: boolean;
  41208. TONEMAPPING_ACES: boolean;
  41209. CONTRAST: boolean;
  41210. COLORCURVES: boolean;
  41211. COLORGRADING: boolean;
  41212. COLORGRADING3D: boolean;
  41213. SAMPLER3DGREENDEPTH: boolean;
  41214. SAMPLER3DBGRMAP: boolean;
  41215. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41216. MULTIVIEW: boolean;
  41217. /**
  41218. * If the reflection texture on this material is in linear color space
  41219. * @hidden
  41220. */
  41221. IS_REFLECTION_LINEAR: boolean;
  41222. /**
  41223. * If the refraction texture on this material is in linear color space
  41224. * @hidden
  41225. */
  41226. IS_REFRACTION_LINEAR: boolean;
  41227. EXPOSURE: boolean;
  41228. constructor();
  41229. setReflectionMode(modeToEnable: string): void;
  41230. }
  41231. /**
  41232. * This is the default material used in Babylon. It is the best trade off between quality
  41233. * and performances.
  41234. * @see http://doc.babylonjs.com/babylon101/materials
  41235. */
  41236. export class StandardMaterial extends PushMaterial {
  41237. private _diffuseTexture;
  41238. /**
  41239. * The basic texture of the material as viewed under a light.
  41240. */
  41241. diffuseTexture: Nullable<BaseTexture>;
  41242. private _ambientTexture;
  41243. /**
  41244. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41245. */
  41246. ambientTexture: Nullable<BaseTexture>;
  41247. private _opacityTexture;
  41248. /**
  41249. * Define the transparency of the material from a texture.
  41250. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41251. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41252. */
  41253. opacityTexture: Nullable<BaseTexture>;
  41254. private _reflectionTexture;
  41255. /**
  41256. * Define the texture used to display the reflection.
  41257. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41258. */
  41259. reflectionTexture: Nullable<BaseTexture>;
  41260. private _emissiveTexture;
  41261. /**
  41262. * Define texture of the material as if self lit.
  41263. * This will be mixed in the final result even in the absence of light.
  41264. */
  41265. emissiveTexture: Nullable<BaseTexture>;
  41266. private _specularTexture;
  41267. /**
  41268. * Define how the color and intensity of the highlight given by the light in the material.
  41269. */
  41270. specularTexture: Nullable<BaseTexture>;
  41271. private _bumpTexture;
  41272. /**
  41273. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41274. * 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.
  41275. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41276. */
  41277. bumpTexture: Nullable<BaseTexture>;
  41278. private _lightmapTexture;
  41279. /**
  41280. * Complex lighting can be computationally expensive to compute at runtime.
  41281. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41282. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41283. */
  41284. lightmapTexture: Nullable<BaseTexture>;
  41285. private _refractionTexture;
  41286. /**
  41287. * Define the texture used to display the refraction.
  41288. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41289. */
  41290. refractionTexture: Nullable<BaseTexture>;
  41291. /**
  41292. * The color of the material lit by the environmental background lighting.
  41293. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41294. */
  41295. ambientColor: Color3;
  41296. /**
  41297. * The basic color of the material as viewed under a light.
  41298. */
  41299. diffuseColor: Color3;
  41300. /**
  41301. * Define how the color and intensity of the highlight given by the light in the material.
  41302. */
  41303. specularColor: Color3;
  41304. /**
  41305. * Define the color of the material as if self lit.
  41306. * This will be mixed in the final result even in the absence of light.
  41307. */
  41308. emissiveColor: Color3;
  41309. /**
  41310. * Defines how sharp are the highlights in the material.
  41311. * The bigger the value the sharper giving a more glossy feeling to the result.
  41312. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41313. */
  41314. specularPower: number;
  41315. private _useAlphaFromDiffuseTexture;
  41316. /**
  41317. * Does the transparency come from the diffuse texture alpha channel.
  41318. */
  41319. useAlphaFromDiffuseTexture: boolean;
  41320. private _useEmissiveAsIllumination;
  41321. /**
  41322. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41323. */
  41324. useEmissiveAsIllumination: boolean;
  41325. private _linkEmissiveWithDiffuse;
  41326. /**
  41327. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41328. * the emissive level when the final color is close to one.
  41329. */
  41330. linkEmissiveWithDiffuse: boolean;
  41331. private _useSpecularOverAlpha;
  41332. /**
  41333. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41334. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41335. */
  41336. useSpecularOverAlpha: boolean;
  41337. private _useReflectionOverAlpha;
  41338. /**
  41339. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41340. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41341. */
  41342. useReflectionOverAlpha: boolean;
  41343. private _disableLighting;
  41344. /**
  41345. * Does lights from the scene impacts this material.
  41346. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41347. */
  41348. disableLighting: boolean;
  41349. private _useObjectSpaceNormalMap;
  41350. /**
  41351. * Allows using an object space normal map (instead of tangent space).
  41352. */
  41353. useObjectSpaceNormalMap: boolean;
  41354. private _useParallax;
  41355. /**
  41356. * Is parallax enabled or not.
  41357. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41358. */
  41359. useParallax: boolean;
  41360. private _useParallaxOcclusion;
  41361. /**
  41362. * Is parallax occlusion enabled or not.
  41363. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41364. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41365. */
  41366. useParallaxOcclusion: boolean;
  41367. /**
  41368. * 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.
  41369. */
  41370. parallaxScaleBias: number;
  41371. private _roughness;
  41372. /**
  41373. * Helps to define how blurry the reflections should appears in the material.
  41374. */
  41375. roughness: number;
  41376. /**
  41377. * In case of refraction, define the value of the index of refraction.
  41378. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41379. */
  41380. indexOfRefraction: number;
  41381. /**
  41382. * Invert the refraction texture alongside the y axis.
  41383. * It can be useful with procedural textures or probe for instance.
  41384. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41385. */
  41386. invertRefractionY: boolean;
  41387. /**
  41388. * Defines the alpha limits in alpha test mode.
  41389. */
  41390. alphaCutOff: number;
  41391. private _useLightmapAsShadowmap;
  41392. /**
  41393. * In case of light mapping, define whether the map contains light or shadow informations.
  41394. */
  41395. useLightmapAsShadowmap: boolean;
  41396. private _diffuseFresnelParameters;
  41397. /**
  41398. * Define the diffuse fresnel parameters of the material.
  41399. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41400. */
  41401. diffuseFresnelParameters: FresnelParameters;
  41402. private _opacityFresnelParameters;
  41403. /**
  41404. * Define the opacity fresnel parameters of the material.
  41405. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41406. */
  41407. opacityFresnelParameters: FresnelParameters;
  41408. private _reflectionFresnelParameters;
  41409. /**
  41410. * Define the reflection fresnel parameters of the material.
  41411. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41412. */
  41413. reflectionFresnelParameters: FresnelParameters;
  41414. private _refractionFresnelParameters;
  41415. /**
  41416. * Define the refraction fresnel parameters of the material.
  41417. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41418. */
  41419. refractionFresnelParameters: FresnelParameters;
  41420. private _emissiveFresnelParameters;
  41421. /**
  41422. * Define the emissive fresnel parameters of the material.
  41423. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41424. */
  41425. emissiveFresnelParameters: FresnelParameters;
  41426. private _useReflectionFresnelFromSpecular;
  41427. /**
  41428. * If true automatically deducts the fresnels values from the material specularity.
  41429. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41430. */
  41431. useReflectionFresnelFromSpecular: boolean;
  41432. private _useGlossinessFromSpecularMapAlpha;
  41433. /**
  41434. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41435. */
  41436. useGlossinessFromSpecularMapAlpha: boolean;
  41437. private _maxSimultaneousLights;
  41438. /**
  41439. * Defines the maximum number of lights that can be used in the material
  41440. */
  41441. maxSimultaneousLights: number;
  41442. private _invertNormalMapX;
  41443. /**
  41444. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41445. */
  41446. invertNormalMapX: boolean;
  41447. private _invertNormalMapY;
  41448. /**
  41449. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41450. */
  41451. invertNormalMapY: boolean;
  41452. private _twoSidedLighting;
  41453. /**
  41454. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41455. */
  41456. twoSidedLighting: boolean;
  41457. /**
  41458. * Default configuration related to image processing available in the standard Material.
  41459. */
  41460. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41461. /**
  41462. * Gets the image processing configuration used either in this material.
  41463. */
  41464. /**
  41465. * Sets the Default image processing configuration used either in the this material.
  41466. *
  41467. * If sets to null, the scene one is in use.
  41468. */
  41469. imageProcessingConfiguration: ImageProcessingConfiguration;
  41470. /**
  41471. * Keep track of the image processing observer to allow dispose and replace.
  41472. */
  41473. private _imageProcessingObserver;
  41474. /**
  41475. * Attaches a new image processing configuration to the Standard Material.
  41476. * @param configuration
  41477. */
  41478. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41479. /**
  41480. * Gets wether the color curves effect is enabled.
  41481. */
  41482. /**
  41483. * Sets wether the color curves effect is enabled.
  41484. */
  41485. cameraColorCurvesEnabled: boolean;
  41486. /**
  41487. * Gets wether the color grading effect is enabled.
  41488. */
  41489. /**
  41490. * Gets wether the color grading effect is enabled.
  41491. */
  41492. cameraColorGradingEnabled: boolean;
  41493. /**
  41494. * Gets wether tonemapping is enabled or not.
  41495. */
  41496. /**
  41497. * Sets wether tonemapping is enabled or not
  41498. */
  41499. cameraToneMappingEnabled: boolean;
  41500. /**
  41501. * The camera exposure used on this material.
  41502. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41503. * This corresponds to a photographic exposure.
  41504. */
  41505. /**
  41506. * The camera exposure used on this material.
  41507. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41508. * This corresponds to a photographic exposure.
  41509. */
  41510. cameraExposure: number;
  41511. /**
  41512. * Gets The camera contrast used on this material.
  41513. */
  41514. /**
  41515. * Sets The camera contrast used on this material.
  41516. */
  41517. cameraContrast: number;
  41518. /**
  41519. * Gets the Color Grading 2D Lookup Texture.
  41520. */
  41521. /**
  41522. * Sets the Color Grading 2D Lookup Texture.
  41523. */
  41524. cameraColorGradingTexture: Nullable<BaseTexture>;
  41525. /**
  41526. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41527. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41528. * 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;
  41529. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41530. */
  41531. /**
  41532. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41533. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41534. * 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;
  41535. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41536. */
  41537. cameraColorCurves: Nullable<ColorCurves>;
  41538. /**
  41539. * Custom callback helping to override the default shader used in the material.
  41540. */
  41541. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41542. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41543. protected _worldViewProjectionMatrix: Matrix;
  41544. protected _globalAmbientColor: Color3;
  41545. protected _useLogarithmicDepth: boolean;
  41546. /**
  41547. * Instantiates a new standard material.
  41548. * This is the default material used in Babylon. It is the best trade off between quality
  41549. * and performances.
  41550. * @see http://doc.babylonjs.com/babylon101/materials
  41551. * @param name Define the name of the material in the scene
  41552. * @param scene Define the scene the material belong to
  41553. */
  41554. constructor(name: string, scene: Scene);
  41555. /**
  41556. * Gets a boolean indicating that current material needs to register RTT
  41557. */
  41558. readonly hasRenderTargetTextures: boolean;
  41559. /**
  41560. * Gets the current class name of the material e.g. "StandardMaterial"
  41561. * Mainly use in serialization.
  41562. * @returns the class name
  41563. */
  41564. getClassName(): string;
  41565. /**
  41566. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41567. * You can try switching to logarithmic depth.
  41568. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41569. */
  41570. useLogarithmicDepth: boolean;
  41571. /**
  41572. * Specifies if the material will require alpha blending
  41573. * @returns a boolean specifying if alpha blending is needed
  41574. */
  41575. needAlphaBlending(): boolean;
  41576. /**
  41577. * Specifies if this material should be rendered in alpha test mode
  41578. * @returns a boolean specifying if an alpha test is needed.
  41579. */
  41580. needAlphaTesting(): boolean;
  41581. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41582. /**
  41583. * Get the texture used for alpha test purpose.
  41584. * @returns the diffuse texture in case of the standard material.
  41585. */
  41586. getAlphaTestTexture(): Nullable<BaseTexture>;
  41587. /**
  41588. * Get if the submesh is ready to be used and all its information available.
  41589. * Child classes can use it to update shaders
  41590. * @param mesh defines the mesh to check
  41591. * @param subMesh defines which submesh to check
  41592. * @param useInstances specifies that instances should be used
  41593. * @returns a boolean indicating that the submesh is ready or not
  41594. */
  41595. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41596. /**
  41597. * Builds the material UBO layouts.
  41598. * Used internally during the effect preparation.
  41599. */
  41600. buildUniformLayout(): void;
  41601. /**
  41602. * Unbinds the material from the mesh
  41603. */
  41604. unbind(): void;
  41605. /**
  41606. * Binds the submesh to this material by preparing the effect and shader to draw
  41607. * @param world defines the world transformation matrix
  41608. * @param mesh defines the mesh containing the submesh
  41609. * @param subMesh defines the submesh to bind the material to
  41610. */
  41611. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41612. /**
  41613. * Get the list of animatables in the material.
  41614. * @returns the list of animatables object used in the material
  41615. */
  41616. getAnimatables(): IAnimatable[];
  41617. /**
  41618. * Gets the active textures from the material
  41619. * @returns an array of textures
  41620. */
  41621. getActiveTextures(): BaseTexture[];
  41622. /**
  41623. * Specifies if the material uses a texture
  41624. * @param texture defines the texture to check against the material
  41625. * @returns a boolean specifying if the material uses the texture
  41626. */
  41627. hasTexture(texture: BaseTexture): boolean;
  41628. /**
  41629. * Disposes the material
  41630. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41631. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41632. */
  41633. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41634. /**
  41635. * Makes a duplicate of the material, and gives it a new name
  41636. * @param name defines the new name for the duplicated material
  41637. * @returns the cloned material
  41638. */
  41639. clone(name: string): StandardMaterial;
  41640. /**
  41641. * Serializes this material in a JSON representation
  41642. * @returns the serialized material object
  41643. */
  41644. serialize(): any;
  41645. /**
  41646. * Creates a standard material from parsed material data
  41647. * @param source defines the JSON representation of the material
  41648. * @param scene defines the hosting scene
  41649. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41650. * @returns a new standard material
  41651. */
  41652. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41653. /**
  41654. * Are diffuse textures enabled in the application.
  41655. */
  41656. static DiffuseTextureEnabled: boolean;
  41657. /**
  41658. * Are ambient textures enabled in the application.
  41659. */
  41660. static AmbientTextureEnabled: boolean;
  41661. /**
  41662. * Are opacity textures enabled in the application.
  41663. */
  41664. static OpacityTextureEnabled: boolean;
  41665. /**
  41666. * Are reflection textures enabled in the application.
  41667. */
  41668. static ReflectionTextureEnabled: boolean;
  41669. /**
  41670. * Are emissive textures enabled in the application.
  41671. */
  41672. static EmissiveTextureEnabled: boolean;
  41673. /**
  41674. * Are specular textures enabled in the application.
  41675. */
  41676. static SpecularTextureEnabled: boolean;
  41677. /**
  41678. * Are bump textures enabled in the application.
  41679. */
  41680. static BumpTextureEnabled: boolean;
  41681. /**
  41682. * Are lightmap textures enabled in the application.
  41683. */
  41684. static LightmapTextureEnabled: boolean;
  41685. /**
  41686. * Are refraction textures enabled in the application.
  41687. */
  41688. static RefractionTextureEnabled: boolean;
  41689. /**
  41690. * Are color grading textures enabled in the application.
  41691. */
  41692. static ColorGradingTextureEnabled: boolean;
  41693. /**
  41694. * Are fresnels enabled in the application.
  41695. */
  41696. static FresnelEnabled: boolean;
  41697. }
  41698. }
  41699. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41700. import { Scene } from "babylonjs/scene";
  41701. import { Texture } from "babylonjs/Materials/Textures/texture";
  41702. /**
  41703. * A class extending Texture allowing drawing on a texture
  41704. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41705. */
  41706. export class DynamicTexture extends Texture {
  41707. private _generateMipMaps;
  41708. private _canvas;
  41709. private _context;
  41710. private _engine;
  41711. /**
  41712. * Creates a DynamicTexture
  41713. * @param name defines the name of the texture
  41714. * @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
  41715. * @param scene defines the scene where you want the texture
  41716. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41717. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41718. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41719. */
  41720. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41721. /**
  41722. * Get the current class name of the texture useful for serialization or dynamic coding.
  41723. * @returns "DynamicTexture"
  41724. */
  41725. getClassName(): string;
  41726. /**
  41727. * Gets the current state of canRescale
  41728. */
  41729. readonly canRescale: boolean;
  41730. private _recreate;
  41731. /**
  41732. * Scales the texture
  41733. * @param ratio the scale factor to apply to both width and height
  41734. */
  41735. scale(ratio: number): void;
  41736. /**
  41737. * Resizes the texture
  41738. * @param width the new width
  41739. * @param height the new height
  41740. */
  41741. scaleTo(width: number, height: number): void;
  41742. /**
  41743. * Gets the context of the canvas used by the texture
  41744. * @returns the canvas context of the dynamic texture
  41745. */
  41746. getContext(): CanvasRenderingContext2D;
  41747. /**
  41748. * Clears the texture
  41749. */
  41750. clear(): void;
  41751. /**
  41752. * Updates the texture
  41753. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41754. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41755. */
  41756. update(invertY?: boolean, premulAlpha?: boolean): void;
  41757. /**
  41758. * Draws text onto the texture
  41759. * @param text defines the text to be drawn
  41760. * @param x defines the placement of the text from the left
  41761. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41762. * @param font defines the font to be used with font-style, font-size, font-name
  41763. * @param color defines the color used for the text
  41764. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41765. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41766. * @param update defines whether texture is immediately update (default is true)
  41767. */
  41768. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41769. /**
  41770. * Clones the texture
  41771. * @returns the clone of the texture.
  41772. */
  41773. clone(): DynamicTexture;
  41774. /**
  41775. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41776. * @returns a serialized dynamic texture object
  41777. */
  41778. serialize(): any;
  41779. /** @hidden */
  41780. _rebuild(): void;
  41781. }
  41782. }
  41783. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41784. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41785. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41786. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41787. /** @hidden */
  41788. export var imageProcessingPixelShader: {
  41789. name: string;
  41790. shader: string;
  41791. };
  41792. }
  41793. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41794. import { Nullable } from "babylonjs/types";
  41795. import { Color4 } from "babylonjs/Maths/math.color";
  41796. import { Camera } from "babylonjs/Cameras/camera";
  41797. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41798. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41799. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41800. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41801. import { Engine } from "babylonjs/Engines/engine";
  41802. import "babylonjs/Shaders/imageProcessing.fragment";
  41803. import "babylonjs/Shaders/postprocess.vertex";
  41804. /**
  41805. * ImageProcessingPostProcess
  41806. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41807. */
  41808. export class ImageProcessingPostProcess extends PostProcess {
  41809. /**
  41810. * Default configuration related to image processing available in the PBR Material.
  41811. */
  41812. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41813. /**
  41814. * Gets the image processing configuration used either in this material.
  41815. */
  41816. /**
  41817. * Sets the Default image processing configuration used either in the this material.
  41818. *
  41819. * If sets to null, the scene one is in use.
  41820. */
  41821. imageProcessingConfiguration: ImageProcessingConfiguration;
  41822. /**
  41823. * Keep track of the image processing observer to allow dispose and replace.
  41824. */
  41825. private _imageProcessingObserver;
  41826. /**
  41827. * Attaches a new image processing configuration to the PBR Material.
  41828. * @param configuration
  41829. */
  41830. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41831. /**
  41832. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41833. */
  41834. /**
  41835. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41836. */
  41837. colorCurves: Nullable<ColorCurves>;
  41838. /**
  41839. * Gets wether the color curves effect is enabled.
  41840. */
  41841. /**
  41842. * Sets wether the color curves effect is enabled.
  41843. */
  41844. colorCurvesEnabled: boolean;
  41845. /**
  41846. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41847. */
  41848. /**
  41849. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41850. */
  41851. colorGradingTexture: Nullable<BaseTexture>;
  41852. /**
  41853. * Gets wether the color grading effect is enabled.
  41854. */
  41855. /**
  41856. * Gets wether the color grading effect is enabled.
  41857. */
  41858. colorGradingEnabled: boolean;
  41859. /**
  41860. * Gets exposure used in the effect.
  41861. */
  41862. /**
  41863. * Sets exposure used in the effect.
  41864. */
  41865. exposure: number;
  41866. /**
  41867. * Gets wether tonemapping is enabled or not.
  41868. */
  41869. /**
  41870. * Sets wether tonemapping is enabled or not
  41871. */
  41872. toneMappingEnabled: boolean;
  41873. /**
  41874. * Gets the type of tone mapping effect.
  41875. */
  41876. /**
  41877. * Sets the type of tone mapping effect.
  41878. */
  41879. toneMappingType: number;
  41880. /**
  41881. * Gets contrast used in the effect.
  41882. */
  41883. /**
  41884. * Sets contrast used in the effect.
  41885. */
  41886. contrast: number;
  41887. /**
  41888. * Gets Vignette stretch size.
  41889. */
  41890. /**
  41891. * Sets Vignette stretch size.
  41892. */
  41893. vignetteStretch: number;
  41894. /**
  41895. * Gets Vignette centre X Offset.
  41896. */
  41897. /**
  41898. * Sets Vignette centre X Offset.
  41899. */
  41900. vignetteCentreX: number;
  41901. /**
  41902. * Gets Vignette centre Y Offset.
  41903. */
  41904. /**
  41905. * Sets Vignette centre Y Offset.
  41906. */
  41907. vignetteCentreY: number;
  41908. /**
  41909. * Gets Vignette weight or intensity of the vignette effect.
  41910. */
  41911. /**
  41912. * Sets Vignette weight or intensity of the vignette effect.
  41913. */
  41914. vignetteWeight: number;
  41915. /**
  41916. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41917. * if vignetteEnabled is set to true.
  41918. */
  41919. /**
  41920. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41921. * if vignetteEnabled is set to true.
  41922. */
  41923. vignetteColor: Color4;
  41924. /**
  41925. * Gets Camera field of view used by the Vignette effect.
  41926. */
  41927. /**
  41928. * Sets Camera field of view used by the Vignette effect.
  41929. */
  41930. vignetteCameraFov: number;
  41931. /**
  41932. * Gets the vignette blend mode allowing different kind of effect.
  41933. */
  41934. /**
  41935. * Sets the vignette blend mode allowing different kind of effect.
  41936. */
  41937. vignetteBlendMode: number;
  41938. /**
  41939. * Gets wether the vignette effect is enabled.
  41940. */
  41941. /**
  41942. * Sets wether the vignette effect is enabled.
  41943. */
  41944. vignetteEnabled: boolean;
  41945. private _fromLinearSpace;
  41946. /**
  41947. * Gets wether the input of the processing is in Gamma or Linear Space.
  41948. */
  41949. /**
  41950. * Sets wether the input of the processing is in Gamma or Linear Space.
  41951. */
  41952. fromLinearSpace: boolean;
  41953. /**
  41954. * Defines cache preventing GC.
  41955. */
  41956. private _defines;
  41957. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41958. /**
  41959. * "ImageProcessingPostProcess"
  41960. * @returns "ImageProcessingPostProcess"
  41961. */
  41962. getClassName(): string;
  41963. protected _updateParameters(): void;
  41964. dispose(camera?: Camera): void;
  41965. }
  41966. }
  41967. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41968. import { Scene } from "babylonjs/scene";
  41969. import { Color3 } from "babylonjs/Maths/math.color";
  41970. import { Mesh } from "babylonjs/Meshes/mesh";
  41971. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41972. import { Nullable } from "babylonjs/types";
  41973. /**
  41974. * Class containing static functions to help procedurally build meshes
  41975. */
  41976. export class GroundBuilder {
  41977. /**
  41978. * Creates a ground mesh
  41979. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41980. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41981. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41982. * @param name defines the name of the mesh
  41983. * @param options defines the options used to create the mesh
  41984. * @param scene defines the hosting scene
  41985. * @returns the ground mesh
  41986. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41987. */
  41988. static CreateGround(name: string, options: {
  41989. width?: number;
  41990. height?: number;
  41991. subdivisions?: number;
  41992. subdivisionsX?: number;
  41993. subdivisionsY?: number;
  41994. updatable?: boolean;
  41995. }, scene: any): Mesh;
  41996. /**
  41997. * Creates a tiled ground mesh
  41998. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41999. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42000. * * 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
  42001. * * 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
  42002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42003. * @param name defines the name of the mesh
  42004. * @param options defines the options used to create the mesh
  42005. * @param scene defines the hosting scene
  42006. * @returns the tiled ground mesh
  42007. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42008. */
  42009. static CreateTiledGround(name: string, options: {
  42010. xmin: number;
  42011. zmin: number;
  42012. xmax: number;
  42013. zmax: number;
  42014. subdivisions?: {
  42015. w: number;
  42016. h: number;
  42017. };
  42018. precision?: {
  42019. w: number;
  42020. h: number;
  42021. };
  42022. updatable?: boolean;
  42023. }, scene?: Nullable<Scene>): Mesh;
  42024. /**
  42025. * Creates a ground mesh from a height map
  42026. * * The parameter `url` sets the URL of the height map image resource.
  42027. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42028. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42029. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42030. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42031. * * 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.
  42032. * * 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).
  42033. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42035. * @param name defines the name of the mesh
  42036. * @param url defines the url to the height map
  42037. * @param options defines the options used to create the mesh
  42038. * @param scene defines the hosting scene
  42039. * @returns the ground mesh
  42040. * @see https://doc.babylonjs.com/babylon101/height_map
  42041. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42042. */
  42043. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42044. width?: number;
  42045. height?: number;
  42046. subdivisions?: number;
  42047. minHeight?: number;
  42048. maxHeight?: number;
  42049. colorFilter?: Color3;
  42050. alphaFilter?: number;
  42051. updatable?: boolean;
  42052. onReady?: (mesh: GroundMesh) => void;
  42053. }, scene?: Nullable<Scene>): GroundMesh;
  42054. }
  42055. }
  42056. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42057. import { Vector4 } from "babylonjs/Maths/math.vector";
  42058. import { Mesh } from "babylonjs/Meshes/mesh";
  42059. /**
  42060. * Class containing static functions to help procedurally build meshes
  42061. */
  42062. export class TorusBuilder {
  42063. /**
  42064. * Creates a torus mesh
  42065. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42066. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42067. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42068. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42069. * * If you create a double-sided mesh, you can choose what parts of 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
  42070. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42071. * @param name defines the name of the mesh
  42072. * @param options defines the options used to create the mesh
  42073. * @param scene defines the hosting scene
  42074. * @returns the torus mesh
  42075. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42076. */
  42077. static CreateTorus(name: string, options: {
  42078. diameter?: number;
  42079. thickness?: number;
  42080. tessellation?: number;
  42081. updatable?: boolean;
  42082. sideOrientation?: number;
  42083. frontUVs?: Vector4;
  42084. backUVs?: Vector4;
  42085. }, scene: any): Mesh;
  42086. }
  42087. }
  42088. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42089. import { Vector4 } from "babylonjs/Maths/math.vector";
  42090. import { Color4 } from "babylonjs/Maths/math.color";
  42091. import { Mesh } from "babylonjs/Meshes/mesh";
  42092. /**
  42093. * Class containing static functions to help procedurally build meshes
  42094. */
  42095. export class CylinderBuilder {
  42096. /**
  42097. * Creates a cylinder or a cone mesh
  42098. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42099. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42100. * * 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.
  42101. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42102. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42103. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42104. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42105. * * 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).
  42106. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42107. * * 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).
  42108. * * 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
  42109. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42110. * * 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
  42111. * * 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.
  42112. * * If `enclose` is false, a ring surface is one element.
  42113. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42114. * * 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
  42115. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42116. * * If you create a double-sided mesh, you can choose what parts of 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
  42117. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42118. * @param name defines the name of the mesh
  42119. * @param options defines the options used to create the mesh
  42120. * @param scene defines the hosting scene
  42121. * @returns the cylinder mesh
  42122. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42123. */
  42124. static CreateCylinder(name: string, options: {
  42125. height?: number;
  42126. diameterTop?: number;
  42127. diameterBottom?: number;
  42128. diameter?: number;
  42129. tessellation?: number;
  42130. subdivisions?: number;
  42131. arc?: number;
  42132. faceColors?: Color4[];
  42133. faceUV?: Vector4[];
  42134. updatable?: boolean;
  42135. hasRings?: boolean;
  42136. enclose?: boolean;
  42137. cap?: number;
  42138. sideOrientation?: number;
  42139. frontUVs?: Vector4;
  42140. backUVs?: Vector4;
  42141. }, scene: any): Mesh;
  42142. }
  42143. }
  42144. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42145. import { Observable } from "babylonjs/Misc/observable";
  42146. import { Nullable } from "babylonjs/types";
  42147. import { Camera } from "babylonjs/Cameras/camera";
  42148. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42149. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42150. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42151. import { Scene } from "babylonjs/scene";
  42152. import { Vector3 } from "babylonjs/Maths/math.vector";
  42153. import { Color3 } from "babylonjs/Maths/math.color";
  42154. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42155. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42156. import { Mesh } from "babylonjs/Meshes/mesh";
  42157. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42158. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42159. import "babylonjs/Meshes/Builders/groundBuilder";
  42160. import "babylonjs/Meshes/Builders/torusBuilder";
  42161. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42162. import "babylonjs/Gamepads/gamepadSceneComponent";
  42163. import "babylonjs/Animations/animatable";
  42164. /**
  42165. * Options to modify the vr teleportation behavior.
  42166. */
  42167. export interface VRTeleportationOptions {
  42168. /**
  42169. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42170. */
  42171. floorMeshName?: string;
  42172. /**
  42173. * A list of meshes to be used as the teleportation floor. (default: empty)
  42174. */
  42175. floorMeshes?: Mesh[];
  42176. }
  42177. /**
  42178. * Options to modify the vr experience helper's behavior.
  42179. */
  42180. export interface VRExperienceHelperOptions extends WebVROptions {
  42181. /**
  42182. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42183. */
  42184. createDeviceOrientationCamera?: boolean;
  42185. /**
  42186. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42187. */
  42188. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42189. /**
  42190. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42191. */
  42192. laserToggle?: boolean;
  42193. /**
  42194. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42195. */
  42196. floorMeshes?: Mesh[];
  42197. /**
  42198. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42199. */
  42200. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42201. }
  42202. /**
  42203. * Event containing information after VR has been entered
  42204. */
  42205. export class OnAfterEnteringVRObservableEvent {
  42206. /**
  42207. * If entering vr was successful
  42208. */
  42209. success: boolean;
  42210. }
  42211. /**
  42212. * Helps to quickly add VR support to an existing scene.
  42213. * See http://doc.babylonjs.com/how_to/webvr_helper
  42214. */
  42215. export class VRExperienceHelper {
  42216. /** Options to modify the vr experience helper's behavior. */
  42217. webVROptions: VRExperienceHelperOptions;
  42218. private _scene;
  42219. private _position;
  42220. private _btnVR;
  42221. private _btnVRDisplayed;
  42222. private _webVRsupported;
  42223. private _webVRready;
  42224. private _webVRrequesting;
  42225. private _webVRpresenting;
  42226. private _hasEnteredVR;
  42227. private _fullscreenVRpresenting;
  42228. private _canvas;
  42229. private _webVRCamera;
  42230. private _vrDeviceOrientationCamera;
  42231. private _deviceOrientationCamera;
  42232. private _existingCamera;
  42233. private _onKeyDown;
  42234. private _onVrDisplayPresentChange;
  42235. private _onVRDisplayChanged;
  42236. private _onVRRequestPresentStart;
  42237. private _onVRRequestPresentComplete;
  42238. /**
  42239. * 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)
  42240. */
  42241. enableGazeEvenWhenNoPointerLock: boolean;
  42242. /**
  42243. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42244. */
  42245. exitVROnDoubleTap: boolean;
  42246. /**
  42247. * Observable raised right before entering VR.
  42248. */
  42249. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42250. /**
  42251. * Observable raised when entering VR has completed.
  42252. */
  42253. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42254. /**
  42255. * Observable raised when exiting VR.
  42256. */
  42257. onExitingVRObservable: Observable<VRExperienceHelper>;
  42258. /**
  42259. * Observable raised when controller mesh is loaded.
  42260. */
  42261. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42262. /** Return this.onEnteringVRObservable
  42263. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42264. */
  42265. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42266. /** Return this.onExitingVRObservable
  42267. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42268. */
  42269. readonly onExitingVR: Observable<VRExperienceHelper>;
  42270. /** Return this.onControllerMeshLoadedObservable
  42271. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42272. */
  42273. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42274. private _rayLength;
  42275. private _useCustomVRButton;
  42276. private _teleportationRequested;
  42277. private _teleportActive;
  42278. private _floorMeshName;
  42279. private _floorMeshesCollection;
  42280. private _rotationAllowed;
  42281. private _teleportBackwardsVector;
  42282. private _teleportationTarget;
  42283. private _isDefaultTeleportationTarget;
  42284. private _postProcessMove;
  42285. private _teleportationFillColor;
  42286. private _teleportationBorderColor;
  42287. private _rotationAngle;
  42288. private _haloCenter;
  42289. private _cameraGazer;
  42290. private _padSensibilityUp;
  42291. private _padSensibilityDown;
  42292. private _leftController;
  42293. private _rightController;
  42294. /**
  42295. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42296. */
  42297. onNewMeshSelected: Observable<AbstractMesh>;
  42298. /**
  42299. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42300. */
  42301. onNewMeshPicked: Observable<PickingInfo>;
  42302. private _circleEase;
  42303. /**
  42304. * Observable raised before camera teleportation
  42305. */
  42306. onBeforeCameraTeleport: Observable<Vector3>;
  42307. /**
  42308. * Observable raised after camera teleportation
  42309. */
  42310. onAfterCameraTeleport: Observable<Vector3>;
  42311. /**
  42312. * Observable raised when current selected mesh gets unselected
  42313. */
  42314. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42315. private _raySelectionPredicate;
  42316. /**
  42317. * To be optionaly changed by user to define custom ray selection
  42318. */
  42319. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42320. /**
  42321. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42322. */
  42323. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42324. /**
  42325. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42326. */
  42327. teleportationEnabled: boolean;
  42328. private _defaultHeight;
  42329. private _teleportationInitialized;
  42330. private _interactionsEnabled;
  42331. private _interactionsRequested;
  42332. private _displayGaze;
  42333. private _displayLaserPointer;
  42334. /**
  42335. * The mesh used to display where the user is going to teleport.
  42336. */
  42337. /**
  42338. * Sets the mesh to be used to display where the user is going to teleport.
  42339. */
  42340. teleportationTarget: Mesh;
  42341. /**
  42342. * 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
  42343. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42344. * See http://doc.babylonjs.com/resources/baking_transformations
  42345. */
  42346. gazeTrackerMesh: Mesh;
  42347. /**
  42348. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42349. */
  42350. updateGazeTrackerScale: boolean;
  42351. /**
  42352. * If the gaze trackers color should be updated when selecting meshes
  42353. */
  42354. updateGazeTrackerColor: boolean;
  42355. /**
  42356. * The gaze tracking mesh corresponding to the left controller
  42357. */
  42358. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42359. /**
  42360. * The gaze tracking mesh corresponding to the right controller
  42361. */
  42362. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42363. /**
  42364. * If the ray of the gaze should be displayed.
  42365. */
  42366. /**
  42367. * Sets if the ray of the gaze should be displayed.
  42368. */
  42369. displayGaze: boolean;
  42370. /**
  42371. * If the ray of the LaserPointer should be displayed.
  42372. */
  42373. /**
  42374. * Sets if the ray of the LaserPointer should be displayed.
  42375. */
  42376. displayLaserPointer: boolean;
  42377. /**
  42378. * The deviceOrientationCamera used as the camera when not in VR.
  42379. */
  42380. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42381. /**
  42382. * Based on the current WebVR support, returns the current VR camera used.
  42383. */
  42384. readonly currentVRCamera: Nullable<Camera>;
  42385. /**
  42386. * The webVRCamera which is used when in VR.
  42387. */
  42388. readonly webVRCamera: WebVRFreeCamera;
  42389. /**
  42390. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42391. */
  42392. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42393. /**
  42394. * The html button that is used to trigger entering into VR.
  42395. */
  42396. readonly vrButton: Nullable<HTMLButtonElement>;
  42397. private readonly _teleportationRequestInitiated;
  42398. /**
  42399. * Defines wether or not Pointer lock should be requested when switching to
  42400. * full screen.
  42401. */
  42402. requestPointerLockOnFullScreen: boolean;
  42403. /**
  42404. * Instantiates a VRExperienceHelper.
  42405. * Helps to quickly add VR support to an existing scene.
  42406. * @param scene The scene the VRExperienceHelper belongs to.
  42407. * @param webVROptions Options to modify the vr experience helper's behavior.
  42408. */
  42409. constructor(scene: Scene,
  42410. /** Options to modify the vr experience helper's behavior. */
  42411. webVROptions?: VRExperienceHelperOptions);
  42412. private _onDefaultMeshLoaded;
  42413. private _onResize;
  42414. private _onFullscreenChange;
  42415. /**
  42416. * Gets a value indicating if we are currently in VR mode.
  42417. */
  42418. readonly isInVRMode: boolean;
  42419. private onVrDisplayPresentChange;
  42420. private onVRDisplayChanged;
  42421. private moveButtonToBottomRight;
  42422. private displayVRButton;
  42423. private updateButtonVisibility;
  42424. private _cachedAngularSensibility;
  42425. /**
  42426. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42427. * Otherwise, will use the fullscreen API.
  42428. */
  42429. enterVR(): void;
  42430. /**
  42431. * Attempt to exit VR, or fullscreen.
  42432. */
  42433. exitVR(): void;
  42434. /**
  42435. * The position of the vr experience helper.
  42436. */
  42437. /**
  42438. * Sets the position of the vr experience helper.
  42439. */
  42440. position: Vector3;
  42441. /**
  42442. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42443. */
  42444. enableInteractions(): void;
  42445. private readonly _noControllerIsActive;
  42446. private beforeRender;
  42447. private _isTeleportationFloor;
  42448. /**
  42449. * Adds a floor mesh to be used for teleportation.
  42450. * @param floorMesh the mesh to be used for teleportation.
  42451. */
  42452. addFloorMesh(floorMesh: Mesh): void;
  42453. /**
  42454. * Removes a floor mesh from being used for teleportation.
  42455. * @param floorMesh the mesh to be removed.
  42456. */
  42457. removeFloorMesh(floorMesh: Mesh): void;
  42458. /**
  42459. * Enables interactions and teleportation using the VR controllers and gaze.
  42460. * @param vrTeleportationOptions options to modify teleportation behavior.
  42461. */
  42462. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42463. private _onNewGamepadConnected;
  42464. private _tryEnableInteractionOnController;
  42465. private _onNewGamepadDisconnected;
  42466. private _enableInteractionOnController;
  42467. private _checkTeleportWithRay;
  42468. private _checkRotate;
  42469. private _checkTeleportBackwards;
  42470. private _enableTeleportationOnController;
  42471. private _createTeleportationCircles;
  42472. private _displayTeleportationTarget;
  42473. private _hideTeleportationTarget;
  42474. private _rotateCamera;
  42475. private _moveTeleportationSelectorTo;
  42476. private _workingVector;
  42477. private _workingQuaternion;
  42478. private _workingMatrix;
  42479. /**
  42480. * Teleports the users feet to the desired location
  42481. * @param location The location where the user's feet should be placed
  42482. */
  42483. teleportCamera(location: Vector3): void;
  42484. private _convertNormalToDirectionOfRay;
  42485. private _castRayAndSelectObject;
  42486. private _notifySelectedMeshUnselected;
  42487. /**
  42488. * Sets the color of the laser ray from the vr controllers.
  42489. * @param color new color for the ray.
  42490. */
  42491. changeLaserColor(color: Color3): void;
  42492. /**
  42493. * Sets the color of the ray from the vr headsets gaze.
  42494. * @param color new color for the ray.
  42495. */
  42496. changeGazeColor(color: Color3): void;
  42497. /**
  42498. * Exits VR and disposes of the vr experience helper
  42499. */
  42500. dispose(): void;
  42501. /**
  42502. * Gets the name of the VRExperienceHelper class
  42503. * @returns "VRExperienceHelper"
  42504. */
  42505. getClassName(): string;
  42506. }
  42507. }
  42508. declare module "babylonjs/Cameras/VR/index" {
  42509. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42510. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42511. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42512. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42513. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42514. export * from "babylonjs/Cameras/VR/webVRCamera";
  42515. }
  42516. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42517. import { Observable } from "babylonjs/Misc/observable";
  42518. import { Nullable } from "babylonjs/types";
  42519. import { IDisposable, Scene } from "babylonjs/scene";
  42520. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42521. /**
  42522. * Manages an XRSession to work with Babylon's engine
  42523. * @see https://doc.babylonjs.com/how_to/webxr
  42524. */
  42525. export class WebXRSessionManager implements IDisposable {
  42526. private scene;
  42527. /**
  42528. * Fires every time a new xrFrame arrives which can be used to update the camera
  42529. */
  42530. onXRFrameObservable: Observable<any>;
  42531. /**
  42532. * Fires when the xr session is ended either by the device or manually done
  42533. */
  42534. onXRSessionEnded: Observable<any>;
  42535. /**
  42536. * Underlying xr session
  42537. */
  42538. session: XRSession;
  42539. /**
  42540. * Type of reference space used when creating the session
  42541. */
  42542. referenceSpace: XRReferenceSpace;
  42543. /** @hidden */
  42544. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42545. /**
  42546. * Current XR frame
  42547. */
  42548. currentFrame: Nullable<XRFrame>;
  42549. private _xrNavigator;
  42550. private baseLayer;
  42551. /**
  42552. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42553. * @param scene The scene which the session should be created for
  42554. */
  42555. constructor(scene: Scene);
  42556. /**
  42557. * Initializes the manager
  42558. * After initialization enterXR can be called to start an XR session
  42559. * @returns Promise which resolves after it is initialized
  42560. */
  42561. initializeAsync(): Promise<void>;
  42562. /**
  42563. * Initializes an xr session
  42564. * @param xrSessionMode mode to initialize
  42565. * @returns a promise which will resolve once the session has been initialized
  42566. */
  42567. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42568. /**
  42569. * Sets the reference space on the xr session
  42570. * @param referenceSpace space to set
  42571. * @returns a promise that will resolve once the reference space has been set
  42572. */
  42573. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42574. /**
  42575. * Updates the render state of the session
  42576. * @param state state to set
  42577. * @returns a promise that resolves once the render state has been updated
  42578. */
  42579. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42580. /**
  42581. * Starts rendering to the xr layer
  42582. * @returns a promise that will resolve once rendering has started
  42583. */
  42584. startRenderingToXRAsync(): Promise<void>;
  42585. /**
  42586. * Stops the xrSession and restores the renderloop
  42587. * @returns Promise which resolves after it exits XR
  42588. */
  42589. exitXRAsync(): Promise<unknown>;
  42590. /**
  42591. * Checks if a session would be supported for the creation options specified
  42592. * @param sessionMode session mode to check if supported eg. immersive-vr
  42593. * @returns true if supported
  42594. */
  42595. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42596. /**
  42597. * @hidden
  42598. * Converts the render layer of xrSession to a render target
  42599. * @param session session to create render target for
  42600. * @param scene scene the new render target should be created for
  42601. */
  42602. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42603. /**
  42604. * Disposes of the session manager
  42605. */
  42606. dispose(): void;
  42607. }
  42608. }
  42609. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42610. import { Scene } from "babylonjs/scene";
  42611. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42612. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42613. /**
  42614. * WebXR Camera which holds the views for the xrSession
  42615. * @see https://doc.babylonjs.com/how_to/webxr
  42616. */
  42617. export class WebXRCamera extends FreeCamera {
  42618. private static _TmpMatrix;
  42619. /**
  42620. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42621. * @param name the name of the camera
  42622. * @param scene the scene to add the camera to
  42623. */
  42624. constructor(name: string, scene: Scene);
  42625. private _updateNumberOfRigCameras;
  42626. /** @hidden */
  42627. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42628. /**
  42629. * Updates the cameras position from the current pose information of the XR session
  42630. * @param xrSessionManager the session containing pose information
  42631. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42632. */
  42633. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42634. }
  42635. }
  42636. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42637. import { Nullable } from "babylonjs/types";
  42638. import { IDisposable } from "babylonjs/scene";
  42639. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42640. /**
  42641. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42642. */
  42643. export class WebXRManagedOutputCanvas implements IDisposable {
  42644. private helper;
  42645. private _canvas;
  42646. /**
  42647. * xrpresent context of the canvas which can be used to display/mirror xr content
  42648. */
  42649. canvasContext: WebGLRenderingContext;
  42650. /**
  42651. * xr layer for the canvas
  42652. */
  42653. xrLayer: Nullable<XRWebGLLayer>;
  42654. /**
  42655. * Initializes the xr layer for the session
  42656. * @param xrSession xr session
  42657. * @returns a promise that will resolve once the XR Layer has been created
  42658. */
  42659. initializeXRLayerAsync(xrSession: any): any;
  42660. /**
  42661. * Initializes the canvas to be added/removed upon entering/exiting xr
  42662. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42663. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42664. */
  42665. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42666. /**
  42667. * Disposes of the object
  42668. */
  42669. dispose(): void;
  42670. private _setManagedOutputCanvas;
  42671. private _addCanvas;
  42672. private _removeCanvas;
  42673. }
  42674. }
  42675. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42676. import { Observable } from "babylonjs/Misc/observable";
  42677. import { IDisposable, Scene } from "babylonjs/scene";
  42678. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42679. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42680. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42681. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42682. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42683. /**
  42684. * States of the webXR experience
  42685. */
  42686. export enum WebXRState {
  42687. /**
  42688. * Transitioning to being in XR mode
  42689. */
  42690. ENTERING_XR = 0,
  42691. /**
  42692. * Transitioning to non XR mode
  42693. */
  42694. EXITING_XR = 1,
  42695. /**
  42696. * In XR mode and presenting
  42697. */
  42698. IN_XR = 2,
  42699. /**
  42700. * Not entered XR mode
  42701. */
  42702. NOT_IN_XR = 3
  42703. }
  42704. /**
  42705. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42706. * @see https://doc.babylonjs.com/how_to/webxr
  42707. */
  42708. export class WebXRExperienceHelper implements IDisposable {
  42709. private scene;
  42710. /**
  42711. * 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
  42712. */
  42713. container: AbstractMesh;
  42714. /**
  42715. * Camera used to render xr content
  42716. */
  42717. camera: WebXRCamera;
  42718. /**
  42719. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42720. */
  42721. state: WebXRState;
  42722. private _setState;
  42723. private static _TmpVector;
  42724. /**
  42725. * Fires when the state of the experience helper has changed
  42726. */
  42727. onStateChangedObservable: Observable<WebXRState>;
  42728. /** Session manager used to keep track of xr session */
  42729. sessionManager: WebXRSessionManager;
  42730. private _nonVRCamera;
  42731. private _originalSceneAutoClear;
  42732. private _supported;
  42733. /**
  42734. * Creates the experience helper
  42735. * @param scene the scene to attach the experience helper to
  42736. * @returns a promise for the experience helper
  42737. */
  42738. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42739. /**
  42740. * Creates a WebXRExperienceHelper
  42741. * @param scene The scene the helper should be created in
  42742. */
  42743. private constructor();
  42744. /**
  42745. * Exits XR mode and returns the scene to its original state
  42746. * @returns promise that resolves after xr mode has exited
  42747. */
  42748. exitXRAsync(): Promise<unknown>;
  42749. /**
  42750. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42751. * @param sessionCreationOptions options for the XR session
  42752. * @param referenceSpaceType frame of reference of the XR session
  42753. * @param outputCanvas the output canvas that will be used to enter XR mode
  42754. * @returns promise that resolves after xr mode has entered
  42755. */
  42756. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42757. /**
  42758. * Updates the global position of the camera by moving the camera's container
  42759. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42760. * @param position The desired global position of the camera
  42761. */
  42762. setPositionOfCameraUsingContainer(position: Vector3): void;
  42763. /**
  42764. * Rotates the xr camera by rotating the camera's container around the camera's position
  42765. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42766. * @param rotation the desired quaternion rotation to apply to the camera
  42767. */
  42768. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42769. /**
  42770. * Disposes of the experience helper
  42771. */
  42772. dispose(): void;
  42773. }
  42774. }
  42775. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42776. import { Nullable } from "babylonjs/types";
  42777. import { Observable } from "babylonjs/Misc/observable";
  42778. import { IDisposable, Scene } from "babylonjs/scene";
  42779. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42780. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42781. /**
  42782. * Button which can be used to enter a different mode of XR
  42783. */
  42784. export class WebXREnterExitUIButton {
  42785. /** button element */
  42786. element: HTMLElement;
  42787. /** XR initialization options for the button */
  42788. sessionMode: XRSessionMode;
  42789. /** Reference space type */
  42790. referenceSpaceType: XRReferenceSpaceType;
  42791. /**
  42792. * Creates a WebXREnterExitUIButton
  42793. * @param element button element
  42794. * @param sessionMode XR initialization session mode
  42795. * @param referenceSpaceType the type of reference space to be used
  42796. */
  42797. constructor(
  42798. /** button element */
  42799. element: HTMLElement,
  42800. /** XR initialization options for the button */
  42801. sessionMode: XRSessionMode,
  42802. /** Reference space type */
  42803. referenceSpaceType: XRReferenceSpaceType);
  42804. /**
  42805. * Overwritable function which can be used to update the button's visuals when the state changes
  42806. * @param activeButton the current active button in the UI
  42807. */
  42808. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42809. }
  42810. /**
  42811. * Options to create the webXR UI
  42812. */
  42813. export class WebXREnterExitUIOptions {
  42814. /**
  42815. * Context to enter xr with
  42816. */
  42817. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42818. /**
  42819. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42820. */
  42821. customButtons?: Array<WebXREnterExitUIButton>;
  42822. }
  42823. /**
  42824. * UI to allow the user to enter/exit XR mode
  42825. */
  42826. export class WebXREnterExitUI implements IDisposable {
  42827. private scene;
  42828. private _overlay;
  42829. private _buttons;
  42830. private _activeButton;
  42831. /**
  42832. * Fired every time the active button is changed.
  42833. *
  42834. * When xr is entered via a button that launches xr that button will be the callback parameter
  42835. *
  42836. * When exiting xr the callback parameter will be null)
  42837. */
  42838. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42839. /**
  42840. * Creates UI to allow the user to enter/exit XR mode
  42841. * @param scene the scene to add the ui to
  42842. * @param helper the xr experience helper to enter/exit xr with
  42843. * @param options options to configure the UI
  42844. * @returns the created ui
  42845. */
  42846. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42847. private constructor();
  42848. private _updateButtons;
  42849. /**
  42850. * Disposes of the object
  42851. */
  42852. dispose(): void;
  42853. }
  42854. }
  42855. declare module "babylonjs/Cameras/XR/webXRController" {
  42856. import { Nullable } from "babylonjs/types";
  42857. import { Observable } from "babylonjs/Misc/observable";
  42858. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42859. import { Ray } from "babylonjs/Culling/ray";
  42860. import { Scene } from "babylonjs/scene";
  42861. /**
  42862. * Represents an XR input
  42863. */
  42864. export class WebXRController {
  42865. private scene;
  42866. /** The underlying input source for the controller */
  42867. inputSource: XRInputSource;
  42868. private parentContainer;
  42869. /**
  42870. * 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
  42871. */
  42872. grip?: AbstractMesh;
  42873. /**
  42874. * Pointer which can be used to select objects or attach a visible laser to
  42875. */
  42876. pointer: AbstractMesh;
  42877. /**
  42878. * Event that fires when the controller is removed/disposed
  42879. */
  42880. onDisposeObservable: Observable<{}>;
  42881. private _tmpMatrix;
  42882. private _tmpQuaternion;
  42883. private _tmpVector;
  42884. /**
  42885. * Creates the controller
  42886. * @see https://doc.babylonjs.com/how_to/webxr
  42887. * @param scene the scene which the controller should be associated to
  42888. * @param inputSource the underlying input source for the controller
  42889. * @param parentContainer parent that the controller meshes should be children of
  42890. */
  42891. constructor(scene: Scene,
  42892. /** The underlying input source for the controller */
  42893. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42894. /**
  42895. * Updates the controller pose based on the given XRFrame
  42896. * @param xrFrame xr frame to update the pose with
  42897. * @param referenceSpace reference space to use
  42898. */
  42899. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42900. /**
  42901. * Gets a world space ray coming from the controller
  42902. * @param result the resulting ray
  42903. */
  42904. getWorldPointerRayToRef(result: Ray): void;
  42905. /**
  42906. * Disposes of the object
  42907. */
  42908. dispose(): void;
  42909. }
  42910. }
  42911. declare module "babylonjs/Cameras/XR/webXRInput" {
  42912. import { Observable } from "babylonjs/Misc/observable";
  42913. import { IDisposable } from "babylonjs/scene";
  42914. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42915. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42916. /**
  42917. * XR input used to track XR inputs such as controllers/rays
  42918. */
  42919. export class WebXRInput implements IDisposable {
  42920. /**
  42921. * Base experience the input listens to
  42922. */
  42923. baseExperience: WebXRExperienceHelper;
  42924. /**
  42925. * XR controllers being tracked
  42926. */
  42927. controllers: Array<WebXRController>;
  42928. private _frameObserver;
  42929. private _stateObserver;
  42930. /**
  42931. * Event when a controller has been connected/added
  42932. */
  42933. onControllerAddedObservable: Observable<WebXRController>;
  42934. /**
  42935. * Event when a controller has been removed/disconnected
  42936. */
  42937. onControllerRemovedObservable: Observable<WebXRController>;
  42938. /**
  42939. * Initializes the WebXRInput
  42940. * @param baseExperience experience helper which the input should be created for
  42941. */
  42942. constructor(
  42943. /**
  42944. * Base experience the input listens to
  42945. */
  42946. baseExperience: WebXRExperienceHelper);
  42947. private _onInputSourcesChange;
  42948. private _addAndRemoveControllers;
  42949. /**
  42950. * Disposes of the object
  42951. */
  42952. dispose(): void;
  42953. }
  42954. }
  42955. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42956. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42957. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42958. /**
  42959. * Enables teleportation
  42960. */
  42961. export class WebXRControllerTeleportation {
  42962. private _teleportationFillColor;
  42963. private _teleportationBorderColor;
  42964. private _tmpRay;
  42965. private _tmpVector;
  42966. /**
  42967. * Creates a WebXRControllerTeleportation
  42968. * @param input input manager to add teleportation to
  42969. * @param floorMeshes floormeshes which can be teleported to
  42970. */
  42971. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42972. }
  42973. }
  42974. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42975. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42976. /**
  42977. * Handles pointer input automatically for the pointer of XR controllers
  42978. */
  42979. export class WebXRControllerPointerSelection {
  42980. private static _idCounter;
  42981. private _tmpRay;
  42982. /**
  42983. * Creates a WebXRControllerPointerSelection
  42984. * @param input input manager to setup pointer selection
  42985. */
  42986. constructor(input: WebXRInput);
  42987. private _convertNormalToDirectionOfRay;
  42988. private _updatePointerDistance;
  42989. }
  42990. }
  42991. declare module "babylonjs/Loading/sceneLoader" {
  42992. import { Observable } from "babylonjs/Misc/observable";
  42993. import { Nullable } from "babylonjs/types";
  42994. import { Scene } from "babylonjs/scene";
  42995. import { Engine } from "babylonjs/Engines/engine";
  42996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42997. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42998. import { AssetContainer } from "babylonjs/assetContainer";
  42999. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43000. import { Skeleton } from "babylonjs/Bones/skeleton";
  43001. /**
  43002. * Class used to represent data loading progression
  43003. */
  43004. export class SceneLoaderProgressEvent {
  43005. /** defines if data length to load can be evaluated */
  43006. readonly lengthComputable: boolean;
  43007. /** defines the loaded data length */
  43008. readonly loaded: number;
  43009. /** defines the data length to load */
  43010. readonly total: number;
  43011. /**
  43012. * Create a new progress event
  43013. * @param lengthComputable defines if data length to load can be evaluated
  43014. * @param loaded defines the loaded data length
  43015. * @param total defines the data length to load
  43016. */
  43017. constructor(
  43018. /** defines if data length to load can be evaluated */
  43019. lengthComputable: boolean,
  43020. /** defines the loaded data length */
  43021. loaded: number,
  43022. /** defines the data length to load */
  43023. total: number);
  43024. /**
  43025. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43026. * @param event defines the source event
  43027. * @returns a new SceneLoaderProgressEvent
  43028. */
  43029. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43030. }
  43031. /**
  43032. * Interface used by SceneLoader plugins to define supported file extensions
  43033. */
  43034. export interface ISceneLoaderPluginExtensions {
  43035. /**
  43036. * Defines the list of supported extensions
  43037. */
  43038. [extension: string]: {
  43039. isBinary: boolean;
  43040. };
  43041. }
  43042. /**
  43043. * Interface used by SceneLoader plugin factory
  43044. */
  43045. export interface ISceneLoaderPluginFactory {
  43046. /**
  43047. * Defines the name of the factory
  43048. */
  43049. name: string;
  43050. /**
  43051. * Function called to create a new plugin
  43052. * @return the new plugin
  43053. */
  43054. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43055. /**
  43056. * Boolean indicating if the plugin can direct load specific data
  43057. */
  43058. canDirectLoad?: (data: string) => boolean;
  43059. }
  43060. /**
  43061. * Interface used to define a SceneLoader plugin
  43062. */
  43063. export interface ISceneLoaderPlugin {
  43064. /**
  43065. * The friendly name of this plugin.
  43066. */
  43067. name: string;
  43068. /**
  43069. * The file extensions supported by this plugin.
  43070. */
  43071. extensions: string | ISceneLoaderPluginExtensions;
  43072. /**
  43073. * Import meshes into a scene.
  43074. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43075. * @param scene The scene to import into
  43076. * @param data The data to import
  43077. * @param rootUrl The root url for scene and resources
  43078. * @param meshes The meshes array to import into
  43079. * @param particleSystems The particle systems array to import into
  43080. * @param skeletons The skeletons array to import into
  43081. * @param onError The callback when import fails
  43082. * @returns True if successful or false otherwise
  43083. */
  43084. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43085. /**
  43086. * Load into a scene.
  43087. * @param scene The scene to load into
  43088. * @param data The data to import
  43089. * @param rootUrl The root url for scene and resources
  43090. * @param onError The callback when import fails
  43091. * @returns true if successful or false otherwise
  43092. */
  43093. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43094. /**
  43095. * The callback that returns true if the data can be directly loaded.
  43096. */
  43097. canDirectLoad?: (data: string) => boolean;
  43098. /**
  43099. * The callback that allows custom handling of the root url based on the response url.
  43100. */
  43101. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43102. /**
  43103. * Load into an asset container.
  43104. * @param scene The scene to load into
  43105. * @param data The data to import
  43106. * @param rootUrl The root url for scene and resources
  43107. * @param onError The callback when import fails
  43108. * @returns The loaded asset container
  43109. */
  43110. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43111. }
  43112. /**
  43113. * Interface used to define an async SceneLoader plugin
  43114. */
  43115. export interface ISceneLoaderPluginAsync {
  43116. /**
  43117. * The friendly name of this plugin.
  43118. */
  43119. name: string;
  43120. /**
  43121. * The file extensions supported by this plugin.
  43122. */
  43123. extensions: string | ISceneLoaderPluginExtensions;
  43124. /**
  43125. * Import meshes into a scene.
  43126. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43127. * @param scene The scene to import into
  43128. * @param data The data to import
  43129. * @param rootUrl The root url for scene and resources
  43130. * @param onProgress The callback when the load progresses
  43131. * @param fileName Defines the name of the file to load
  43132. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43133. */
  43134. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43135. meshes: AbstractMesh[];
  43136. particleSystems: IParticleSystem[];
  43137. skeletons: Skeleton[];
  43138. animationGroups: AnimationGroup[];
  43139. }>;
  43140. /**
  43141. * Load into a scene.
  43142. * @param scene The scene to load into
  43143. * @param data The data to import
  43144. * @param rootUrl The root url for scene and resources
  43145. * @param onProgress The callback when the load progresses
  43146. * @param fileName Defines the name of the file to load
  43147. * @returns Nothing
  43148. */
  43149. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43150. /**
  43151. * The callback that returns true if the data can be directly loaded.
  43152. */
  43153. canDirectLoad?: (data: string) => boolean;
  43154. /**
  43155. * The callback that allows custom handling of the root url based on the response url.
  43156. */
  43157. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43158. /**
  43159. * Load into an asset container.
  43160. * @param scene The scene to load into
  43161. * @param data The data to import
  43162. * @param rootUrl The root url for scene and resources
  43163. * @param onProgress The callback when the load progresses
  43164. * @param fileName Defines the name of the file to load
  43165. * @returns The loaded asset container
  43166. */
  43167. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43168. }
  43169. /**
  43170. * Class used to load scene from various file formats using registered plugins
  43171. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43172. */
  43173. export class SceneLoader {
  43174. /**
  43175. * No logging while loading
  43176. */
  43177. static readonly NO_LOGGING: number;
  43178. /**
  43179. * Minimal logging while loading
  43180. */
  43181. static readonly MINIMAL_LOGGING: number;
  43182. /**
  43183. * Summary logging while loading
  43184. */
  43185. static readonly SUMMARY_LOGGING: number;
  43186. /**
  43187. * Detailled logging while loading
  43188. */
  43189. static readonly DETAILED_LOGGING: number;
  43190. /**
  43191. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43192. */
  43193. static ForceFullSceneLoadingForIncremental: boolean;
  43194. /**
  43195. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43196. */
  43197. static ShowLoadingScreen: boolean;
  43198. /**
  43199. * Defines the current logging level (while loading the scene)
  43200. * @ignorenaming
  43201. */
  43202. static loggingLevel: number;
  43203. /**
  43204. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43205. */
  43206. static CleanBoneMatrixWeights: boolean;
  43207. /**
  43208. * Event raised when a plugin is used to load a scene
  43209. */
  43210. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43211. private static _registeredPlugins;
  43212. private static _getDefaultPlugin;
  43213. private static _getPluginForExtension;
  43214. private static _getPluginForDirectLoad;
  43215. private static _getPluginForFilename;
  43216. private static _getDirectLoad;
  43217. private static _loadData;
  43218. private static _getFileInfo;
  43219. /**
  43220. * Gets a plugin that can load the given extension
  43221. * @param extension defines the extension to load
  43222. * @returns a plugin or null if none works
  43223. */
  43224. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43225. /**
  43226. * Gets a boolean indicating that the given extension can be loaded
  43227. * @param extension defines the extension to load
  43228. * @returns true if the extension is supported
  43229. */
  43230. static IsPluginForExtensionAvailable(extension: string): boolean;
  43231. /**
  43232. * Adds a new plugin to the list of registered plugins
  43233. * @param plugin defines the plugin to add
  43234. */
  43235. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43236. /**
  43237. * Import meshes into a scene
  43238. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43239. * @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)
  43240. * @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)
  43241. * @param scene the instance of BABYLON.Scene to append to
  43242. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43243. * @param onProgress a callback with a progress event for each file being loaded
  43244. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43245. * @param pluginExtension the extension used to determine the plugin
  43246. * @returns The loaded plugin
  43247. */
  43248. 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>;
  43249. /**
  43250. * Import meshes into a scene
  43251. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43252. * @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)
  43253. * @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)
  43254. * @param scene the instance of BABYLON.Scene to append to
  43255. * @param onProgress a callback with a progress event for each file being loaded
  43256. * @param pluginExtension the extension used to determine the plugin
  43257. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43258. */
  43259. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43260. meshes: AbstractMesh[];
  43261. particleSystems: IParticleSystem[];
  43262. skeletons: Skeleton[];
  43263. animationGroups: AnimationGroup[];
  43264. }>;
  43265. /**
  43266. * Load a scene
  43267. * @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)
  43268. * @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)
  43269. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43270. * @param onSuccess a callback with the scene when import succeeds
  43271. * @param onProgress a callback with a progress event for each file being loaded
  43272. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43273. * @param pluginExtension the extension used to determine the plugin
  43274. * @returns The loaded plugin
  43275. */
  43276. 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>;
  43277. /**
  43278. * Load a scene
  43279. * @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)
  43280. * @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)
  43281. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43282. * @param onProgress a callback with a progress event for each file being loaded
  43283. * @param pluginExtension the extension used to determine the plugin
  43284. * @returns The loaded scene
  43285. */
  43286. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43287. /**
  43288. * Append a scene
  43289. * @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)
  43290. * @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)
  43291. * @param scene is the instance of BABYLON.Scene to append to
  43292. * @param onSuccess a callback with the scene when import succeeds
  43293. * @param onProgress a callback with a progress event for each file being loaded
  43294. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43295. * @param pluginExtension the extension used to determine the plugin
  43296. * @returns The loaded plugin
  43297. */
  43298. 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>;
  43299. /**
  43300. * Append a scene
  43301. * @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)
  43302. * @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)
  43303. * @param scene is the instance of BABYLON.Scene to append to
  43304. * @param onProgress a callback with a progress event for each file being loaded
  43305. * @param pluginExtension the extension used to determine the plugin
  43306. * @returns The given scene
  43307. */
  43308. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43309. /**
  43310. * Load a scene into an asset container
  43311. * @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)
  43312. * @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)
  43313. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43314. * @param onSuccess a callback with the scene when import succeeds
  43315. * @param onProgress a callback with a progress event for each file being loaded
  43316. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43317. * @param pluginExtension the extension used to determine the plugin
  43318. * @returns The loaded plugin
  43319. */
  43320. 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>;
  43321. /**
  43322. * Load a scene into an asset container
  43323. * @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)
  43324. * @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)
  43325. * @param scene is the instance of Scene to append to
  43326. * @param onProgress a callback with a progress event for each file being loaded
  43327. * @param pluginExtension the extension used to determine the plugin
  43328. * @returns The loaded asset container
  43329. */
  43330. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43331. }
  43332. }
  43333. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43334. import { Scene } from "babylonjs/scene";
  43335. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43336. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43337. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43338. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43339. /**
  43340. * Generic Controller
  43341. */
  43342. export class GenericController extends WebVRController {
  43343. /**
  43344. * Base Url for the controller model.
  43345. */
  43346. static readonly MODEL_BASE_URL: string;
  43347. /**
  43348. * File name for the controller model.
  43349. */
  43350. static readonly MODEL_FILENAME: string;
  43351. /**
  43352. * Creates a new GenericController from a gamepad
  43353. * @param vrGamepad the gamepad that the controller should be created from
  43354. */
  43355. constructor(vrGamepad: any);
  43356. /**
  43357. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43358. * @param scene scene in which to add meshes
  43359. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43360. */
  43361. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43362. /**
  43363. * Called once for each button that changed state since the last frame
  43364. * @param buttonIdx Which button index changed
  43365. * @param state New state of the button
  43366. * @param changes Which properties on the state changed since last frame
  43367. */
  43368. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43369. }
  43370. }
  43371. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43372. import { Observable } from "babylonjs/Misc/observable";
  43373. import { Scene } from "babylonjs/scene";
  43374. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43375. import { Ray } from "babylonjs/Culling/ray";
  43376. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43377. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43378. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43379. /**
  43380. * Defines the WindowsMotionController object that the state of the windows motion controller
  43381. */
  43382. export class WindowsMotionController extends WebVRController {
  43383. /**
  43384. * The base url used to load the left and right controller models
  43385. */
  43386. static MODEL_BASE_URL: string;
  43387. /**
  43388. * The name of the left controller model file
  43389. */
  43390. static MODEL_LEFT_FILENAME: string;
  43391. /**
  43392. * The name of the right controller model file
  43393. */
  43394. static MODEL_RIGHT_FILENAME: string;
  43395. /**
  43396. * The controller name prefix for this controller type
  43397. */
  43398. static readonly GAMEPAD_ID_PREFIX: string;
  43399. /**
  43400. * The controller id pattern for this controller type
  43401. */
  43402. private static readonly GAMEPAD_ID_PATTERN;
  43403. private _loadedMeshInfo;
  43404. private readonly _mapping;
  43405. /**
  43406. * Fired when the trackpad on this controller is clicked
  43407. */
  43408. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43409. /**
  43410. * Fired when the trackpad on this controller is modified
  43411. */
  43412. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43413. /**
  43414. * The current x and y values of this controller's trackpad
  43415. */
  43416. trackpad: StickValues;
  43417. /**
  43418. * Creates a new WindowsMotionController from a gamepad
  43419. * @param vrGamepad the gamepad that the controller should be created from
  43420. */
  43421. constructor(vrGamepad: any);
  43422. /**
  43423. * Fired when the trigger on this controller is modified
  43424. */
  43425. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43426. /**
  43427. * Fired when the menu button on this controller is modified
  43428. */
  43429. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43430. /**
  43431. * Fired when the grip button on this controller is modified
  43432. */
  43433. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43434. /**
  43435. * Fired when the thumbstick button on this controller is modified
  43436. */
  43437. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43438. /**
  43439. * Fired when the touchpad button on this controller is modified
  43440. */
  43441. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43442. /**
  43443. * Fired when the touchpad values on this controller are modified
  43444. */
  43445. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43446. private _updateTrackpad;
  43447. /**
  43448. * Called once per frame by the engine.
  43449. */
  43450. update(): void;
  43451. /**
  43452. * Called once for each button that changed state since the last frame
  43453. * @param buttonIdx Which button index changed
  43454. * @param state New state of the button
  43455. * @param changes Which properties on the state changed since last frame
  43456. */
  43457. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43458. /**
  43459. * Moves the buttons on the controller mesh based on their current state
  43460. * @param buttonName the name of the button to move
  43461. * @param buttonValue the value of the button which determines the buttons new position
  43462. */
  43463. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43464. /**
  43465. * Moves the axis on the controller mesh based on its current state
  43466. * @param axis the index of the axis
  43467. * @param axisValue the value of the axis which determines the meshes new position
  43468. * @hidden
  43469. */
  43470. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43471. /**
  43472. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43473. * @param scene scene in which to add meshes
  43474. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43475. */
  43476. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43477. /**
  43478. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43479. * can be transformed by button presses and axes values, based on this._mapping.
  43480. *
  43481. * @param scene scene in which the meshes exist
  43482. * @param meshes list of meshes that make up the controller model to process
  43483. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43484. */
  43485. private processModel;
  43486. private createMeshInfo;
  43487. /**
  43488. * Gets the ray of the controller in the direction the controller is pointing
  43489. * @param length the length the resulting ray should be
  43490. * @returns a ray in the direction the controller is pointing
  43491. */
  43492. getForwardRay(length?: number): Ray;
  43493. /**
  43494. * Disposes of the controller
  43495. */
  43496. dispose(): void;
  43497. }
  43498. }
  43499. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43500. import { Observable } from "babylonjs/Misc/observable";
  43501. import { Scene } from "babylonjs/scene";
  43502. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43503. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43504. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43505. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43506. /**
  43507. * Oculus Touch Controller
  43508. */
  43509. export class OculusTouchController extends WebVRController {
  43510. /**
  43511. * Base Url for the controller model.
  43512. */
  43513. static MODEL_BASE_URL: string;
  43514. /**
  43515. * File name for the left controller model.
  43516. */
  43517. static MODEL_LEFT_FILENAME: string;
  43518. /**
  43519. * File name for the right controller model.
  43520. */
  43521. static MODEL_RIGHT_FILENAME: string;
  43522. /**
  43523. * Base Url for the Quest controller model.
  43524. */
  43525. static QUEST_MODEL_BASE_URL: string;
  43526. /**
  43527. * @hidden
  43528. * If the controllers are running on a device that needs the updated Quest controller models
  43529. */
  43530. static _IsQuest: boolean;
  43531. /**
  43532. * Fired when the secondary trigger on this controller is modified
  43533. */
  43534. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43535. /**
  43536. * Fired when the thumb rest on this controller is modified
  43537. */
  43538. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43539. /**
  43540. * Creates a new OculusTouchController from a gamepad
  43541. * @param vrGamepad the gamepad that the controller should be created from
  43542. */
  43543. constructor(vrGamepad: any);
  43544. /**
  43545. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43546. * @param scene scene in which to add meshes
  43547. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43548. */
  43549. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43550. /**
  43551. * Fired when the A button on this controller is modified
  43552. */
  43553. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43554. /**
  43555. * Fired when the B button on this controller is modified
  43556. */
  43557. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43558. /**
  43559. * Fired when the X button on this controller is modified
  43560. */
  43561. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43562. /**
  43563. * Fired when the Y button on this controller is modified
  43564. */
  43565. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43566. /**
  43567. * Called once for each button that changed state since the last frame
  43568. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43569. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43570. * 2) secondary trigger (same)
  43571. * 3) A (right) X (left), touch, pressed = value
  43572. * 4) B / Y
  43573. * 5) thumb rest
  43574. * @param buttonIdx Which button index changed
  43575. * @param state New state of the button
  43576. * @param changes Which properties on the state changed since last frame
  43577. */
  43578. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43579. }
  43580. }
  43581. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43582. import { Scene } from "babylonjs/scene";
  43583. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43584. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43585. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43586. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43587. import { Observable } from "babylonjs/Misc/observable";
  43588. /**
  43589. * Vive Controller
  43590. */
  43591. export class ViveController extends WebVRController {
  43592. /**
  43593. * Base Url for the controller model.
  43594. */
  43595. static MODEL_BASE_URL: string;
  43596. /**
  43597. * File name for the controller model.
  43598. */
  43599. static MODEL_FILENAME: string;
  43600. /**
  43601. * Creates a new ViveController from a gamepad
  43602. * @param vrGamepad the gamepad that the controller should be created from
  43603. */
  43604. constructor(vrGamepad: any);
  43605. /**
  43606. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43607. * @param scene scene in which to add meshes
  43608. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43609. */
  43610. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43611. /**
  43612. * Fired when the left button on this controller is modified
  43613. */
  43614. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43615. /**
  43616. * Fired when the right button on this controller is modified
  43617. */
  43618. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43619. /**
  43620. * Fired when the menu button on this controller is modified
  43621. */
  43622. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43623. /**
  43624. * Called once for each button that changed state since the last frame
  43625. * Vive mapping:
  43626. * 0: touchpad
  43627. * 1: trigger
  43628. * 2: left AND right buttons
  43629. * 3: menu button
  43630. * @param buttonIdx Which button index changed
  43631. * @param state New state of the button
  43632. * @param changes Which properties on the state changed since last frame
  43633. */
  43634. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43635. }
  43636. }
  43637. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43638. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43639. /**
  43640. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43641. */
  43642. export class WebXRControllerModelLoader {
  43643. /**
  43644. * Creates the WebXRControllerModelLoader
  43645. * @param input xr input that creates the controllers
  43646. */
  43647. constructor(input: WebXRInput);
  43648. }
  43649. }
  43650. declare module "babylonjs/Cameras/XR/index" {
  43651. export * from "babylonjs/Cameras/XR/webXRCamera";
  43652. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43653. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43654. export * from "babylonjs/Cameras/XR/webXRInput";
  43655. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43656. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43657. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43658. export * from "babylonjs/Cameras/XR/webXRController";
  43659. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43660. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43661. }
  43662. declare module "babylonjs/Cameras/RigModes/index" {
  43663. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43664. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43665. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43666. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43667. }
  43668. declare module "babylonjs/Cameras/index" {
  43669. export * from "babylonjs/Cameras/Inputs/index";
  43670. export * from "babylonjs/Cameras/cameraInputsManager";
  43671. export * from "babylonjs/Cameras/camera";
  43672. export * from "babylonjs/Cameras/targetCamera";
  43673. export * from "babylonjs/Cameras/freeCamera";
  43674. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43675. export * from "babylonjs/Cameras/touchCamera";
  43676. export * from "babylonjs/Cameras/arcRotateCamera";
  43677. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43678. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43679. export * from "babylonjs/Cameras/flyCamera";
  43680. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43681. export * from "babylonjs/Cameras/followCamera";
  43682. export * from "babylonjs/Cameras/gamepadCamera";
  43683. export * from "babylonjs/Cameras/Stereoscopic/index";
  43684. export * from "babylonjs/Cameras/universalCamera";
  43685. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43686. export * from "babylonjs/Cameras/VR/index";
  43687. export * from "babylonjs/Cameras/XR/index";
  43688. export * from "babylonjs/Cameras/RigModes/index";
  43689. }
  43690. declare module "babylonjs/Collisions/index" {
  43691. export * from "babylonjs/Collisions/collider";
  43692. export * from "babylonjs/Collisions/collisionCoordinator";
  43693. export * from "babylonjs/Collisions/pickingInfo";
  43694. export * from "babylonjs/Collisions/intersectionInfo";
  43695. export * from "babylonjs/Collisions/meshCollisionData";
  43696. }
  43697. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43698. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43699. import { Vector3 } from "babylonjs/Maths/math.vector";
  43700. import { Ray } from "babylonjs/Culling/ray";
  43701. import { Plane } from "babylonjs/Maths/math.plane";
  43702. /**
  43703. * Contains an array of blocks representing the octree
  43704. */
  43705. export interface IOctreeContainer<T> {
  43706. /**
  43707. * Blocks within the octree
  43708. */
  43709. blocks: Array<OctreeBlock<T>>;
  43710. }
  43711. /**
  43712. * Class used to store a cell in an octree
  43713. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43714. */
  43715. export class OctreeBlock<T> {
  43716. /**
  43717. * Gets the content of the current block
  43718. */
  43719. entries: T[];
  43720. /**
  43721. * Gets the list of block children
  43722. */
  43723. blocks: Array<OctreeBlock<T>>;
  43724. private _depth;
  43725. private _maxDepth;
  43726. private _capacity;
  43727. private _minPoint;
  43728. private _maxPoint;
  43729. private _boundingVectors;
  43730. private _creationFunc;
  43731. /**
  43732. * Creates a new block
  43733. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43734. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43735. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43736. * @param depth defines the current depth of this block in the octree
  43737. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43738. * @param creationFunc defines a callback to call when an element is added to the block
  43739. */
  43740. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43741. /**
  43742. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43743. */
  43744. readonly capacity: number;
  43745. /**
  43746. * Gets the minimum vector (in world space) of the block's bounding box
  43747. */
  43748. readonly minPoint: Vector3;
  43749. /**
  43750. * Gets the maximum vector (in world space) of the block's bounding box
  43751. */
  43752. readonly maxPoint: Vector3;
  43753. /**
  43754. * Add a new element to this block
  43755. * @param entry defines the element to add
  43756. */
  43757. addEntry(entry: T): void;
  43758. /**
  43759. * Remove an element from this block
  43760. * @param entry defines the element to remove
  43761. */
  43762. removeEntry(entry: T): void;
  43763. /**
  43764. * Add an array of elements to this block
  43765. * @param entries defines the array of elements to add
  43766. */
  43767. addEntries(entries: T[]): void;
  43768. /**
  43769. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43770. * @param frustumPlanes defines the frustum planes to test
  43771. * @param selection defines the array to store current content if selection is positive
  43772. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43773. */
  43774. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43775. /**
  43776. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43777. * @param sphereCenter defines the bounding sphere center
  43778. * @param sphereRadius defines the bounding sphere radius
  43779. * @param selection defines the array to store current content if selection is positive
  43780. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43781. */
  43782. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43783. /**
  43784. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43785. * @param ray defines the ray to test with
  43786. * @param selection defines the array to store current content if selection is positive
  43787. */
  43788. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43789. /**
  43790. * Subdivide the content into child blocks (this block will then be empty)
  43791. */
  43792. createInnerBlocks(): void;
  43793. /**
  43794. * @hidden
  43795. */
  43796. 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;
  43797. }
  43798. }
  43799. declare module "babylonjs/Culling/Octrees/octree" {
  43800. import { SmartArray } from "babylonjs/Misc/smartArray";
  43801. import { Vector3 } from "babylonjs/Maths/math.vector";
  43802. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43803. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43804. import { Ray } from "babylonjs/Culling/ray";
  43805. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43806. import { Plane } from "babylonjs/Maths/math.plane";
  43807. /**
  43808. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43809. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43810. */
  43811. export class Octree<T> {
  43812. /** 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.) */
  43813. maxDepth: number;
  43814. /**
  43815. * Blocks within the octree containing objects
  43816. */
  43817. blocks: Array<OctreeBlock<T>>;
  43818. /**
  43819. * Content stored in the octree
  43820. */
  43821. dynamicContent: T[];
  43822. private _maxBlockCapacity;
  43823. private _selectionContent;
  43824. private _creationFunc;
  43825. /**
  43826. * Creates a octree
  43827. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43828. * @param creationFunc function to be used to instatiate the octree
  43829. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43830. * @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.)
  43831. */
  43832. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43833. /** 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.) */
  43834. maxDepth?: number);
  43835. /**
  43836. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43837. * @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);
  43838. * @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);
  43839. * @param entries meshes to be added to the octree blocks
  43840. */
  43841. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43842. /**
  43843. * Adds a mesh to the octree
  43844. * @param entry Mesh to add to the octree
  43845. */
  43846. addMesh(entry: T): void;
  43847. /**
  43848. * Remove an element from the octree
  43849. * @param entry defines the element to remove
  43850. */
  43851. removeMesh(entry: T): void;
  43852. /**
  43853. * Selects an array of meshes within the frustum
  43854. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43855. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43856. * @returns array of meshes within the frustum
  43857. */
  43858. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43859. /**
  43860. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43861. * @param sphereCenter defines the bounding sphere center
  43862. * @param sphereRadius defines the bounding sphere radius
  43863. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43864. * @returns an array of objects that intersect the sphere
  43865. */
  43866. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43867. /**
  43868. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43869. * @param ray defines the ray to test with
  43870. * @returns array of intersected objects
  43871. */
  43872. intersectsRay(ray: Ray): SmartArray<T>;
  43873. /**
  43874. * Adds a mesh into the octree block if it intersects the block
  43875. */
  43876. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43877. /**
  43878. * Adds a submesh into the octree block if it intersects the block
  43879. */
  43880. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43881. }
  43882. }
  43883. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43884. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43885. import { Scene } from "babylonjs/scene";
  43886. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43887. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43888. import { Ray } from "babylonjs/Culling/ray";
  43889. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43890. import { Collider } from "babylonjs/Collisions/collider";
  43891. module "babylonjs/scene" {
  43892. interface Scene {
  43893. /**
  43894. * @hidden
  43895. * Backing Filed
  43896. */
  43897. _selectionOctree: Octree<AbstractMesh>;
  43898. /**
  43899. * Gets the octree used to boost mesh selection (picking)
  43900. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43901. */
  43902. selectionOctree: Octree<AbstractMesh>;
  43903. /**
  43904. * Creates or updates the octree used to boost selection (picking)
  43905. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43906. * @param maxCapacity defines the maximum capacity per leaf
  43907. * @param maxDepth defines the maximum depth of the octree
  43908. * @returns an octree of AbstractMesh
  43909. */
  43910. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43911. }
  43912. }
  43913. module "babylonjs/Meshes/abstractMesh" {
  43914. interface AbstractMesh {
  43915. /**
  43916. * @hidden
  43917. * Backing Field
  43918. */
  43919. _submeshesOctree: Octree<SubMesh>;
  43920. /**
  43921. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43922. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43923. * @param maxCapacity defines the maximum size of each block (64 by default)
  43924. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43925. * @returns the new octree
  43926. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43927. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43928. */
  43929. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43930. }
  43931. }
  43932. /**
  43933. * Defines the octree scene component responsible to manage any octrees
  43934. * in a given scene.
  43935. */
  43936. export class OctreeSceneComponent {
  43937. /**
  43938. * The component name help to identify the component in the list of scene components.
  43939. */
  43940. readonly name: string;
  43941. /**
  43942. * The scene the component belongs to.
  43943. */
  43944. scene: Scene;
  43945. /**
  43946. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43947. */
  43948. readonly checksIsEnabled: boolean;
  43949. /**
  43950. * Creates a new instance of the component for the given scene
  43951. * @param scene Defines the scene to register the component in
  43952. */
  43953. constructor(scene: Scene);
  43954. /**
  43955. * Registers the component in a given scene
  43956. */
  43957. register(): void;
  43958. /**
  43959. * Return the list of active meshes
  43960. * @returns the list of active meshes
  43961. */
  43962. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43963. /**
  43964. * Return the list of active sub meshes
  43965. * @param mesh The mesh to get the candidates sub meshes from
  43966. * @returns the list of active sub meshes
  43967. */
  43968. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43969. private _tempRay;
  43970. /**
  43971. * Return the list of sub meshes intersecting with a given local ray
  43972. * @param mesh defines the mesh to find the submesh for
  43973. * @param localRay defines the ray in local space
  43974. * @returns the list of intersecting sub meshes
  43975. */
  43976. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43977. /**
  43978. * Return the list of sub meshes colliding with a collider
  43979. * @param mesh defines the mesh to find the submesh for
  43980. * @param collider defines the collider to evaluate the collision against
  43981. * @returns the list of colliding sub meshes
  43982. */
  43983. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43984. /**
  43985. * Rebuilds the elements related to this component in case of
  43986. * context lost for instance.
  43987. */
  43988. rebuild(): void;
  43989. /**
  43990. * Disposes the component and the associated ressources.
  43991. */
  43992. dispose(): void;
  43993. }
  43994. }
  43995. declare module "babylonjs/Culling/Octrees/index" {
  43996. export * from "babylonjs/Culling/Octrees/octree";
  43997. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43998. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43999. }
  44000. declare module "babylonjs/Culling/index" {
  44001. export * from "babylonjs/Culling/boundingBox";
  44002. export * from "babylonjs/Culling/boundingInfo";
  44003. export * from "babylonjs/Culling/boundingSphere";
  44004. export * from "babylonjs/Culling/Octrees/index";
  44005. export * from "babylonjs/Culling/ray";
  44006. }
  44007. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44008. import { IDisposable, Scene } from "babylonjs/scene";
  44009. import { Nullable } from "babylonjs/types";
  44010. import { Observable } from "babylonjs/Misc/observable";
  44011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44012. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44013. import { Camera } from "babylonjs/Cameras/camera";
  44014. /**
  44015. * Renders a layer on top of an existing scene
  44016. */
  44017. export class UtilityLayerRenderer implements IDisposable {
  44018. /** the original scene that will be rendered on top of */
  44019. originalScene: Scene;
  44020. private _pointerCaptures;
  44021. private _lastPointerEvents;
  44022. private static _DefaultUtilityLayer;
  44023. private static _DefaultKeepDepthUtilityLayer;
  44024. private _sharedGizmoLight;
  44025. private _renderCamera;
  44026. /**
  44027. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44028. * @returns the camera that is used when rendering the utility layer
  44029. */
  44030. getRenderCamera(): Nullable<Camera>;
  44031. /**
  44032. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44033. * @param cam the camera that should be used when rendering the utility layer
  44034. */
  44035. setRenderCamera(cam: Nullable<Camera>): void;
  44036. /**
  44037. * @hidden
  44038. * Light which used by gizmos to get light shading
  44039. */
  44040. _getSharedGizmoLight(): HemisphericLight;
  44041. /**
  44042. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44043. */
  44044. pickUtilitySceneFirst: boolean;
  44045. /**
  44046. * 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)
  44047. */
  44048. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44049. /**
  44050. * 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)
  44051. */
  44052. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44053. /**
  44054. * The scene that is rendered on top of the original scene
  44055. */
  44056. utilityLayerScene: Scene;
  44057. /**
  44058. * If the utility layer should automatically be rendered on top of existing scene
  44059. */
  44060. shouldRender: boolean;
  44061. /**
  44062. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44063. */
  44064. onlyCheckPointerDownEvents: boolean;
  44065. /**
  44066. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44067. */
  44068. processAllEvents: boolean;
  44069. /**
  44070. * Observable raised when the pointer move from the utility layer scene to the main scene
  44071. */
  44072. onPointerOutObservable: Observable<number>;
  44073. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44074. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44075. private _afterRenderObserver;
  44076. private _sceneDisposeObserver;
  44077. private _originalPointerObserver;
  44078. /**
  44079. * Instantiates a UtilityLayerRenderer
  44080. * @param originalScene the original scene that will be rendered on top of
  44081. * @param handleEvents boolean indicating if the utility layer should handle events
  44082. */
  44083. constructor(
  44084. /** the original scene that will be rendered on top of */
  44085. originalScene: Scene, handleEvents?: boolean);
  44086. private _notifyObservers;
  44087. /**
  44088. * Renders the utility layers scene on top of the original scene
  44089. */
  44090. render(): void;
  44091. /**
  44092. * Disposes of the renderer
  44093. */
  44094. dispose(): void;
  44095. private _updateCamera;
  44096. }
  44097. }
  44098. declare module "babylonjs/Gizmos/gizmo" {
  44099. import { Nullable } from "babylonjs/types";
  44100. import { IDisposable } from "babylonjs/scene";
  44101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44102. import { Mesh } from "babylonjs/Meshes/mesh";
  44103. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44104. /**
  44105. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44106. */
  44107. export class Gizmo implements IDisposable {
  44108. /** The utility layer the gizmo will be added to */
  44109. gizmoLayer: UtilityLayerRenderer;
  44110. /**
  44111. * The root mesh of the gizmo
  44112. */
  44113. _rootMesh: Mesh;
  44114. private _attachedMesh;
  44115. /**
  44116. * Ratio for the scale of the gizmo (Default: 1)
  44117. */
  44118. scaleRatio: number;
  44119. /**
  44120. * If a custom mesh has been set (Default: false)
  44121. */
  44122. protected _customMeshSet: boolean;
  44123. /**
  44124. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44125. * * When set, interactions will be enabled
  44126. */
  44127. attachedMesh: Nullable<AbstractMesh>;
  44128. /**
  44129. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44130. * @param mesh The mesh to replace the default mesh of the gizmo
  44131. */
  44132. setCustomMesh(mesh: Mesh): void;
  44133. /**
  44134. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44135. */
  44136. updateGizmoRotationToMatchAttachedMesh: boolean;
  44137. /**
  44138. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44139. */
  44140. updateGizmoPositionToMatchAttachedMesh: boolean;
  44141. /**
  44142. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44143. */
  44144. updateScale: boolean;
  44145. protected _interactionsEnabled: boolean;
  44146. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44147. private _beforeRenderObserver;
  44148. private _tempVector;
  44149. /**
  44150. * Creates a gizmo
  44151. * @param gizmoLayer The utility layer the gizmo will be added to
  44152. */
  44153. constructor(
  44154. /** The utility layer the gizmo will be added to */
  44155. gizmoLayer?: UtilityLayerRenderer);
  44156. /**
  44157. * Updates the gizmo to match the attached mesh's position/rotation
  44158. */
  44159. protected _update(): void;
  44160. /**
  44161. * Disposes of the gizmo
  44162. */
  44163. dispose(): void;
  44164. }
  44165. }
  44166. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44167. import { Observable } from "babylonjs/Misc/observable";
  44168. import { Nullable } from "babylonjs/types";
  44169. import { Vector3 } from "babylonjs/Maths/math.vector";
  44170. import { Color3 } from "babylonjs/Maths/math.color";
  44171. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44173. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44174. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44175. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44176. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44177. import { Scene } from "babylonjs/scene";
  44178. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44179. /**
  44180. * Single plane drag gizmo
  44181. */
  44182. export class PlaneDragGizmo extends Gizmo {
  44183. /**
  44184. * Drag behavior responsible for the gizmos dragging interactions
  44185. */
  44186. dragBehavior: PointerDragBehavior;
  44187. private _pointerObserver;
  44188. /**
  44189. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44190. */
  44191. snapDistance: number;
  44192. /**
  44193. * Event that fires each time the gizmo snaps to a new location.
  44194. * * snapDistance is the the change in distance
  44195. */
  44196. onSnapObservable: Observable<{
  44197. snapDistance: number;
  44198. }>;
  44199. private _plane;
  44200. private _coloredMaterial;
  44201. private _hoverMaterial;
  44202. private _isEnabled;
  44203. private _parent;
  44204. /** @hidden */
  44205. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44206. /** @hidden */
  44207. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44208. /**
  44209. * Creates a PlaneDragGizmo
  44210. * @param gizmoLayer The utility layer the gizmo will be added to
  44211. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44212. * @param color The color of the gizmo
  44213. */
  44214. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44215. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44216. /**
  44217. * If the gizmo is enabled
  44218. */
  44219. isEnabled: boolean;
  44220. /**
  44221. * Disposes of the gizmo
  44222. */
  44223. dispose(): void;
  44224. }
  44225. }
  44226. declare module "babylonjs/Gizmos/positionGizmo" {
  44227. import { Observable } from "babylonjs/Misc/observable";
  44228. import { Nullable } from "babylonjs/types";
  44229. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44230. import { Mesh } from "babylonjs/Meshes/mesh";
  44231. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44232. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44233. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44234. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44235. /**
  44236. * Gizmo that enables dragging a mesh along 3 axis
  44237. */
  44238. export class PositionGizmo extends Gizmo {
  44239. /**
  44240. * Internal gizmo used for interactions on the x axis
  44241. */
  44242. xGizmo: AxisDragGizmo;
  44243. /**
  44244. * Internal gizmo used for interactions on the y axis
  44245. */
  44246. yGizmo: AxisDragGizmo;
  44247. /**
  44248. * Internal gizmo used for interactions on the z axis
  44249. */
  44250. zGizmo: AxisDragGizmo;
  44251. /**
  44252. * Internal gizmo used for interactions on the yz plane
  44253. */
  44254. xPlaneGizmo: PlaneDragGizmo;
  44255. /**
  44256. * Internal gizmo used for interactions on the xz plane
  44257. */
  44258. yPlaneGizmo: PlaneDragGizmo;
  44259. /**
  44260. * Internal gizmo used for interactions on the xy plane
  44261. */
  44262. zPlaneGizmo: PlaneDragGizmo;
  44263. /**
  44264. * private variables
  44265. */
  44266. private _meshAttached;
  44267. private _updateGizmoRotationToMatchAttachedMesh;
  44268. private _snapDistance;
  44269. private _scaleRatio;
  44270. /** Fires an event when any of it's sub gizmos are dragged */
  44271. onDragStartObservable: Observable<unknown>;
  44272. /** Fires an event when any of it's sub gizmos are released from dragging */
  44273. onDragEndObservable: Observable<unknown>;
  44274. /**
  44275. * If set to true, planar drag is enabled
  44276. */
  44277. private _planarGizmoEnabled;
  44278. attachedMesh: Nullable<AbstractMesh>;
  44279. /**
  44280. * Creates a PositionGizmo
  44281. * @param gizmoLayer The utility layer the gizmo will be added to
  44282. */
  44283. constructor(gizmoLayer?: UtilityLayerRenderer);
  44284. /**
  44285. * If the planar drag gizmo is enabled
  44286. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44287. */
  44288. planarGizmoEnabled: boolean;
  44289. updateGizmoRotationToMatchAttachedMesh: boolean;
  44290. /**
  44291. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44292. */
  44293. snapDistance: number;
  44294. /**
  44295. * Ratio for the scale of the gizmo (Default: 1)
  44296. */
  44297. scaleRatio: number;
  44298. /**
  44299. * Disposes of the gizmo
  44300. */
  44301. dispose(): void;
  44302. /**
  44303. * CustomMeshes are not supported by this gizmo
  44304. * @param mesh The mesh to replace the default mesh of the gizmo
  44305. */
  44306. setCustomMesh(mesh: Mesh): void;
  44307. }
  44308. }
  44309. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44310. import { Observable } from "babylonjs/Misc/observable";
  44311. import { Nullable } from "babylonjs/types";
  44312. import { Vector3 } from "babylonjs/Maths/math.vector";
  44313. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44314. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44315. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44316. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44317. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44318. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44319. import { Scene } from "babylonjs/scene";
  44320. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44321. import { Color3 } from "babylonjs/Maths/math.color";
  44322. /**
  44323. * Single axis drag gizmo
  44324. */
  44325. export class AxisDragGizmo extends Gizmo {
  44326. /**
  44327. * Drag behavior responsible for the gizmos dragging interactions
  44328. */
  44329. dragBehavior: PointerDragBehavior;
  44330. private _pointerObserver;
  44331. /**
  44332. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44333. */
  44334. snapDistance: number;
  44335. /**
  44336. * Event that fires each time the gizmo snaps to a new location.
  44337. * * snapDistance is the the change in distance
  44338. */
  44339. onSnapObservable: Observable<{
  44340. snapDistance: number;
  44341. }>;
  44342. private _isEnabled;
  44343. private _parent;
  44344. private _arrow;
  44345. private _coloredMaterial;
  44346. private _hoverMaterial;
  44347. /** @hidden */
  44348. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44349. /** @hidden */
  44350. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44351. /**
  44352. * Creates an AxisDragGizmo
  44353. * @param gizmoLayer The utility layer the gizmo will be added to
  44354. * @param dragAxis The axis which the gizmo will be able to drag on
  44355. * @param color The color of the gizmo
  44356. */
  44357. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44358. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44359. /**
  44360. * If the gizmo is enabled
  44361. */
  44362. isEnabled: boolean;
  44363. /**
  44364. * Disposes of the gizmo
  44365. */
  44366. dispose(): void;
  44367. }
  44368. }
  44369. declare module "babylonjs/Debug/axesViewer" {
  44370. import { Vector3 } from "babylonjs/Maths/math.vector";
  44371. import { Nullable } from "babylonjs/types";
  44372. import { Scene } from "babylonjs/scene";
  44373. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44374. /**
  44375. * The Axes viewer will show 3 axes in a specific point in space
  44376. */
  44377. export class AxesViewer {
  44378. private _xAxis;
  44379. private _yAxis;
  44380. private _zAxis;
  44381. private _scaleLinesFactor;
  44382. private _instanced;
  44383. /**
  44384. * Gets the hosting scene
  44385. */
  44386. scene: Scene;
  44387. /**
  44388. * Gets or sets a number used to scale line length
  44389. */
  44390. scaleLines: number;
  44391. /** Gets the node hierarchy used to render x-axis */
  44392. readonly xAxis: TransformNode;
  44393. /** Gets the node hierarchy used to render y-axis */
  44394. readonly yAxis: TransformNode;
  44395. /** Gets the node hierarchy used to render z-axis */
  44396. readonly zAxis: TransformNode;
  44397. /**
  44398. * Creates a new AxesViewer
  44399. * @param scene defines the hosting scene
  44400. * @param scaleLines defines a number used to scale line length (1 by default)
  44401. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44402. * @param xAxis defines the node hierarchy used to render the x-axis
  44403. * @param yAxis defines the node hierarchy used to render the y-axis
  44404. * @param zAxis defines the node hierarchy used to render the z-axis
  44405. */
  44406. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44407. /**
  44408. * Force the viewer to update
  44409. * @param position defines the position of the viewer
  44410. * @param xaxis defines the x axis of the viewer
  44411. * @param yaxis defines the y axis of the viewer
  44412. * @param zaxis defines the z axis of the viewer
  44413. */
  44414. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44415. /**
  44416. * Creates an instance of this axes viewer.
  44417. * @returns a new axes viewer with instanced meshes
  44418. */
  44419. createInstance(): AxesViewer;
  44420. /** Releases resources */
  44421. dispose(): void;
  44422. private static _SetRenderingGroupId;
  44423. }
  44424. }
  44425. declare module "babylonjs/Debug/boneAxesViewer" {
  44426. import { Nullable } from "babylonjs/types";
  44427. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44428. import { Vector3 } from "babylonjs/Maths/math.vector";
  44429. import { Mesh } from "babylonjs/Meshes/mesh";
  44430. import { Bone } from "babylonjs/Bones/bone";
  44431. import { Scene } from "babylonjs/scene";
  44432. /**
  44433. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44434. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44435. */
  44436. export class BoneAxesViewer extends AxesViewer {
  44437. /**
  44438. * Gets or sets the target mesh where to display the axes viewer
  44439. */
  44440. mesh: Nullable<Mesh>;
  44441. /**
  44442. * Gets or sets the target bone where to display the axes viewer
  44443. */
  44444. bone: Nullable<Bone>;
  44445. /** Gets current position */
  44446. pos: Vector3;
  44447. /** Gets direction of X axis */
  44448. xaxis: Vector3;
  44449. /** Gets direction of Y axis */
  44450. yaxis: Vector3;
  44451. /** Gets direction of Z axis */
  44452. zaxis: Vector3;
  44453. /**
  44454. * Creates a new BoneAxesViewer
  44455. * @param scene defines the hosting scene
  44456. * @param bone defines the target bone
  44457. * @param mesh defines the target mesh
  44458. * @param scaleLines defines a scaling factor for line length (1 by default)
  44459. */
  44460. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44461. /**
  44462. * Force the viewer to update
  44463. */
  44464. update(): void;
  44465. /** Releases resources */
  44466. dispose(): void;
  44467. }
  44468. }
  44469. declare module "babylonjs/Debug/debugLayer" {
  44470. import { Scene } from "babylonjs/scene";
  44471. /**
  44472. * Interface used to define scene explorer extensibility option
  44473. */
  44474. export interface IExplorerExtensibilityOption {
  44475. /**
  44476. * Define the option label
  44477. */
  44478. label: string;
  44479. /**
  44480. * Defines the action to execute on click
  44481. */
  44482. action: (entity: any) => void;
  44483. }
  44484. /**
  44485. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44486. */
  44487. export interface IExplorerExtensibilityGroup {
  44488. /**
  44489. * Defines a predicate to test if a given type mut be extended
  44490. */
  44491. predicate: (entity: any) => boolean;
  44492. /**
  44493. * Gets the list of options added to a type
  44494. */
  44495. entries: IExplorerExtensibilityOption[];
  44496. }
  44497. /**
  44498. * Interface used to define the options to use to create the Inspector
  44499. */
  44500. export interface IInspectorOptions {
  44501. /**
  44502. * Display in overlay mode (default: false)
  44503. */
  44504. overlay?: boolean;
  44505. /**
  44506. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44507. */
  44508. globalRoot?: HTMLElement;
  44509. /**
  44510. * Display the Scene explorer
  44511. */
  44512. showExplorer?: boolean;
  44513. /**
  44514. * Display the property inspector
  44515. */
  44516. showInspector?: boolean;
  44517. /**
  44518. * Display in embed mode (both panes on the right)
  44519. */
  44520. embedMode?: boolean;
  44521. /**
  44522. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44523. */
  44524. handleResize?: boolean;
  44525. /**
  44526. * Allow the panes to popup (default: true)
  44527. */
  44528. enablePopup?: boolean;
  44529. /**
  44530. * Allow the panes to be closed by users (default: true)
  44531. */
  44532. enableClose?: boolean;
  44533. /**
  44534. * Optional list of extensibility entries
  44535. */
  44536. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44537. /**
  44538. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44539. */
  44540. inspectorURL?: string;
  44541. }
  44542. module "babylonjs/scene" {
  44543. interface Scene {
  44544. /**
  44545. * @hidden
  44546. * Backing field
  44547. */
  44548. _debugLayer: DebugLayer;
  44549. /**
  44550. * Gets the debug layer (aka Inspector) associated with the scene
  44551. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44552. */
  44553. debugLayer: DebugLayer;
  44554. }
  44555. }
  44556. /**
  44557. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44558. * what is happening in your scene
  44559. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44560. */
  44561. export class DebugLayer {
  44562. /**
  44563. * Define the url to get the inspector script from.
  44564. * By default it uses the babylonjs CDN.
  44565. * @ignoreNaming
  44566. */
  44567. static InspectorURL: string;
  44568. private _scene;
  44569. private BJSINSPECTOR;
  44570. private _onPropertyChangedObservable?;
  44571. /**
  44572. * Observable triggered when a property is changed through the inspector.
  44573. */
  44574. readonly onPropertyChangedObservable: any;
  44575. /**
  44576. * Instantiates a new debug layer.
  44577. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44578. * what is happening in your scene
  44579. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44580. * @param scene Defines the scene to inspect
  44581. */
  44582. constructor(scene: Scene);
  44583. /** Creates the inspector window. */
  44584. private _createInspector;
  44585. /**
  44586. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44587. * @param entity defines the entity to select
  44588. * @param lineContainerTitle defines the specific block to highlight
  44589. */
  44590. select(entity: any, lineContainerTitle?: string): void;
  44591. /** Get the inspector from bundle or global */
  44592. private _getGlobalInspector;
  44593. /**
  44594. * Get if the inspector is visible or not.
  44595. * @returns true if visible otherwise, false
  44596. */
  44597. isVisible(): boolean;
  44598. /**
  44599. * Hide the inspector and close its window.
  44600. */
  44601. hide(): void;
  44602. /**
  44603. * Launch the debugLayer.
  44604. * @param config Define the configuration of the inspector
  44605. * @return a promise fulfilled when the debug layer is visible
  44606. */
  44607. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44608. }
  44609. }
  44610. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44611. import { Nullable } from "babylonjs/types";
  44612. import { Scene } from "babylonjs/scene";
  44613. import { Vector4 } from "babylonjs/Maths/math.vector";
  44614. import { Color4 } from "babylonjs/Maths/math.color";
  44615. import { Mesh } from "babylonjs/Meshes/mesh";
  44616. /**
  44617. * Class containing static functions to help procedurally build meshes
  44618. */
  44619. export class BoxBuilder {
  44620. /**
  44621. * Creates a box mesh
  44622. * * The parameter `size` sets the size (float) of each box side (default 1)
  44623. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44624. * * 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)
  44625. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44626. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44627. * * If you create a double-sided mesh, you can choose what parts of 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
  44628. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44629. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44630. * @param name defines the name of the mesh
  44631. * @param options defines the options used to create the mesh
  44632. * @param scene defines the hosting scene
  44633. * @returns the box mesh
  44634. */
  44635. static CreateBox(name: string, options: {
  44636. size?: number;
  44637. width?: number;
  44638. height?: number;
  44639. depth?: number;
  44640. faceUV?: Vector4[];
  44641. faceColors?: Color4[];
  44642. sideOrientation?: number;
  44643. frontUVs?: Vector4;
  44644. backUVs?: Vector4;
  44645. wrap?: boolean;
  44646. topBaseAt?: number;
  44647. bottomBaseAt?: number;
  44648. updatable?: boolean;
  44649. }, scene?: Nullable<Scene>): Mesh;
  44650. }
  44651. }
  44652. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44653. import { Vector4 } from "babylonjs/Maths/math.vector";
  44654. import { Mesh } from "babylonjs/Meshes/mesh";
  44655. /**
  44656. * Class containing static functions to help procedurally build meshes
  44657. */
  44658. export class SphereBuilder {
  44659. /**
  44660. * Creates a sphere mesh
  44661. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44662. * * 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`)
  44663. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44664. * * 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
  44665. * * 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)
  44666. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44667. * * If you create a double-sided mesh, you can choose what parts of 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
  44668. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44669. * @param name defines the name of the mesh
  44670. * @param options defines the options used to create the mesh
  44671. * @param scene defines the hosting scene
  44672. * @returns the sphere mesh
  44673. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44674. */
  44675. static CreateSphere(name: string, options: {
  44676. segments?: number;
  44677. diameter?: number;
  44678. diameterX?: number;
  44679. diameterY?: number;
  44680. diameterZ?: number;
  44681. arc?: number;
  44682. slice?: number;
  44683. sideOrientation?: number;
  44684. frontUVs?: Vector4;
  44685. backUVs?: Vector4;
  44686. updatable?: boolean;
  44687. }, scene: any): Mesh;
  44688. }
  44689. }
  44690. declare module "babylonjs/Debug/physicsViewer" {
  44691. import { Nullable } from "babylonjs/types";
  44692. import { Scene } from "babylonjs/scene";
  44693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44694. import { Mesh } from "babylonjs/Meshes/mesh";
  44695. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44696. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44697. /**
  44698. * Used to show the physics impostor around the specific mesh
  44699. */
  44700. export class PhysicsViewer {
  44701. /** @hidden */
  44702. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44703. /** @hidden */
  44704. protected _meshes: Array<Nullable<AbstractMesh>>;
  44705. /** @hidden */
  44706. protected _scene: Nullable<Scene>;
  44707. /** @hidden */
  44708. protected _numMeshes: number;
  44709. /** @hidden */
  44710. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44711. private _renderFunction;
  44712. private _utilityLayer;
  44713. private _debugBoxMesh;
  44714. private _debugSphereMesh;
  44715. private _debugCylinderMesh;
  44716. private _debugMaterial;
  44717. private _debugMeshMeshes;
  44718. /**
  44719. * Creates a new PhysicsViewer
  44720. * @param scene defines the hosting scene
  44721. */
  44722. constructor(scene: Scene);
  44723. /** @hidden */
  44724. protected _updateDebugMeshes(): void;
  44725. /**
  44726. * Renders a specified physic impostor
  44727. * @param impostor defines the impostor to render
  44728. * @param targetMesh defines the mesh represented by the impostor
  44729. * @returns the new debug mesh used to render the impostor
  44730. */
  44731. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44732. /**
  44733. * Hides a specified physic impostor
  44734. * @param impostor defines the impostor to hide
  44735. */
  44736. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44737. private _getDebugMaterial;
  44738. private _getDebugBoxMesh;
  44739. private _getDebugSphereMesh;
  44740. private _getDebugCylinderMesh;
  44741. private _getDebugMeshMesh;
  44742. private _getDebugMesh;
  44743. /** Releases all resources */
  44744. dispose(): void;
  44745. }
  44746. }
  44747. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44748. import { Vector3 } from "babylonjs/Maths/math.vector";
  44749. import { Color4 } from "babylonjs/Maths/math.color";
  44750. import { Nullable } from "babylonjs/types";
  44751. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44752. import { Scene } from "babylonjs/scene";
  44753. /**
  44754. * Class containing static functions to help procedurally build meshes
  44755. */
  44756. export class LinesBuilder {
  44757. /**
  44758. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44759. * * 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
  44760. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44761. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44762. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44763. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44764. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44765. * * 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
  44766. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44767. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44768. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44769. * @param name defines the name of the new line system
  44770. * @param options defines the options used to create the line system
  44771. * @param scene defines the hosting scene
  44772. * @returns a new line system mesh
  44773. */
  44774. static CreateLineSystem(name: string, options: {
  44775. lines: Vector3[][];
  44776. updatable?: boolean;
  44777. instance?: Nullable<LinesMesh>;
  44778. colors?: Nullable<Color4[][]>;
  44779. useVertexAlpha?: boolean;
  44780. }, scene: Nullable<Scene>): LinesMesh;
  44781. /**
  44782. * Creates a line mesh
  44783. * 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
  44784. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44785. * * The parameter `points` is an array successive Vector3
  44786. * * 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
  44787. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44788. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44789. * * When updating an instance, remember that only point positions can change, not the number of points
  44790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44791. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44792. * @param name defines the name of the new line system
  44793. * @param options defines the options used to create the line system
  44794. * @param scene defines the hosting scene
  44795. * @returns a new line mesh
  44796. */
  44797. static CreateLines(name: string, options: {
  44798. points: Vector3[];
  44799. updatable?: boolean;
  44800. instance?: Nullable<LinesMesh>;
  44801. colors?: Color4[];
  44802. useVertexAlpha?: boolean;
  44803. }, scene?: Nullable<Scene>): LinesMesh;
  44804. /**
  44805. * Creates a dashed line mesh
  44806. * * 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
  44807. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44808. * * The parameter `points` is an array successive Vector3
  44809. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44810. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44811. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44812. * * 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
  44813. * * When updating an instance, remember that only point positions can change, not the number of points
  44814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44815. * @param name defines the name of the mesh
  44816. * @param options defines the options used to create the mesh
  44817. * @param scene defines the hosting scene
  44818. * @returns the dashed line mesh
  44819. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44820. */
  44821. static CreateDashedLines(name: string, options: {
  44822. points: Vector3[];
  44823. dashSize?: number;
  44824. gapSize?: number;
  44825. dashNb?: number;
  44826. updatable?: boolean;
  44827. instance?: LinesMesh;
  44828. }, scene?: Nullable<Scene>): LinesMesh;
  44829. }
  44830. }
  44831. declare module "babylonjs/Debug/rayHelper" {
  44832. import { Nullable } from "babylonjs/types";
  44833. import { Ray } from "babylonjs/Culling/ray";
  44834. import { Vector3 } from "babylonjs/Maths/math.vector";
  44835. import { Color3 } from "babylonjs/Maths/math.color";
  44836. import { Scene } from "babylonjs/scene";
  44837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44838. import "babylonjs/Meshes/Builders/linesBuilder";
  44839. /**
  44840. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44841. * in order to better appreciate the issue one might have.
  44842. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44843. */
  44844. export class RayHelper {
  44845. /**
  44846. * Defines the ray we are currently tryin to visualize.
  44847. */
  44848. ray: Nullable<Ray>;
  44849. private _renderPoints;
  44850. private _renderLine;
  44851. private _renderFunction;
  44852. private _scene;
  44853. private _updateToMeshFunction;
  44854. private _attachedToMesh;
  44855. private _meshSpaceDirection;
  44856. private _meshSpaceOrigin;
  44857. /**
  44858. * Helper function to create a colored helper in a scene in one line.
  44859. * @param ray Defines the ray we are currently tryin to visualize
  44860. * @param scene Defines the scene the ray is used in
  44861. * @param color Defines the color we want to see the ray in
  44862. * @returns The newly created ray helper.
  44863. */
  44864. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44865. /**
  44866. * Instantiate a new ray helper.
  44867. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44868. * in order to better appreciate the issue one might have.
  44869. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44870. * @param ray Defines the ray we are currently tryin to visualize
  44871. */
  44872. constructor(ray: Ray);
  44873. /**
  44874. * Shows the ray we are willing to debug.
  44875. * @param scene Defines the scene the ray needs to be rendered in
  44876. * @param color Defines the color the ray needs to be rendered in
  44877. */
  44878. show(scene: Scene, color?: Color3): void;
  44879. /**
  44880. * Hides the ray we are debugging.
  44881. */
  44882. hide(): void;
  44883. private _render;
  44884. /**
  44885. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44886. * @param mesh Defines the mesh we want the helper attached to
  44887. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44888. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44889. * @param length Defines the length of the ray
  44890. */
  44891. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44892. /**
  44893. * Detach the ray helper from the mesh it has previously been attached to.
  44894. */
  44895. detachFromMesh(): void;
  44896. private _updateToMesh;
  44897. /**
  44898. * Dispose the helper and release its associated resources.
  44899. */
  44900. dispose(): void;
  44901. }
  44902. }
  44903. declare module "babylonjs/Debug/skeletonViewer" {
  44904. import { Color3 } from "babylonjs/Maths/math.color";
  44905. import { Scene } from "babylonjs/scene";
  44906. import { Nullable } from "babylonjs/types";
  44907. import { Skeleton } from "babylonjs/Bones/skeleton";
  44908. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44909. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44910. /**
  44911. * Class used to render a debug view of a given skeleton
  44912. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44913. */
  44914. export class SkeletonViewer {
  44915. /** defines the skeleton to render */
  44916. skeleton: Skeleton;
  44917. /** defines the mesh attached to the skeleton */
  44918. mesh: AbstractMesh;
  44919. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44920. autoUpdateBonesMatrices: boolean;
  44921. /** defines the rendering group id to use with the viewer */
  44922. renderingGroupId: number;
  44923. /** Gets or sets the color used to render the skeleton */
  44924. color: Color3;
  44925. private _scene;
  44926. private _debugLines;
  44927. private _debugMesh;
  44928. private _isEnabled;
  44929. private _renderFunction;
  44930. private _utilityLayer;
  44931. /**
  44932. * Returns the mesh used to render the bones
  44933. */
  44934. readonly debugMesh: Nullable<LinesMesh>;
  44935. /**
  44936. * Creates a new SkeletonViewer
  44937. * @param skeleton defines the skeleton to render
  44938. * @param mesh defines the mesh attached to the skeleton
  44939. * @param scene defines the hosting scene
  44940. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44941. * @param renderingGroupId defines the rendering group id to use with the viewer
  44942. */
  44943. constructor(
  44944. /** defines the skeleton to render */
  44945. skeleton: Skeleton,
  44946. /** defines the mesh attached to the skeleton */
  44947. mesh: AbstractMesh, scene: Scene,
  44948. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44949. autoUpdateBonesMatrices?: boolean,
  44950. /** defines the rendering group id to use with the viewer */
  44951. renderingGroupId?: number);
  44952. /** Gets or sets a boolean indicating if the viewer is enabled */
  44953. isEnabled: boolean;
  44954. private _getBonePosition;
  44955. private _getLinesForBonesWithLength;
  44956. private _getLinesForBonesNoLength;
  44957. /** Update the viewer to sync with current skeleton state */
  44958. update(): void;
  44959. /** Release associated resources */
  44960. dispose(): void;
  44961. }
  44962. }
  44963. declare module "babylonjs/Debug/index" {
  44964. export * from "babylonjs/Debug/axesViewer";
  44965. export * from "babylonjs/Debug/boneAxesViewer";
  44966. export * from "babylonjs/Debug/debugLayer";
  44967. export * from "babylonjs/Debug/physicsViewer";
  44968. export * from "babylonjs/Debug/rayHelper";
  44969. export * from "babylonjs/Debug/skeletonViewer";
  44970. }
  44971. declare module "babylonjs/Engines/nullEngine" {
  44972. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44973. import { Scene } from "babylonjs/scene";
  44974. import { Engine } from "babylonjs/Engines/engine";
  44975. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44976. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44977. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44978. import { Effect } from "babylonjs/Materials/effect";
  44979. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44980. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44981. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44982. /**
  44983. * Options to create the null engine
  44984. */
  44985. export class NullEngineOptions {
  44986. /**
  44987. * Render width (Default: 512)
  44988. */
  44989. renderWidth: number;
  44990. /**
  44991. * Render height (Default: 256)
  44992. */
  44993. renderHeight: number;
  44994. /**
  44995. * Texture size (Default: 512)
  44996. */
  44997. textureSize: number;
  44998. /**
  44999. * If delta time between frames should be constant
  45000. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45001. */
  45002. deterministicLockstep: boolean;
  45003. /**
  45004. * Maximum about of steps between frames (Default: 4)
  45005. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45006. */
  45007. lockstepMaxSteps: number;
  45008. }
  45009. /**
  45010. * The null engine class provides support for headless version of babylon.js.
  45011. * This can be used in server side scenario or for testing purposes
  45012. */
  45013. export class NullEngine extends Engine {
  45014. private _options;
  45015. /**
  45016. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45017. */
  45018. isDeterministicLockStep(): boolean;
  45019. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45020. getLockstepMaxSteps(): number;
  45021. /**
  45022. * Sets hardware scaling, used to save performance if needed
  45023. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45024. */
  45025. getHardwareScalingLevel(): number;
  45026. constructor(options?: NullEngineOptions);
  45027. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45028. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45029. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45030. getRenderWidth(useScreen?: boolean): number;
  45031. getRenderHeight(useScreen?: boolean): number;
  45032. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45033. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45034. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45035. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45036. bindSamplers(effect: Effect): void;
  45037. enableEffect(effect: Effect): void;
  45038. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45039. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45040. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45041. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45042. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45043. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45044. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45045. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45046. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45047. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45048. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45049. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45050. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45051. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45052. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45053. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45054. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45055. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45056. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45057. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45058. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45059. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45060. bindBuffers(vertexBuffers: {
  45061. [key: string]: VertexBuffer;
  45062. }, indexBuffer: DataBuffer, effect: Effect): void;
  45063. wipeCaches(bruteForce?: boolean): void;
  45064. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45065. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45066. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45067. /** @hidden */
  45068. _createTexture(): WebGLTexture;
  45069. /** @hidden */
  45070. _releaseTexture(texture: InternalTexture): void;
  45071. 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;
  45072. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45073. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45074. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45075. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45076. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45077. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45078. areAllEffectsReady(): boolean;
  45079. /**
  45080. * @hidden
  45081. * Get the current error code of the webGL context
  45082. * @returns the error code
  45083. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45084. */
  45085. getError(): number;
  45086. /** @hidden */
  45087. _getUnpackAlignement(): number;
  45088. /** @hidden */
  45089. _unpackFlipY(value: boolean): void;
  45090. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45091. /**
  45092. * Updates a dynamic vertex buffer.
  45093. * @param vertexBuffer the vertex buffer to update
  45094. * @param data the data used to update the vertex buffer
  45095. * @param byteOffset the byte offset of the data (optional)
  45096. * @param byteLength the byte length of the data (optional)
  45097. */
  45098. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45099. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45100. /** @hidden */
  45101. _bindTexture(channel: number, texture: InternalTexture): void;
  45102. /** @hidden */
  45103. _releaseBuffer(buffer: DataBuffer): boolean;
  45104. releaseEffects(): void;
  45105. displayLoadingUI(): void;
  45106. hideLoadingUI(): void;
  45107. /** @hidden */
  45108. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45109. /** @hidden */
  45110. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45111. /** @hidden */
  45112. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45113. /** @hidden */
  45114. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45115. }
  45116. }
  45117. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45118. import { Nullable, int } from "babylonjs/types";
  45119. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45120. /** @hidden */
  45121. export class _OcclusionDataStorage {
  45122. /** @hidden */
  45123. occlusionInternalRetryCounter: number;
  45124. /** @hidden */
  45125. isOcclusionQueryInProgress: boolean;
  45126. /** @hidden */
  45127. isOccluded: boolean;
  45128. /** @hidden */
  45129. occlusionRetryCount: number;
  45130. /** @hidden */
  45131. occlusionType: number;
  45132. /** @hidden */
  45133. occlusionQueryAlgorithmType: number;
  45134. }
  45135. module "babylonjs/Engines/engine" {
  45136. interface Engine {
  45137. /**
  45138. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45139. * @return the new query
  45140. */
  45141. createQuery(): WebGLQuery;
  45142. /**
  45143. * Delete and release a webGL query
  45144. * @param query defines the query to delete
  45145. * @return the current engine
  45146. */
  45147. deleteQuery(query: WebGLQuery): Engine;
  45148. /**
  45149. * Check if a given query has resolved and got its value
  45150. * @param query defines the query to check
  45151. * @returns true if the query got its value
  45152. */
  45153. isQueryResultAvailable(query: WebGLQuery): boolean;
  45154. /**
  45155. * Gets the value of a given query
  45156. * @param query defines the query to check
  45157. * @returns the value of the query
  45158. */
  45159. getQueryResult(query: WebGLQuery): number;
  45160. /**
  45161. * Initiates an occlusion query
  45162. * @param algorithmType defines the algorithm to use
  45163. * @param query defines the query to use
  45164. * @returns the current engine
  45165. * @see http://doc.babylonjs.com/features/occlusionquery
  45166. */
  45167. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45168. /**
  45169. * Ends an occlusion query
  45170. * @see http://doc.babylonjs.com/features/occlusionquery
  45171. * @param algorithmType defines the algorithm to use
  45172. * @returns the current engine
  45173. */
  45174. endOcclusionQuery(algorithmType: number): Engine;
  45175. /**
  45176. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45177. * Please note that only one query can be issued at a time
  45178. * @returns a time token used to track the time span
  45179. */
  45180. startTimeQuery(): Nullable<_TimeToken>;
  45181. /**
  45182. * Ends a time query
  45183. * @param token defines the token used to measure the time span
  45184. * @returns the time spent (in ns)
  45185. */
  45186. endTimeQuery(token: _TimeToken): int;
  45187. /** @hidden */
  45188. _currentNonTimestampToken: Nullable<_TimeToken>;
  45189. /** @hidden */
  45190. _createTimeQuery(): WebGLQuery;
  45191. /** @hidden */
  45192. _deleteTimeQuery(query: WebGLQuery): void;
  45193. /** @hidden */
  45194. _getGlAlgorithmType(algorithmType: number): number;
  45195. /** @hidden */
  45196. _getTimeQueryResult(query: WebGLQuery): any;
  45197. /** @hidden */
  45198. _getTimeQueryAvailability(query: WebGLQuery): any;
  45199. }
  45200. }
  45201. module "babylonjs/Meshes/abstractMesh" {
  45202. interface AbstractMesh {
  45203. /**
  45204. * Backing filed
  45205. * @hidden
  45206. */
  45207. __occlusionDataStorage: _OcclusionDataStorage;
  45208. /**
  45209. * Access property
  45210. * @hidden
  45211. */
  45212. _occlusionDataStorage: _OcclusionDataStorage;
  45213. /**
  45214. * 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.
  45215. * The default value is -1 which means don't break the query and wait till the result
  45216. * @see http://doc.babylonjs.com/features/occlusionquery
  45217. */
  45218. occlusionRetryCount: number;
  45219. /**
  45220. * 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:
  45221. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45222. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45223. * * 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.
  45224. * @see http://doc.babylonjs.com/features/occlusionquery
  45225. */
  45226. occlusionType: number;
  45227. /**
  45228. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45229. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45230. * * 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.
  45231. * @see http://doc.babylonjs.com/features/occlusionquery
  45232. */
  45233. occlusionQueryAlgorithmType: number;
  45234. /**
  45235. * 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
  45236. * @see http://doc.babylonjs.com/features/occlusionquery
  45237. */
  45238. isOccluded: boolean;
  45239. /**
  45240. * Flag to check the progress status of the query
  45241. * @see http://doc.babylonjs.com/features/occlusionquery
  45242. */
  45243. isOcclusionQueryInProgress: boolean;
  45244. }
  45245. }
  45246. }
  45247. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45248. import { Nullable } from "babylonjs/types";
  45249. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45250. /** @hidden */
  45251. export var _forceTransformFeedbackToBundle: boolean;
  45252. module "babylonjs/Engines/engine" {
  45253. interface Engine {
  45254. /**
  45255. * Creates a webGL transform feedback object
  45256. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45257. * @returns the webGL transform feedback object
  45258. */
  45259. createTransformFeedback(): WebGLTransformFeedback;
  45260. /**
  45261. * Delete a webGL transform feedback object
  45262. * @param value defines the webGL transform feedback object to delete
  45263. */
  45264. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45265. /**
  45266. * Bind a webGL transform feedback object to the webgl context
  45267. * @param value defines the webGL transform feedback object to bind
  45268. */
  45269. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45270. /**
  45271. * Begins a transform feedback operation
  45272. * @param usePoints defines if points or triangles must be used
  45273. */
  45274. beginTransformFeedback(usePoints: boolean): void;
  45275. /**
  45276. * Ends a transform feedback operation
  45277. */
  45278. endTransformFeedback(): void;
  45279. /**
  45280. * Specify the varyings to use with transform feedback
  45281. * @param program defines the associated webGL program
  45282. * @param value defines the list of strings representing the varying names
  45283. */
  45284. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45285. /**
  45286. * Bind a webGL buffer for a transform feedback operation
  45287. * @param value defines the webGL buffer to bind
  45288. */
  45289. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45290. }
  45291. }
  45292. }
  45293. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45294. import { Scene } from "babylonjs/scene";
  45295. import { Engine } from "babylonjs/Engines/engine";
  45296. import { Texture } from "babylonjs/Materials/Textures/texture";
  45297. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45298. import "babylonjs/Engines/Extensions/engine.multiRender";
  45299. /**
  45300. * Creation options of the multi render target texture.
  45301. */
  45302. export interface IMultiRenderTargetOptions {
  45303. /**
  45304. * Define if the texture needs to create mip maps after render.
  45305. */
  45306. generateMipMaps?: boolean;
  45307. /**
  45308. * Define the types of all the draw buffers we want to create
  45309. */
  45310. types?: number[];
  45311. /**
  45312. * Define the sampling modes of all the draw buffers we want to create
  45313. */
  45314. samplingModes?: number[];
  45315. /**
  45316. * Define if a depth buffer is required
  45317. */
  45318. generateDepthBuffer?: boolean;
  45319. /**
  45320. * Define if a stencil buffer is required
  45321. */
  45322. generateStencilBuffer?: boolean;
  45323. /**
  45324. * Define if a depth texture is required instead of a depth buffer
  45325. */
  45326. generateDepthTexture?: boolean;
  45327. /**
  45328. * Define the number of desired draw buffers
  45329. */
  45330. textureCount?: number;
  45331. /**
  45332. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45333. */
  45334. doNotChangeAspectRatio?: boolean;
  45335. /**
  45336. * Define the default type of the buffers we are creating
  45337. */
  45338. defaultType?: number;
  45339. }
  45340. /**
  45341. * A multi render target, like a render target provides the ability to render to a texture.
  45342. * Unlike the render target, it can render to several draw buffers in one draw.
  45343. * This is specially interesting in deferred rendering or for any effects requiring more than
  45344. * just one color from a single pass.
  45345. */
  45346. export class MultiRenderTarget extends RenderTargetTexture {
  45347. private _internalTextures;
  45348. private _textures;
  45349. private _multiRenderTargetOptions;
  45350. /**
  45351. * Get if draw buffers are currently supported by the used hardware and browser.
  45352. */
  45353. readonly isSupported: boolean;
  45354. /**
  45355. * Get the list of textures generated by the multi render target.
  45356. */
  45357. readonly textures: Texture[];
  45358. /**
  45359. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45360. */
  45361. readonly depthTexture: Texture;
  45362. /**
  45363. * Set the wrapping mode on U of all the textures we are rendering to.
  45364. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45365. */
  45366. wrapU: number;
  45367. /**
  45368. * Set the wrapping mode on V of all the textures we are rendering to.
  45369. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45370. */
  45371. wrapV: number;
  45372. /**
  45373. * Instantiate a new multi render target texture.
  45374. * A multi render target, like a render target provides the ability to render to a texture.
  45375. * Unlike the render target, it can render to several draw buffers in one draw.
  45376. * This is specially interesting in deferred rendering or for any effects requiring more than
  45377. * just one color from a single pass.
  45378. * @param name Define the name of the texture
  45379. * @param size Define the size of the buffers to render to
  45380. * @param count Define the number of target we are rendering into
  45381. * @param scene Define the scene the texture belongs to
  45382. * @param options Define the options used to create the multi render target
  45383. */
  45384. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45385. /** @hidden */
  45386. _rebuild(): void;
  45387. private _createInternalTextures;
  45388. private _createTextures;
  45389. /**
  45390. * Define the number of samples used if MSAA is enabled.
  45391. */
  45392. samples: number;
  45393. /**
  45394. * Resize all the textures in the multi render target.
  45395. * Be carrefull as it will recreate all the data in the new texture.
  45396. * @param size Define the new size
  45397. */
  45398. resize(size: any): void;
  45399. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45400. /**
  45401. * Dispose the render targets and their associated resources
  45402. */
  45403. dispose(): void;
  45404. /**
  45405. * Release all the underlying texture used as draw buffers.
  45406. */
  45407. releaseInternalTextures(): void;
  45408. }
  45409. }
  45410. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45411. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45412. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45413. import { Nullable } from "babylonjs/types";
  45414. module "babylonjs/Engines/engine" {
  45415. interface Engine {
  45416. /**
  45417. * Unbind a list of render target textures from the webGL context
  45418. * This is used only when drawBuffer extension or webGL2 are active
  45419. * @param textures defines the render target textures to unbind
  45420. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45421. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45422. */
  45423. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45424. /**
  45425. * Create a multi render target texture
  45426. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45427. * @param size defines the size of the texture
  45428. * @param options defines the creation options
  45429. * @returns the cube texture as an InternalTexture
  45430. */
  45431. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45432. /**
  45433. * Update the sample count for a given multiple render target texture
  45434. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45435. * @param textures defines the textures to update
  45436. * @param samples defines the sample count to set
  45437. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45438. */
  45439. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45440. }
  45441. }
  45442. }
  45443. declare module "babylonjs/Engines/Extensions/index" {
  45444. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45445. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45446. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45447. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45448. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45449. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45450. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45451. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45452. }
  45453. declare module "babylonjs/Engines/index" {
  45454. export * from "babylonjs/Engines/constants";
  45455. export * from "babylonjs/Engines/engine";
  45456. export * from "babylonjs/Engines/engineStore";
  45457. export * from "babylonjs/Engines/nullEngine";
  45458. export * from "babylonjs/Engines/Extensions/index";
  45459. export * from "babylonjs/Engines/IPipelineContext";
  45460. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45461. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45462. }
  45463. declare module "babylonjs/Events/clipboardEvents" {
  45464. /**
  45465. * Gather the list of clipboard event types as constants.
  45466. */
  45467. export class ClipboardEventTypes {
  45468. /**
  45469. * The clipboard event is fired when a copy command is active (pressed).
  45470. */
  45471. static readonly COPY: number;
  45472. /**
  45473. * The clipboard event is fired when a cut command is active (pressed).
  45474. */
  45475. static readonly CUT: number;
  45476. /**
  45477. * The clipboard event is fired when a paste command is active (pressed).
  45478. */
  45479. static readonly PASTE: number;
  45480. }
  45481. /**
  45482. * This class is used to store clipboard related info for the onClipboardObservable event.
  45483. */
  45484. export class ClipboardInfo {
  45485. /**
  45486. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45487. */
  45488. type: number;
  45489. /**
  45490. * Defines the related dom event
  45491. */
  45492. event: ClipboardEvent;
  45493. /**
  45494. *Creates an instance of ClipboardInfo.
  45495. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45496. * @param event Defines the related dom event
  45497. */
  45498. constructor(
  45499. /**
  45500. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45501. */
  45502. type: number,
  45503. /**
  45504. * Defines the related dom event
  45505. */
  45506. event: ClipboardEvent);
  45507. /**
  45508. * Get the clipboard event's type from the keycode.
  45509. * @param keyCode Defines the keyCode for the current keyboard event.
  45510. * @return {number}
  45511. */
  45512. static GetTypeFromCharacter(keyCode: number): number;
  45513. }
  45514. }
  45515. declare module "babylonjs/Events/index" {
  45516. export * from "babylonjs/Events/keyboardEvents";
  45517. export * from "babylonjs/Events/pointerEvents";
  45518. export * from "babylonjs/Events/clipboardEvents";
  45519. }
  45520. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45521. import { Scene } from "babylonjs/scene";
  45522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45523. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45524. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45525. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45526. /**
  45527. * Google Daydream controller
  45528. */
  45529. export class DaydreamController extends WebVRController {
  45530. /**
  45531. * Base Url for the controller model.
  45532. */
  45533. static MODEL_BASE_URL: string;
  45534. /**
  45535. * File name for the controller model.
  45536. */
  45537. static MODEL_FILENAME: string;
  45538. /**
  45539. * Gamepad Id prefix used to identify Daydream Controller.
  45540. */
  45541. static readonly GAMEPAD_ID_PREFIX: string;
  45542. /**
  45543. * Creates a new DaydreamController from a gamepad
  45544. * @param vrGamepad the gamepad that the controller should be created from
  45545. */
  45546. constructor(vrGamepad: any);
  45547. /**
  45548. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45549. * @param scene scene in which to add meshes
  45550. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45551. */
  45552. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45553. /**
  45554. * Called once for each button that changed state since the last frame
  45555. * @param buttonIdx Which button index changed
  45556. * @param state New state of the button
  45557. * @param changes Which properties on the state changed since last frame
  45558. */
  45559. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45560. }
  45561. }
  45562. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45563. import { Scene } from "babylonjs/scene";
  45564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45565. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45566. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45567. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45568. /**
  45569. * Gear VR Controller
  45570. */
  45571. export class GearVRController extends WebVRController {
  45572. /**
  45573. * Base Url for the controller model.
  45574. */
  45575. static MODEL_BASE_URL: string;
  45576. /**
  45577. * File name for the controller model.
  45578. */
  45579. static MODEL_FILENAME: string;
  45580. /**
  45581. * Gamepad Id prefix used to identify this controller.
  45582. */
  45583. static readonly GAMEPAD_ID_PREFIX: string;
  45584. private readonly _buttonIndexToObservableNameMap;
  45585. /**
  45586. * Creates a new GearVRController from a gamepad
  45587. * @param vrGamepad the gamepad that the controller should be created from
  45588. */
  45589. constructor(vrGamepad: any);
  45590. /**
  45591. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45592. * @param scene scene in which to add meshes
  45593. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45594. */
  45595. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45596. /**
  45597. * Called once for each button that changed state since the last frame
  45598. * @param buttonIdx Which button index changed
  45599. * @param state New state of the button
  45600. * @param changes Which properties on the state changed since last frame
  45601. */
  45602. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45603. }
  45604. }
  45605. declare module "babylonjs/Gamepads/Controllers/index" {
  45606. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45607. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45608. export * from "babylonjs/Gamepads/Controllers/genericController";
  45609. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45610. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45611. export * from "babylonjs/Gamepads/Controllers/viveController";
  45612. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45613. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45614. }
  45615. declare module "babylonjs/Gamepads/index" {
  45616. export * from "babylonjs/Gamepads/Controllers/index";
  45617. export * from "babylonjs/Gamepads/gamepad";
  45618. export * from "babylonjs/Gamepads/gamepadManager";
  45619. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45620. export * from "babylonjs/Gamepads/xboxGamepad";
  45621. export * from "babylonjs/Gamepads/dualShockGamepad";
  45622. }
  45623. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45624. import { Scene } from "babylonjs/scene";
  45625. import { Vector4 } from "babylonjs/Maths/math.vector";
  45626. import { Color4 } from "babylonjs/Maths/math.color";
  45627. import { Mesh } from "babylonjs/Meshes/mesh";
  45628. import { Nullable } from "babylonjs/types";
  45629. /**
  45630. * Class containing static functions to help procedurally build meshes
  45631. */
  45632. export class PolyhedronBuilder {
  45633. /**
  45634. * Creates a polyhedron mesh
  45635. * * 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
  45636. * * The parameter `size` (positive float, default 1) sets the polygon size
  45637. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45638. * * 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`
  45639. * * 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
  45640. * * 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)`)
  45641. * * 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
  45642. * * 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
  45643. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45644. * * If you create a double-sided mesh, you can choose what parts of 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
  45645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45646. * @param name defines the name of the mesh
  45647. * @param options defines the options used to create the mesh
  45648. * @param scene defines the hosting scene
  45649. * @returns the polyhedron mesh
  45650. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45651. */
  45652. static CreatePolyhedron(name: string, options: {
  45653. type?: number;
  45654. size?: number;
  45655. sizeX?: number;
  45656. sizeY?: number;
  45657. sizeZ?: number;
  45658. custom?: any;
  45659. faceUV?: Vector4[];
  45660. faceColors?: Color4[];
  45661. flat?: boolean;
  45662. updatable?: boolean;
  45663. sideOrientation?: number;
  45664. frontUVs?: Vector4;
  45665. backUVs?: Vector4;
  45666. }, scene?: Nullable<Scene>): Mesh;
  45667. }
  45668. }
  45669. declare module "babylonjs/Gizmos/scaleGizmo" {
  45670. import { Observable } from "babylonjs/Misc/observable";
  45671. import { Nullable } from "babylonjs/types";
  45672. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45673. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45674. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45675. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45676. /**
  45677. * Gizmo that enables scaling a mesh along 3 axis
  45678. */
  45679. export class ScaleGizmo extends Gizmo {
  45680. /**
  45681. * Internal gizmo used for interactions on the x axis
  45682. */
  45683. xGizmo: AxisScaleGizmo;
  45684. /**
  45685. * Internal gizmo used for interactions on the y axis
  45686. */
  45687. yGizmo: AxisScaleGizmo;
  45688. /**
  45689. * Internal gizmo used for interactions on the z axis
  45690. */
  45691. zGizmo: AxisScaleGizmo;
  45692. /**
  45693. * Internal gizmo used to scale all axis equally
  45694. */
  45695. uniformScaleGizmo: AxisScaleGizmo;
  45696. private _meshAttached;
  45697. private _updateGizmoRotationToMatchAttachedMesh;
  45698. private _snapDistance;
  45699. private _scaleRatio;
  45700. private _uniformScalingMesh;
  45701. private _octahedron;
  45702. /** Fires an event when any of it's sub gizmos are dragged */
  45703. onDragStartObservable: Observable<unknown>;
  45704. /** Fires an event when any of it's sub gizmos are released from dragging */
  45705. onDragEndObservable: Observable<unknown>;
  45706. attachedMesh: Nullable<AbstractMesh>;
  45707. /**
  45708. * Creates a ScaleGizmo
  45709. * @param gizmoLayer The utility layer the gizmo will be added to
  45710. */
  45711. constructor(gizmoLayer?: UtilityLayerRenderer);
  45712. updateGizmoRotationToMatchAttachedMesh: boolean;
  45713. /**
  45714. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45715. */
  45716. snapDistance: number;
  45717. /**
  45718. * Ratio for the scale of the gizmo (Default: 1)
  45719. */
  45720. scaleRatio: number;
  45721. /**
  45722. * Disposes of the gizmo
  45723. */
  45724. dispose(): void;
  45725. }
  45726. }
  45727. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45728. import { Observable } from "babylonjs/Misc/observable";
  45729. import { Nullable } from "babylonjs/types";
  45730. import { Vector3 } from "babylonjs/Maths/math.vector";
  45731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45732. import { Mesh } from "babylonjs/Meshes/mesh";
  45733. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45734. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45735. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45736. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45737. import { Color3 } from "babylonjs/Maths/math.color";
  45738. /**
  45739. * Single axis scale gizmo
  45740. */
  45741. export class AxisScaleGizmo extends Gizmo {
  45742. /**
  45743. * Drag behavior responsible for the gizmos dragging interactions
  45744. */
  45745. dragBehavior: PointerDragBehavior;
  45746. private _pointerObserver;
  45747. /**
  45748. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45749. */
  45750. snapDistance: number;
  45751. /**
  45752. * Event that fires each time the gizmo snaps to a new location.
  45753. * * snapDistance is the the change in distance
  45754. */
  45755. onSnapObservable: Observable<{
  45756. snapDistance: number;
  45757. }>;
  45758. /**
  45759. * If the scaling operation should be done on all axis (default: false)
  45760. */
  45761. uniformScaling: boolean;
  45762. private _isEnabled;
  45763. private _parent;
  45764. private _arrow;
  45765. private _coloredMaterial;
  45766. private _hoverMaterial;
  45767. /**
  45768. * Creates an AxisScaleGizmo
  45769. * @param gizmoLayer The utility layer the gizmo will be added to
  45770. * @param dragAxis The axis which the gizmo will be able to scale on
  45771. * @param color The color of the gizmo
  45772. */
  45773. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45774. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45775. /**
  45776. * If the gizmo is enabled
  45777. */
  45778. isEnabled: boolean;
  45779. /**
  45780. * Disposes of the gizmo
  45781. */
  45782. dispose(): void;
  45783. /**
  45784. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45785. * @param mesh The mesh to replace the default mesh of the gizmo
  45786. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45787. */
  45788. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45789. }
  45790. }
  45791. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45792. import { Observable } from "babylonjs/Misc/observable";
  45793. import { Nullable } from "babylonjs/types";
  45794. import { Vector3 } from "babylonjs/Maths/math.vector";
  45795. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45796. import { Mesh } from "babylonjs/Meshes/mesh";
  45797. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45798. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45799. import { Color3 } from "babylonjs/Maths/math.color";
  45800. import "babylonjs/Meshes/Builders/boxBuilder";
  45801. /**
  45802. * Bounding box gizmo
  45803. */
  45804. export class BoundingBoxGizmo extends Gizmo {
  45805. private _lineBoundingBox;
  45806. private _rotateSpheresParent;
  45807. private _scaleBoxesParent;
  45808. private _boundingDimensions;
  45809. private _renderObserver;
  45810. private _pointerObserver;
  45811. private _scaleDragSpeed;
  45812. private _tmpQuaternion;
  45813. private _tmpVector;
  45814. private _tmpRotationMatrix;
  45815. /**
  45816. * 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)
  45817. */
  45818. ignoreChildren: boolean;
  45819. /**
  45820. * 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)
  45821. */
  45822. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45823. /**
  45824. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45825. */
  45826. rotationSphereSize: number;
  45827. /**
  45828. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45829. */
  45830. scaleBoxSize: number;
  45831. /**
  45832. * 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)
  45833. */
  45834. fixedDragMeshScreenSize: boolean;
  45835. /**
  45836. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45837. */
  45838. fixedDragMeshScreenSizeDistanceFactor: number;
  45839. /**
  45840. * Fired when a rotation sphere or scale box is dragged
  45841. */
  45842. onDragStartObservable: Observable<{}>;
  45843. /**
  45844. * Fired when a scale box is dragged
  45845. */
  45846. onScaleBoxDragObservable: Observable<{}>;
  45847. /**
  45848. * Fired when a scale box drag is ended
  45849. */
  45850. onScaleBoxDragEndObservable: Observable<{}>;
  45851. /**
  45852. * Fired when a rotation sphere is dragged
  45853. */
  45854. onRotationSphereDragObservable: Observable<{}>;
  45855. /**
  45856. * Fired when a rotation sphere drag is ended
  45857. */
  45858. onRotationSphereDragEndObservable: Observable<{}>;
  45859. /**
  45860. * 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)
  45861. */
  45862. scalePivot: Nullable<Vector3>;
  45863. /**
  45864. * Mesh used as a pivot to rotate the attached mesh
  45865. */
  45866. private _anchorMesh;
  45867. private _existingMeshScale;
  45868. private _dragMesh;
  45869. private pointerDragBehavior;
  45870. private coloredMaterial;
  45871. private hoverColoredMaterial;
  45872. /**
  45873. * Sets the color of the bounding box gizmo
  45874. * @param color the color to set
  45875. */
  45876. setColor(color: Color3): void;
  45877. /**
  45878. * Creates an BoundingBoxGizmo
  45879. * @param gizmoLayer The utility layer the gizmo will be added to
  45880. * @param color The color of the gizmo
  45881. */
  45882. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45883. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45884. private _selectNode;
  45885. /**
  45886. * Updates the bounding box information for the Gizmo
  45887. */
  45888. updateBoundingBox(): void;
  45889. private _updateRotationSpheres;
  45890. private _updateScaleBoxes;
  45891. /**
  45892. * Enables rotation on the specified axis and disables rotation on the others
  45893. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45894. */
  45895. setEnabledRotationAxis(axis: string): void;
  45896. /**
  45897. * Enables/disables scaling
  45898. * @param enable if scaling should be enabled
  45899. */
  45900. setEnabledScaling(enable: boolean): void;
  45901. private _updateDummy;
  45902. /**
  45903. * Enables a pointer drag behavior on the bounding box of the gizmo
  45904. */
  45905. enableDragBehavior(): void;
  45906. /**
  45907. * Disposes of the gizmo
  45908. */
  45909. dispose(): void;
  45910. /**
  45911. * 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)
  45912. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45913. * @returns the bounding box mesh with the passed in mesh as a child
  45914. */
  45915. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45916. /**
  45917. * CustomMeshes are not supported by this gizmo
  45918. * @param mesh The mesh to replace the default mesh of the gizmo
  45919. */
  45920. setCustomMesh(mesh: Mesh): void;
  45921. }
  45922. }
  45923. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45924. import { Observable } from "babylonjs/Misc/observable";
  45925. import { Nullable } from "babylonjs/types";
  45926. import { Vector3 } from "babylonjs/Maths/math.vector";
  45927. import { Color3 } from "babylonjs/Maths/math.color";
  45928. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45929. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45930. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45931. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45932. import "babylonjs/Meshes/Builders/linesBuilder";
  45933. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45934. /**
  45935. * Single plane rotation gizmo
  45936. */
  45937. export class PlaneRotationGizmo extends Gizmo {
  45938. /**
  45939. * Drag behavior responsible for the gizmos dragging interactions
  45940. */
  45941. dragBehavior: PointerDragBehavior;
  45942. private _pointerObserver;
  45943. /**
  45944. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45945. */
  45946. snapDistance: number;
  45947. /**
  45948. * Event that fires each time the gizmo snaps to a new location.
  45949. * * snapDistance is the the change in distance
  45950. */
  45951. onSnapObservable: Observable<{
  45952. snapDistance: number;
  45953. }>;
  45954. private _isEnabled;
  45955. private _parent;
  45956. /**
  45957. * Creates a PlaneRotationGizmo
  45958. * @param gizmoLayer The utility layer the gizmo will be added to
  45959. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45960. * @param color The color of the gizmo
  45961. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45962. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45963. */
  45964. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  45965. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45966. /**
  45967. * If the gizmo is enabled
  45968. */
  45969. isEnabled: boolean;
  45970. /**
  45971. * Disposes of the gizmo
  45972. */
  45973. dispose(): void;
  45974. }
  45975. }
  45976. declare module "babylonjs/Gizmos/rotationGizmo" {
  45977. import { Observable } from "babylonjs/Misc/observable";
  45978. import { Nullable } from "babylonjs/types";
  45979. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45980. import { Mesh } from "babylonjs/Meshes/mesh";
  45981. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45982. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45983. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45984. /**
  45985. * Gizmo that enables rotating a mesh along 3 axis
  45986. */
  45987. export class RotationGizmo extends Gizmo {
  45988. /**
  45989. * Internal gizmo used for interactions on the x axis
  45990. */
  45991. xGizmo: PlaneRotationGizmo;
  45992. /**
  45993. * Internal gizmo used for interactions on the y axis
  45994. */
  45995. yGizmo: PlaneRotationGizmo;
  45996. /**
  45997. * Internal gizmo used for interactions on the z axis
  45998. */
  45999. zGizmo: PlaneRotationGizmo;
  46000. /** Fires an event when any of it's sub gizmos are dragged */
  46001. onDragStartObservable: Observable<unknown>;
  46002. /** Fires an event when any of it's sub gizmos are released from dragging */
  46003. onDragEndObservable: Observable<unknown>;
  46004. private _meshAttached;
  46005. attachedMesh: Nullable<AbstractMesh>;
  46006. /**
  46007. * Creates a RotationGizmo
  46008. * @param gizmoLayer The utility layer the gizmo will be added to
  46009. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46010. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46011. */
  46012. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46013. updateGizmoRotationToMatchAttachedMesh: boolean;
  46014. /**
  46015. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46016. */
  46017. snapDistance: number;
  46018. /**
  46019. * Ratio for the scale of the gizmo (Default: 1)
  46020. */
  46021. scaleRatio: number;
  46022. /**
  46023. * Disposes of the gizmo
  46024. */
  46025. dispose(): void;
  46026. /**
  46027. * CustomMeshes are not supported by this gizmo
  46028. * @param mesh The mesh to replace the default mesh of the gizmo
  46029. */
  46030. setCustomMesh(mesh: Mesh): void;
  46031. }
  46032. }
  46033. declare module "babylonjs/Gizmos/gizmoManager" {
  46034. import { Observable } from "babylonjs/Misc/observable";
  46035. import { Nullable } from "babylonjs/types";
  46036. import { Scene, IDisposable } from "babylonjs/scene";
  46037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46038. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46039. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46040. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46041. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46042. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46043. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46044. /**
  46045. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46046. */
  46047. export class GizmoManager implements IDisposable {
  46048. private scene;
  46049. /**
  46050. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46051. */
  46052. gizmos: {
  46053. positionGizmo: Nullable<PositionGizmo>;
  46054. rotationGizmo: Nullable<RotationGizmo>;
  46055. scaleGizmo: Nullable<ScaleGizmo>;
  46056. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46057. };
  46058. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46059. clearGizmoOnEmptyPointerEvent: boolean;
  46060. /** Fires an event when the manager is attached to a mesh */
  46061. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46062. private _gizmosEnabled;
  46063. private _pointerObserver;
  46064. private _attachedMesh;
  46065. private _boundingBoxColor;
  46066. private _defaultUtilityLayer;
  46067. private _defaultKeepDepthUtilityLayer;
  46068. /**
  46069. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46070. */
  46071. boundingBoxDragBehavior: SixDofDragBehavior;
  46072. /**
  46073. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46074. */
  46075. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46076. /**
  46077. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46078. */
  46079. usePointerToAttachGizmos: boolean;
  46080. /**
  46081. * Utility layer that the bounding box gizmo belongs to
  46082. */
  46083. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46084. /**
  46085. * Utility layer that all gizmos besides bounding box belong to
  46086. */
  46087. readonly utilityLayer: UtilityLayerRenderer;
  46088. /**
  46089. * Instatiates a gizmo manager
  46090. * @param scene the scene to overlay the gizmos on top of
  46091. */
  46092. constructor(scene: Scene);
  46093. /**
  46094. * Attaches a set of gizmos to the specified mesh
  46095. * @param mesh The mesh the gizmo's should be attached to
  46096. */
  46097. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46098. /**
  46099. * If the position gizmo is enabled
  46100. */
  46101. positionGizmoEnabled: boolean;
  46102. /**
  46103. * If the rotation gizmo is enabled
  46104. */
  46105. rotationGizmoEnabled: boolean;
  46106. /**
  46107. * If the scale gizmo is enabled
  46108. */
  46109. scaleGizmoEnabled: boolean;
  46110. /**
  46111. * If the boundingBox gizmo is enabled
  46112. */
  46113. boundingBoxGizmoEnabled: boolean;
  46114. /**
  46115. * Disposes of the gizmo manager
  46116. */
  46117. dispose(): void;
  46118. }
  46119. }
  46120. declare module "babylonjs/Lights/directionalLight" {
  46121. import { Camera } from "babylonjs/Cameras/camera";
  46122. import { Scene } from "babylonjs/scene";
  46123. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46125. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46126. import { Effect } from "babylonjs/Materials/effect";
  46127. /**
  46128. * A directional light is defined by a direction (what a surprise!).
  46129. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46130. * 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.
  46131. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46132. */
  46133. export class DirectionalLight extends ShadowLight {
  46134. private _shadowFrustumSize;
  46135. /**
  46136. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46137. */
  46138. /**
  46139. * Specifies a fix frustum size for the shadow generation.
  46140. */
  46141. shadowFrustumSize: number;
  46142. private _shadowOrthoScale;
  46143. /**
  46144. * Gets the shadow projection scale against the optimal computed one.
  46145. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46146. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46147. */
  46148. /**
  46149. * Sets the shadow projection scale against the optimal computed one.
  46150. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46151. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46152. */
  46153. shadowOrthoScale: number;
  46154. /**
  46155. * Automatically compute the projection matrix to best fit (including all the casters)
  46156. * on each frame.
  46157. */
  46158. autoUpdateExtends: boolean;
  46159. private _orthoLeft;
  46160. private _orthoRight;
  46161. private _orthoTop;
  46162. private _orthoBottom;
  46163. /**
  46164. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46165. * The directional light is emitted from everywhere in the given direction.
  46166. * It can cast shadows.
  46167. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46168. * @param name The friendly name of the light
  46169. * @param direction The direction of the light
  46170. * @param scene The scene the light belongs to
  46171. */
  46172. constructor(name: string, direction: Vector3, scene: Scene);
  46173. /**
  46174. * Returns the string "DirectionalLight".
  46175. * @return The class name
  46176. */
  46177. getClassName(): string;
  46178. /**
  46179. * Returns the integer 1.
  46180. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46181. */
  46182. getTypeID(): number;
  46183. /**
  46184. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46185. * Returns the DirectionalLight Shadow projection matrix.
  46186. */
  46187. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46188. /**
  46189. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46190. * Returns the DirectionalLight Shadow projection matrix.
  46191. */
  46192. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46193. /**
  46194. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46195. * Returns the DirectionalLight Shadow projection matrix.
  46196. */
  46197. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46198. protected _buildUniformLayout(): void;
  46199. /**
  46200. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46201. * @param effect The effect to update
  46202. * @param lightIndex The index of the light in the effect to update
  46203. * @returns The directional light
  46204. */
  46205. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46206. /**
  46207. * Gets the minZ used for shadow according to both the scene and the light.
  46208. *
  46209. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46210. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46211. * @param activeCamera The camera we are returning the min for
  46212. * @returns the depth min z
  46213. */
  46214. getDepthMinZ(activeCamera: Camera): number;
  46215. /**
  46216. * Gets the maxZ used for shadow according to both the scene and the light.
  46217. *
  46218. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46219. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46220. * @param activeCamera The camera we are returning the max for
  46221. * @returns the depth max z
  46222. */
  46223. getDepthMaxZ(activeCamera: Camera): number;
  46224. /**
  46225. * Prepares the list of defines specific to the light type.
  46226. * @param defines the list of defines
  46227. * @param lightIndex defines the index of the light for the effect
  46228. */
  46229. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46230. }
  46231. }
  46232. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46233. import { Mesh } from "babylonjs/Meshes/mesh";
  46234. /**
  46235. * Class containing static functions to help procedurally build meshes
  46236. */
  46237. export class HemisphereBuilder {
  46238. /**
  46239. * Creates a hemisphere mesh
  46240. * @param name defines the name of the mesh
  46241. * @param options defines the options used to create the mesh
  46242. * @param scene defines the hosting scene
  46243. * @returns the hemisphere mesh
  46244. */
  46245. static CreateHemisphere(name: string, options: {
  46246. segments?: number;
  46247. diameter?: number;
  46248. sideOrientation?: number;
  46249. }, scene: any): Mesh;
  46250. }
  46251. }
  46252. declare module "babylonjs/Lights/spotLight" {
  46253. import { Nullable } from "babylonjs/types";
  46254. import { Scene } from "babylonjs/scene";
  46255. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46256. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46257. import { Effect } from "babylonjs/Materials/effect";
  46258. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46259. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46260. /**
  46261. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46262. * These values define a cone of light starting from the position, emitting toward the direction.
  46263. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46264. * and the exponent defines the speed of the decay of the light with distance (reach).
  46265. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46266. */
  46267. export class SpotLight extends ShadowLight {
  46268. private _angle;
  46269. private _innerAngle;
  46270. private _cosHalfAngle;
  46271. private _lightAngleScale;
  46272. private _lightAngleOffset;
  46273. /**
  46274. * Gets the cone angle of the spot light in Radians.
  46275. */
  46276. /**
  46277. * Sets the cone angle of the spot light in Radians.
  46278. */
  46279. angle: number;
  46280. /**
  46281. * Only used in gltf falloff mode, this defines the angle where
  46282. * the directional falloff will start before cutting at angle which could be seen
  46283. * as outer angle.
  46284. */
  46285. /**
  46286. * Only used in gltf falloff mode, this defines the angle where
  46287. * the directional falloff will start before cutting at angle which could be seen
  46288. * as outer angle.
  46289. */
  46290. innerAngle: number;
  46291. private _shadowAngleScale;
  46292. /**
  46293. * Allows scaling the angle of the light for shadow generation only.
  46294. */
  46295. /**
  46296. * Allows scaling the angle of the light for shadow generation only.
  46297. */
  46298. shadowAngleScale: number;
  46299. /**
  46300. * The light decay speed with the distance from the emission spot.
  46301. */
  46302. exponent: number;
  46303. private _projectionTextureMatrix;
  46304. /**
  46305. * Allows reading the projecton texture
  46306. */
  46307. readonly projectionTextureMatrix: Matrix;
  46308. protected _projectionTextureLightNear: number;
  46309. /**
  46310. * Gets the near clip of the Spotlight for texture projection.
  46311. */
  46312. /**
  46313. * Sets the near clip of the Spotlight for texture projection.
  46314. */
  46315. projectionTextureLightNear: number;
  46316. protected _projectionTextureLightFar: number;
  46317. /**
  46318. * Gets the far clip of the Spotlight for texture projection.
  46319. */
  46320. /**
  46321. * Sets the far clip of the Spotlight for texture projection.
  46322. */
  46323. projectionTextureLightFar: number;
  46324. protected _projectionTextureUpDirection: Vector3;
  46325. /**
  46326. * Gets the Up vector of the Spotlight for texture projection.
  46327. */
  46328. /**
  46329. * Sets the Up vector of the Spotlight for texture projection.
  46330. */
  46331. projectionTextureUpDirection: Vector3;
  46332. private _projectionTexture;
  46333. /**
  46334. * Gets the projection texture of the light.
  46335. */
  46336. /**
  46337. * Sets the projection texture of the light.
  46338. */
  46339. projectionTexture: Nullable<BaseTexture>;
  46340. private _projectionTextureViewLightDirty;
  46341. private _projectionTextureProjectionLightDirty;
  46342. private _projectionTextureDirty;
  46343. private _projectionTextureViewTargetVector;
  46344. private _projectionTextureViewLightMatrix;
  46345. private _projectionTextureProjectionLightMatrix;
  46346. private _projectionTextureScalingMatrix;
  46347. /**
  46348. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46349. * It can cast shadows.
  46350. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46351. * @param name The light friendly name
  46352. * @param position The position of the spot light in the scene
  46353. * @param direction The direction of the light in the scene
  46354. * @param angle The cone angle of the light in Radians
  46355. * @param exponent The light decay speed with the distance from the emission spot
  46356. * @param scene The scene the lights belongs to
  46357. */
  46358. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46359. /**
  46360. * Returns the string "SpotLight".
  46361. * @returns the class name
  46362. */
  46363. getClassName(): string;
  46364. /**
  46365. * Returns the integer 2.
  46366. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46367. */
  46368. getTypeID(): number;
  46369. /**
  46370. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46371. */
  46372. protected _setDirection(value: Vector3): void;
  46373. /**
  46374. * Overrides the position setter to recompute the projection texture view light Matrix.
  46375. */
  46376. protected _setPosition(value: Vector3): void;
  46377. /**
  46378. * 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.
  46379. * Returns the SpotLight.
  46380. */
  46381. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46382. protected _computeProjectionTextureViewLightMatrix(): void;
  46383. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46384. /**
  46385. * Main function for light texture projection matrix computing.
  46386. */
  46387. protected _computeProjectionTextureMatrix(): void;
  46388. protected _buildUniformLayout(): void;
  46389. private _computeAngleValues;
  46390. /**
  46391. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46392. * @param effect The effect to update
  46393. * @param lightIndex The index of the light in the effect to update
  46394. * @returns The spot light
  46395. */
  46396. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46397. /**
  46398. * Disposes the light and the associated resources.
  46399. */
  46400. dispose(): void;
  46401. /**
  46402. * Prepares the list of defines specific to the light type.
  46403. * @param defines the list of defines
  46404. * @param lightIndex defines the index of the light for the effect
  46405. */
  46406. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46407. }
  46408. }
  46409. declare module "babylonjs/Gizmos/lightGizmo" {
  46410. import { Nullable } from "babylonjs/types";
  46411. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46412. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46413. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46414. import { Light } from "babylonjs/Lights/light";
  46415. /**
  46416. * Gizmo that enables viewing a light
  46417. */
  46418. export class LightGizmo extends Gizmo {
  46419. private _lightMesh;
  46420. private _material;
  46421. private cachedPosition;
  46422. private cachedForward;
  46423. /**
  46424. * Creates a LightGizmo
  46425. * @param gizmoLayer The utility layer the gizmo will be added to
  46426. */
  46427. constructor(gizmoLayer?: UtilityLayerRenderer);
  46428. private _light;
  46429. /**
  46430. * The light that the gizmo is attached to
  46431. */
  46432. light: Nullable<Light>;
  46433. /**
  46434. * Gets the material used to render the light gizmo
  46435. */
  46436. readonly material: StandardMaterial;
  46437. /**
  46438. * @hidden
  46439. * Updates the gizmo to match the attached mesh's position/rotation
  46440. */
  46441. protected _update(): void;
  46442. private static _Scale;
  46443. /**
  46444. * Creates the lines for a light mesh
  46445. */
  46446. private static _createLightLines;
  46447. /**
  46448. * Disposes of the light gizmo
  46449. */
  46450. dispose(): void;
  46451. private static _CreateHemisphericLightMesh;
  46452. private static _CreatePointLightMesh;
  46453. private static _CreateSpotLightMesh;
  46454. private static _CreateDirectionalLightMesh;
  46455. }
  46456. }
  46457. declare module "babylonjs/Gizmos/index" {
  46458. export * from "babylonjs/Gizmos/axisDragGizmo";
  46459. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46460. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46461. export * from "babylonjs/Gizmos/gizmo";
  46462. export * from "babylonjs/Gizmos/gizmoManager";
  46463. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46464. export * from "babylonjs/Gizmos/positionGizmo";
  46465. export * from "babylonjs/Gizmos/rotationGizmo";
  46466. export * from "babylonjs/Gizmos/scaleGizmo";
  46467. export * from "babylonjs/Gizmos/lightGizmo";
  46468. export * from "babylonjs/Gizmos/planeDragGizmo";
  46469. }
  46470. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46471. /** @hidden */
  46472. export var backgroundFragmentDeclaration: {
  46473. name: string;
  46474. shader: string;
  46475. };
  46476. }
  46477. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46478. /** @hidden */
  46479. export var backgroundUboDeclaration: {
  46480. name: string;
  46481. shader: string;
  46482. };
  46483. }
  46484. declare module "babylonjs/Shaders/background.fragment" {
  46485. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46486. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46487. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46488. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46489. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46490. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46491. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46492. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46493. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46494. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46495. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46496. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46497. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46498. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46499. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46500. /** @hidden */
  46501. export var backgroundPixelShader: {
  46502. name: string;
  46503. shader: string;
  46504. };
  46505. }
  46506. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46507. /** @hidden */
  46508. export var backgroundVertexDeclaration: {
  46509. name: string;
  46510. shader: string;
  46511. };
  46512. }
  46513. declare module "babylonjs/Shaders/background.vertex" {
  46514. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46515. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46516. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46517. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46518. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46519. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46520. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46521. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46522. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46523. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46524. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46525. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46526. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46527. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46528. /** @hidden */
  46529. export var backgroundVertexShader: {
  46530. name: string;
  46531. shader: string;
  46532. };
  46533. }
  46534. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46535. import { Nullable, int, float } from "babylonjs/types";
  46536. import { Scene } from "babylonjs/scene";
  46537. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46538. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46540. import { Mesh } from "babylonjs/Meshes/mesh";
  46541. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46542. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46543. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46544. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46545. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46546. import { Color3 } from "babylonjs/Maths/math.color";
  46547. import "babylonjs/Shaders/background.fragment";
  46548. import "babylonjs/Shaders/background.vertex";
  46549. /**
  46550. * Background material used to create an efficient environement around your scene.
  46551. */
  46552. export class BackgroundMaterial extends PushMaterial {
  46553. /**
  46554. * Standard reflectance value at parallel view angle.
  46555. */
  46556. static StandardReflectance0: number;
  46557. /**
  46558. * Standard reflectance value at grazing angle.
  46559. */
  46560. static StandardReflectance90: number;
  46561. protected _primaryColor: Color3;
  46562. /**
  46563. * Key light Color (multiply against the environement texture)
  46564. */
  46565. primaryColor: Color3;
  46566. protected __perceptualColor: Nullable<Color3>;
  46567. /**
  46568. * Experimental Internal Use Only.
  46569. *
  46570. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46571. * This acts as a helper to set the primary color to a more "human friendly" value.
  46572. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46573. * output color as close as possible from the chosen value.
  46574. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46575. * part of lighting setup.)
  46576. */
  46577. _perceptualColor: Nullable<Color3>;
  46578. protected _primaryColorShadowLevel: float;
  46579. /**
  46580. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46581. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46582. */
  46583. primaryColorShadowLevel: float;
  46584. protected _primaryColorHighlightLevel: float;
  46585. /**
  46586. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46587. * The primary color is used at the level chosen to define what the white area would look.
  46588. */
  46589. primaryColorHighlightLevel: float;
  46590. protected _reflectionTexture: Nullable<BaseTexture>;
  46591. /**
  46592. * Reflection Texture used in the material.
  46593. * Should be author in a specific way for the best result (refer to the documentation).
  46594. */
  46595. reflectionTexture: Nullable<BaseTexture>;
  46596. protected _reflectionBlur: float;
  46597. /**
  46598. * Reflection Texture level of blur.
  46599. *
  46600. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46601. * texture twice.
  46602. */
  46603. reflectionBlur: float;
  46604. protected _diffuseTexture: Nullable<BaseTexture>;
  46605. /**
  46606. * Diffuse Texture used in the material.
  46607. * Should be author in a specific way for the best result (refer to the documentation).
  46608. */
  46609. diffuseTexture: Nullable<BaseTexture>;
  46610. protected _shadowLights: Nullable<IShadowLight[]>;
  46611. /**
  46612. * Specify the list of lights casting shadow on the material.
  46613. * All scene shadow lights will be included if null.
  46614. */
  46615. shadowLights: Nullable<IShadowLight[]>;
  46616. protected _shadowLevel: float;
  46617. /**
  46618. * Helps adjusting the shadow to a softer level if required.
  46619. * 0 means black shadows and 1 means no shadows.
  46620. */
  46621. shadowLevel: float;
  46622. protected _sceneCenter: Vector3;
  46623. /**
  46624. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46625. * It is usually zero but might be interesting to modify according to your setup.
  46626. */
  46627. sceneCenter: Vector3;
  46628. protected _opacityFresnel: boolean;
  46629. /**
  46630. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46631. * This helps ensuring a nice transition when the camera goes under the ground.
  46632. */
  46633. opacityFresnel: boolean;
  46634. protected _reflectionFresnel: boolean;
  46635. /**
  46636. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46637. * This helps adding a mirror texture on the ground.
  46638. */
  46639. reflectionFresnel: boolean;
  46640. protected _reflectionFalloffDistance: number;
  46641. /**
  46642. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46643. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46644. */
  46645. reflectionFalloffDistance: number;
  46646. protected _reflectionAmount: number;
  46647. /**
  46648. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46649. */
  46650. reflectionAmount: number;
  46651. protected _reflectionReflectance0: number;
  46652. /**
  46653. * This specifies the weight of the reflection at grazing angle.
  46654. */
  46655. reflectionReflectance0: number;
  46656. protected _reflectionReflectance90: number;
  46657. /**
  46658. * This specifies the weight of the reflection at a perpendicular point of view.
  46659. */
  46660. reflectionReflectance90: number;
  46661. /**
  46662. * Sets the reflection reflectance fresnel values according to the default standard
  46663. * empirically know to work well :-)
  46664. */
  46665. reflectionStandardFresnelWeight: number;
  46666. protected _useRGBColor: boolean;
  46667. /**
  46668. * Helps to directly use the maps channels instead of their level.
  46669. */
  46670. useRGBColor: boolean;
  46671. protected _enableNoise: boolean;
  46672. /**
  46673. * This helps reducing the banding effect that could occur on the background.
  46674. */
  46675. enableNoise: boolean;
  46676. /**
  46677. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46678. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46679. * Recommended to be keep at 1.0 except for special cases.
  46680. */
  46681. fovMultiplier: number;
  46682. private _fovMultiplier;
  46683. /**
  46684. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46685. */
  46686. useEquirectangularFOV: boolean;
  46687. private _maxSimultaneousLights;
  46688. /**
  46689. * Number of Simultaneous lights allowed on the material.
  46690. */
  46691. maxSimultaneousLights: int;
  46692. /**
  46693. * Default configuration related to image processing available in the Background Material.
  46694. */
  46695. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46696. /**
  46697. * Keep track of the image processing observer to allow dispose and replace.
  46698. */
  46699. private _imageProcessingObserver;
  46700. /**
  46701. * Attaches a new image processing configuration to the PBR Material.
  46702. * @param configuration (if null the scene configuration will be use)
  46703. */
  46704. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46705. /**
  46706. * Gets the image processing configuration used either in this material.
  46707. */
  46708. /**
  46709. * Sets the Default image processing configuration used either in the this material.
  46710. *
  46711. * If sets to null, the scene one is in use.
  46712. */
  46713. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46714. /**
  46715. * Gets wether the color curves effect is enabled.
  46716. */
  46717. /**
  46718. * Sets wether the color curves effect is enabled.
  46719. */
  46720. cameraColorCurvesEnabled: boolean;
  46721. /**
  46722. * Gets wether the color grading effect is enabled.
  46723. */
  46724. /**
  46725. * Gets wether the color grading effect is enabled.
  46726. */
  46727. cameraColorGradingEnabled: boolean;
  46728. /**
  46729. * Gets wether tonemapping is enabled or not.
  46730. */
  46731. /**
  46732. * Sets wether tonemapping is enabled or not
  46733. */
  46734. cameraToneMappingEnabled: boolean;
  46735. /**
  46736. * The camera exposure used on this material.
  46737. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46738. * This corresponds to a photographic exposure.
  46739. */
  46740. /**
  46741. * The camera exposure used on this material.
  46742. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46743. * This corresponds to a photographic exposure.
  46744. */
  46745. cameraExposure: float;
  46746. /**
  46747. * Gets The camera contrast used on this material.
  46748. */
  46749. /**
  46750. * Sets The camera contrast used on this material.
  46751. */
  46752. cameraContrast: float;
  46753. /**
  46754. * Gets the Color Grading 2D Lookup Texture.
  46755. */
  46756. /**
  46757. * Sets the Color Grading 2D Lookup Texture.
  46758. */
  46759. cameraColorGradingTexture: Nullable<BaseTexture>;
  46760. /**
  46761. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46762. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46763. * 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;
  46764. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46765. */
  46766. /**
  46767. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46768. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46769. * 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;
  46770. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46771. */
  46772. cameraColorCurves: Nullable<ColorCurves>;
  46773. /**
  46774. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46775. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46776. */
  46777. switchToBGR: boolean;
  46778. private _renderTargets;
  46779. private _reflectionControls;
  46780. private _white;
  46781. private _primaryShadowColor;
  46782. private _primaryHighlightColor;
  46783. /**
  46784. * Instantiates a Background Material in the given scene
  46785. * @param name The friendly name of the material
  46786. * @param scene The scene to add the material to
  46787. */
  46788. constructor(name: string, scene: Scene);
  46789. /**
  46790. * Gets a boolean indicating that current material needs to register RTT
  46791. */
  46792. readonly hasRenderTargetTextures: boolean;
  46793. /**
  46794. * The entire material has been created in order to prevent overdraw.
  46795. * @returns false
  46796. */
  46797. needAlphaTesting(): boolean;
  46798. /**
  46799. * The entire material has been created in order to prevent overdraw.
  46800. * @returns true if blending is enable
  46801. */
  46802. needAlphaBlending(): boolean;
  46803. /**
  46804. * Checks wether the material is ready to be rendered for a given mesh.
  46805. * @param mesh The mesh to render
  46806. * @param subMesh The submesh to check against
  46807. * @param useInstances Specify wether or not the material is used with instances
  46808. * @returns true if all the dependencies are ready (Textures, Effects...)
  46809. */
  46810. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46811. /**
  46812. * Compute the primary color according to the chosen perceptual color.
  46813. */
  46814. private _computePrimaryColorFromPerceptualColor;
  46815. /**
  46816. * Compute the highlights and shadow colors according to their chosen levels.
  46817. */
  46818. private _computePrimaryColors;
  46819. /**
  46820. * Build the uniform buffer used in the material.
  46821. */
  46822. buildUniformLayout(): void;
  46823. /**
  46824. * Unbind the material.
  46825. */
  46826. unbind(): void;
  46827. /**
  46828. * Bind only the world matrix to the material.
  46829. * @param world The world matrix to bind.
  46830. */
  46831. bindOnlyWorldMatrix(world: Matrix): void;
  46832. /**
  46833. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46834. * @param world The world matrix to bind.
  46835. * @param subMesh The submesh to bind for.
  46836. */
  46837. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46838. /**
  46839. * Dispose the material.
  46840. * @param forceDisposeEffect Force disposal of the associated effect.
  46841. * @param forceDisposeTextures Force disposal of the associated textures.
  46842. */
  46843. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46844. /**
  46845. * Clones the material.
  46846. * @param name The cloned name.
  46847. * @returns The cloned material.
  46848. */
  46849. clone(name: string): BackgroundMaterial;
  46850. /**
  46851. * Serializes the current material to its JSON representation.
  46852. * @returns The JSON representation.
  46853. */
  46854. serialize(): any;
  46855. /**
  46856. * Gets the class name of the material
  46857. * @returns "BackgroundMaterial"
  46858. */
  46859. getClassName(): string;
  46860. /**
  46861. * Parse a JSON input to create back a background material.
  46862. * @param source The JSON data to parse
  46863. * @param scene The scene to create the parsed material in
  46864. * @param rootUrl The root url of the assets the material depends upon
  46865. * @returns the instantiated BackgroundMaterial.
  46866. */
  46867. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46868. }
  46869. }
  46870. declare module "babylonjs/Helpers/environmentHelper" {
  46871. import { Observable } from "babylonjs/Misc/observable";
  46872. import { Nullable } from "babylonjs/types";
  46873. import { Scene } from "babylonjs/scene";
  46874. import { Vector3 } from "babylonjs/Maths/math.vector";
  46875. import { Color3 } from "babylonjs/Maths/math.color";
  46876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46877. import { Mesh } from "babylonjs/Meshes/mesh";
  46878. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46879. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46880. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46881. import "babylonjs/Meshes/Builders/planeBuilder";
  46882. import "babylonjs/Meshes/Builders/boxBuilder";
  46883. /**
  46884. * Represents the different options available during the creation of
  46885. * a Environment helper.
  46886. *
  46887. * This can control the default ground, skybox and image processing setup of your scene.
  46888. */
  46889. export interface IEnvironmentHelperOptions {
  46890. /**
  46891. * Specifies wether or not to create a ground.
  46892. * True by default.
  46893. */
  46894. createGround: boolean;
  46895. /**
  46896. * Specifies the ground size.
  46897. * 15 by default.
  46898. */
  46899. groundSize: number;
  46900. /**
  46901. * The texture used on the ground for the main color.
  46902. * Comes from the BabylonJS CDN by default.
  46903. *
  46904. * Remarks: Can be either a texture or a url.
  46905. */
  46906. groundTexture: string | BaseTexture;
  46907. /**
  46908. * The color mixed in the ground texture by default.
  46909. * BabylonJS clearColor by default.
  46910. */
  46911. groundColor: Color3;
  46912. /**
  46913. * Specifies the ground opacity.
  46914. * 1 by default.
  46915. */
  46916. groundOpacity: number;
  46917. /**
  46918. * Enables the ground to receive shadows.
  46919. * True by default.
  46920. */
  46921. enableGroundShadow: boolean;
  46922. /**
  46923. * Helps preventing the shadow to be fully black on the ground.
  46924. * 0.5 by default.
  46925. */
  46926. groundShadowLevel: number;
  46927. /**
  46928. * Creates a mirror texture attach to the ground.
  46929. * false by default.
  46930. */
  46931. enableGroundMirror: boolean;
  46932. /**
  46933. * Specifies the ground mirror size ratio.
  46934. * 0.3 by default as the default kernel is 64.
  46935. */
  46936. groundMirrorSizeRatio: number;
  46937. /**
  46938. * Specifies the ground mirror blur kernel size.
  46939. * 64 by default.
  46940. */
  46941. groundMirrorBlurKernel: number;
  46942. /**
  46943. * Specifies the ground mirror visibility amount.
  46944. * 1 by default
  46945. */
  46946. groundMirrorAmount: number;
  46947. /**
  46948. * Specifies the ground mirror reflectance weight.
  46949. * This uses the standard weight of the background material to setup the fresnel effect
  46950. * of the mirror.
  46951. * 1 by default.
  46952. */
  46953. groundMirrorFresnelWeight: number;
  46954. /**
  46955. * Specifies the ground mirror Falloff distance.
  46956. * This can helps reducing the size of the reflection.
  46957. * 0 by Default.
  46958. */
  46959. groundMirrorFallOffDistance: number;
  46960. /**
  46961. * Specifies the ground mirror texture type.
  46962. * Unsigned Int by Default.
  46963. */
  46964. groundMirrorTextureType: number;
  46965. /**
  46966. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46967. * the shown objects.
  46968. */
  46969. groundYBias: number;
  46970. /**
  46971. * Specifies wether or not to create a skybox.
  46972. * True by default.
  46973. */
  46974. createSkybox: boolean;
  46975. /**
  46976. * Specifies the skybox size.
  46977. * 20 by default.
  46978. */
  46979. skyboxSize: number;
  46980. /**
  46981. * The texture used on the skybox for the main color.
  46982. * Comes from the BabylonJS CDN by default.
  46983. *
  46984. * Remarks: Can be either a texture or a url.
  46985. */
  46986. skyboxTexture: string | BaseTexture;
  46987. /**
  46988. * The color mixed in the skybox texture by default.
  46989. * BabylonJS clearColor by default.
  46990. */
  46991. skyboxColor: Color3;
  46992. /**
  46993. * The background rotation around the Y axis of the scene.
  46994. * This helps aligning the key lights of your scene with the background.
  46995. * 0 by default.
  46996. */
  46997. backgroundYRotation: number;
  46998. /**
  46999. * Compute automatically the size of the elements to best fit with the scene.
  47000. */
  47001. sizeAuto: boolean;
  47002. /**
  47003. * Default position of the rootMesh if autoSize is not true.
  47004. */
  47005. rootPosition: Vector3;
  47006. /**
  47007. * Sets up the image processing in the scene.
  47008. * true by default.
  47009. */
  47010. setupImageProcessing: boolean;
  47011. /**
  47012. * The texture used as your environment texture in the scene.
  47013. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47014. *
  47015. * Remarks: Can be either a texture or a url.
  47016. */
  47017. environmentTexture: string | BaseTexture;
  47018. /**
  47019. * The value of the exposure to apply to the scene.
  47020. * 0.6 by default if setupImageProcessing is true.
  47021. */
  47022. cameraExposure: number;
  47023. /**
  47024. * The value of the contrast to apply to the scene.
  47025. * 1.6 by default if setupImageProcessing is true.
  47026. */
  47027. cameraContrast: number;
  47028. /**
  47029. * Specifies wether or not tonemapping should be enabled in the scene.
  47030. * true by default if setupImageProcessing is true.
  47031. */
  47032. toneMappingEnabled: boolean;
  47033. }
  47034. /**
  47035. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47036. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47037. * It also helps with the default setup of your imageProcessing configuration.
  47038. */
  47039. export class EnvironmentHelper {
  47040. /**
  47041. * Default ground texture URL.
  47042. */
  47043. private static _groundTextureCDNUrl;
  47044. /**
  47045. * Default skybox texture URL.
  47046. */
  47047. private static _skyboxTextureCDNUrl;
  47048. /**
  47049. * Default environment texture URL.
  47050. */
  47051. private static _environmentTextureCDNUrl;
  47052. /**
  47053. * Creates the default options for the helper.
  47054. */
  47055. private static _getDefaultOptions;
  47056. private _rootMesh;
  47057. /**
  47058. * Gets the root mesh created by the helper.
  47059. */
  47060. readonly rootMesh: Mesh;
  47061. private _skybox;
  47062. /**
  47063. * Gets the skybox created by the helper.
  47064. */
  47065. readonly skybox: Nullable<Mesh>;
  47066. private _skyboxTexture;
  47067. /**
  47068. * Gets the skybox texture created by the helper.
  47069. */
  47070. readonly skyboxTexture: Nullable<BaseTexture>;
  47071. private _skyboxMaterial;
  47072. /**
  47073. * Gets the skybox material created by the helper.
  47074. */
  47075. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47076. private _ground;
  47077. /**
  47078. * Gets the ground mesh created by the helper.
  47079. */
  47080. readonly ground: Nullable<Mesh>;
  47081. private _groundTexture;
  47082. /**
  47083. * Gets the ground texture created by the helper.
  47084. */
  47085. readonly groundTexture: Nullable<BaseTexture>;
  47086. private _groundMirror;
  47087. /**
  47088. * Gets the ground mirror created by the helper.
  47089. */
  47090. readonly groundMirror: Nullable<MirrorTexture>;
  47091. /**
  47092. * Gets the ground mirror render list to helps pushing the meshes
  47093. * you wish in the ground reflection.
  47094. */
  47095. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47096. private _groundMaterial;
  47097. /**
  47098. * Gets the ground material created by the helper.
  47099. */
  47100. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47101. /**
  47102. * Stores the creation options.
  47103. */
  47104. private readonly _scene;
  47105. private _options;
  47106. /**
  47107. * This observable will be notified with any error during the creation of the environment,
  47108. * mainly texture creation errors.
  47109. */
  47110. onErrorObservable: Observable<{
  47111. message?: string;
  47112. exception?: any;
  47113. }>;
  47114. /**
  47115. * constructor
  47116. * @param options Defines the options we want to customize the helper
  47117. * @param scene The scene to add the material to
  47118. */
  47119. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47120. /**
  47121. * Updates the background according to the new options
  47122. * @param options
  47123. */
  47124. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47125. /**
  47126. * Sets the primary color of all the available elements.
  47127. * @param color the main color to affect to the ground and the background
  47128. */
  47129. setMainColor(color: Color3): void;
  47130. /**
  47131. * Setup the image processing according to the specified options.
  47132. */
  47133. private _setupImageProcessing;
  47134. /**
  47135. * Setup the environment texture according to the specified options.
  47136. */
  47137. private _setupEnvironmentTexture;
  47138. /**
  47139. * Setup the background according to the specified options.
  47140. */
  47141. private _setupBackground;
  47142. /**
  47143. * Get the scene sizes according to the setup.
  47144. */
  47145. private _getSceneSize;
  47146. /**
  47147. * Setup the ground according to the specified options.
  47148. */
  47149. private _setupGround;
  47150. /**
  47151. * Setup the ground material according to the specified options.
  47152. */
  47153. private _setupGroundMaterial;
  47154. /**
  47155. * Setup the ground diffuse texture according to the specified options.
  47156. */
  47157. private _setupGroundDiffuseTexture;
  47158. /**
  47159. * Setup the ground mirror texture according to the specified options.
  47160. */
  47161. private _setupGroundMirrorTexture;
  47162. /**
  47163. * Setup the ground to receive the mirror texture.
  47164. */
  47165. private _setupMirrorInGroundMaterial;
  47166. /**
  47167. * Setup the skybox according to the specified options.
  47168. */
  47169. private _setupSkybox;
  47170. /**
  47171. * Setup the skybox material according to the specified options.
  47172. */
  47173. private _setupSkyboxMaterial;
  47174. /**
  47175. * Setup the skybox reflection texture according to the specified options.
  47176. */
  47177. private _setupSkyboxReflectionTexture;
  47178. private _errorHandler;
  47179. /**
  47180. * Dispose all the elements created by the Helper.
  47181. */
  47182. dispose(): void;
  47183. }
  47184. }
  47185. declare module "babylonjs/Helpers/photoDome" {
  47186. import { Observable } from "babylonjs/Misc/observable";
  47187. import { Nullable } from "babylonjs/types";
  47188. import { Scene } from "babylonjs/scene";
  47189. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47190. import { Mesh } from "babylonjs/Meshes/mesh";
  47191. import { Texture } from "babylonjs/Materials/Textures/texture";
  47192. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47193. import "babylonjs/Meshes/Builders/sphereBuilder";
  47194. /**
  47195. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47196. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47197. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47198. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47199. */
  47200. export class PhotoDome extends TransformNode {
  47201. /**
  47202. * Define the image as a Monoscopic panoramic 360 image.
  47203. */
  47204. static readonly MODE_MONOSCOPIC: number;
  47205. /**
  47206. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47207. */
  47208. static readonly MODE_TOPBOTTOM: number;
  47209. /**
  47210. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47211. */
  47212. static readonly MODE_SIDEBYSIDE: number;
  47213. private _useDirectMapping;
  47214. /**
  47215. * The texture being displayed on the sphere
  47216. */
  47217. protected _photoTexture: Texture;
  47218. /**
  47219. * Gets or sets the texture being displayed on the sphere
  47220. */
  47221. photoTexture: Texture;
  47222. /**
  47223. * Observable raised when an error occured while loading the 360 image
  47224. */
  47225. onLoadErrorObservable: Observable<string>;
  47226. /**
  47227. * The skybox material
  47228. */
  47229. protected _material: BackgroundMaterial;
  47230. /**
  47231. * The surface used for the skybox
  47232. */
  47233. protected _mesh: Mesh;
  47234. /**
  47235. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47236. * Also see the options.resolution property.
  47237. */
  47238. fovMultiplier: number;
  47239. private _imageMode;
  47240. /**
  47241. * Gets or set the current video mode for the video. It can be:
  47242. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47243. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47244. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47245. */
  47246. imageMode: number;
  47247. /**
  47248. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47249. * @param name Element's name, child elements will append suffixes for their own names.
  47250. * @param urlsOfPhoto defines the url of the photo to display
  47251. * @param options defines an object containing optional or exposed sub element properties
  47252. * @param onError defines a callback called when an error occured while loading the texture
  47253. */
  47254. constructor(name: string, urlOfPhoto: string, options: {
  47255. resolution?: number;
  47256. size?: number;
  47257. useDirectMapping?: boolean;
  47258. faceForward?: boolean;
  47259. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47260. private _onBeforeCameraRenderObserver;
  47261. private _changeImageMode;
  47262. /**
  47263. * Releases resources associated with this node.
  47264. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47265. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47266. */
  47267. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47268. }
  47269. }
  47270. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47271. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47272. /** @hidden */
  47273. export var rgbdDecodePixelShader: {
  47274. name: string;
  47275. shader: string;
  47276. };
  47277. }
  47278. declare module "babylonjs/Misc/brdfTextureTools" {
  47279. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47280. import { Scene } from "babylonjs/scene";
  47281. import "babylonjs/Shaders/rgbdDecode.fragment";
  47282. /**
  47283. * Class used to host texture specific utilities
  47284. */
  47285. export class BRDFTextureTools {
  47286. /**
  47287. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47288. * @param texture the texture to expand.
  47289. */
  47290. private static _ExpandDefaultBRDFTexture;
  47291. /**
  47292. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47293. * @param scene defines the hosting scene
  47294. * @returns the environment BRDF texture
  47295. */
  47296. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47297. private static _environmentBRDFBase64Texture;
  47298. }
  47299. }
  47300. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47301. import { Nullable } from "babylonjs/types";
  47302. import { Color3 } from "babylonjs/Maths/math.color";
  47303. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47304. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47305. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47306. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47307. import { Engine } from "babylonjs/Engines/engine";
  47308. import { Scene } from "babylonjs/scene";
  47309. /**
  47310. * @hidden
  47311. */
  47312. export interface IMaterialClearCoatDefines {
  47313. CLEARCOAT: boolean;
  47314. CLEARCOAT_DEFAULTIOR: boolean;
  47315. CLEARCOAT_TEXTURE: boolean;
  47316. CLEARCOAT_TEXTUREDIRECTUV: number;
  47317. CLEARCOAT_BUMP: boolean;
  47318. CLEARCOAT_BUMPDIRECTUV: number;
  47319. CLEARCOAT_TINT: boolean;
  47320. CLEARCOAT_TINT_TEXTURE: boolean;
  47321. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47322. /** @hidden */
  47323. _areTexturesDirty: boolean;
  47324. }
  47325. /**
  47326. * Define the code related to the clear coat parameters of the pbr material.
  47327. */
  47328. export class PBRClearCoatConfiguration {
  47329. /**
  47330. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47331. * The default fits with a polyurethane material.
  47332. */
  47333. private static readonly _DefaultIndexOfRefraction;
  47334. private _isEnabled;
  47335. /**
  47336. * Defines if the clear coat is enabled in the material.
  47337. */
  47338. isEnabled: boolean;
  47339. /**
  47340. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47341. */
  47342. intensity: number;
  47343. /**
  47344. * Defines the clear coat layer roughness.
  47345. */
  47346. roughness: number;
  47347. private _indexOfRefraction;
  47348. /**
  47349. * Defines the index of refraction of the clear coat.
  47350. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47351. * The default fits with a polyurethane material.
  47352. * Changing the default value is more performance intensive.
  47353. */
  47354. indexOfRefraction: number;
  47355. private _texture;
  47356. /**
  47357. * Stores the clear coat values in a texture.
  47358. */
  47359. texture: Nullable<BaseTexture>;
  47360. private _bumpTexture;
  47361. /**
  47362. * Define the clear coat specific bump texture.
  47363. */
  47364. bumpTexture: Nullable<BaseTexture>;
  47365. private _isTintEnabled;
  47366. /**
  47367. * Defines if the clear coat tint is enabled in the material.
  47368. */
  47369. isTintEnabled: boolean;
  47370. /**
  47371. * Defines the clear coat tint of the material.
  47372. * This is only use if tint is enabled
  47373. */
  47374. tintColor: Color3;
  47375. /**
  47376. * Defines the distance at which the tint color should be found in the
  47377. * clear coat media.
  47378. * This is only use if tint is enabled
  47379. */
  47380. tintColorAtDistance: number;
  47381. /**
  47382. * Defines the clear coat layer thickness.
  47383. * This is only use if tint is enabled
  47384. */
  47385. tintThickness: number;
  47386. private _tintTexture;
  47387. /**
  47388. * Stores the clear tint values in a texture.
  47389. * rgb is tint
  47390. * a is a thickness factor
  47391. */
  47392. tintTexture: Nullable<BaseTexture>;
  47393. /** @hidden */
  47394. private _internalMarkAllSubMeshesAsTexturesDirty;
  47395. /** @hidden */
  47396. _markAllSubMeshesAsTexturesDirty(): void;
  47397. /**
  47398. * Instantiate a new istance of clear coat configuration.
  47399. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47400. */
  47401. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47402. /**
  47403. * Gets wehter the submesh is ready to be used or not.
  47404. * @param defines the list of "defines" to update.
  47405. * @param scene defines the scene the material belongs to.
  47406. * @param engine defines the engine the material belongs to.
  47407. * @param disableBumpMap defines wether the material disables bump or not.
  47408. * @returns - boolean indicating that the submesh is ready or not.
  47409. */
  47410. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47411. /**
  47412. * Checks to see if a texture is used in the material.
  47413. * @param defines the list of "defines" to update.
  47414. * @param scene defines the scene to the material belongs to.
  47415. */
  47416. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47417. /**
  47418. * Binds the material data.
  47419. * @param uniformBuffer defines the Uniform buffer to fill in.
  47420. * @param scene defines the scene the material belongs to.
  47421. * @param engine defines the engine the material belongs to.
  47422. * @param disableBumpMap defines wether the material disables bump or not.
  47423. * @param isFrozen defines wether the material is frozen or not.
  47424. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47425. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47426. */
  47427. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47428. /**
  47429. * Checks to see if a texture is used in the material.
  47430. * @param texture - Base texture to use.
  47431. * @returns - Boolean specifying if a texture is used in the material.
  47432. */
  47433. hasTexture(texture: BaseTexture): boolean;
  47434. /**
  47435. * Returns an array of the actively used textures.
  47436. * @param activeTextures Array of BaseTextures
  47437. */
  47438. getActiveTextures(activeTextures: BaseTexture[]): void;
  47439. /**
  47440. * Returns the animatable textures.
  47441. * @param animatables Array of animatable textures.
  47442. */
  47443. getAnimatables(animatables: IAnimatable[]): void;
  47444. /**
  47445. * Disposes the resources of the material.
  47446. * @param forceDisposeTextures - Forces the disposal of all textures.
  47447. */
  47448. dispose(forceDisposeTextures?: boolean): void;
  47449. /**
  47450. * Get the current class name of the texture useful for serialization or dynamic coding.
  47451. * @returns "PBRClearCoatConfiguration"
  47452. */
  47453. getClassName(): string;
  47454. /**
  47455. * Add fallbacks to the effect fallbacks list.
  47456. * @param defines defines the Base texture to use.
  47457. * @param fallbacks defines the current fallback list.
  47458. * @param currentRank defines the current fallback rank.
  47459. * @returns the new fallback rank.
  47460. */
  47461. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47462. /**
  47463. * Add the required uniforms to the current list.
  47464. * @param uniforms defines the current uniform list.
  47465. */
  47466. static AddUniforms(uniforms: string[]): void;
  47467. /**
  47468. * Add the required samplers to the current list.
  47469. * @param samplers defines the current sampler list.
  47470. */
  47471. static AddSamplers(samplers: string[]): void;
  47472. /**
  47473. * Add the required uniforms to the current buffer.
  47474. * @param uniformBuffer defines the current uniform buffer.
  47475. */
  47476. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47477. /**
  47478. * Makes a duplicate of the current configuration into another one.
  47479. * @param clearCoatConfiguration define the config where to copy the info
  47480. */
  47481. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47482. /**
  47483. * Serializes this clear coat configuration.
  47484. * @returns - An object with the serialized config.
  47485. */
  47486. serialize(): any;
  47487. /**
  47488. * Parses a anisotropy Configuration from a serialized object.
  47489. * @param source - Serialized object.
  47490. * @param scene Defines the scene we are parsing for
  47491. * @param rootUrl Defines the rootUrl to load from
  47492. */
  47493. parse(source: any, scene: Scene, rootUrl: string): void;
  47494. }
  47495. }
  47496. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47497. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47498. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47499. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47500. import { Vector2 } from "babylonjs/Maths/math.vector";
  47501. import { Scene } from "babylonjs/scene";
  47502. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47503. import { Nullable } from "babylonjs/types";
  47504. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47505. /**
  47506. * @hidden
  47507. */
  47508. export interface IMaterialAnisotropicDefines {
  47509. ANISOTROPIC: boolean;
  47510. ANISOTROPIC_TEXTURE: boolean;
  47511. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47512. MAINUV1: boolean;
  47513. _areTexturesDirty: boolean;
  47514. _needUVs: boolean;
  47515. }
  47516. /**
  47517. * Define the code related to the anisotropic parameters of the pbr material.
  47518. */
  47519. export class PBRAnisotropicConfiguration {
  47520. private _isEnabled;
  47521. /**
  47522. * Defines if the anisotropy is enabled in the material.
  47523. */
  47524. isEnabled: boolean;
  47525. /**
  47526. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47527. */
  47528. intensity: number;
  47529. /**
  47530. * Defines if the effect is along the tangents, bitangents or in between.
  47531. * By default, the effect is "strectching" the highlights along the tangents.
  47532. */
  47533. direction: Vector2;
  47534. private _texture;
  47535. /**
  47536. * Stores the anisotropy values in a texture.
  47537. * rg is direction (like normal from -1 to 1)
  47538. * b is a intensity
  47539. */
  47540. texture: Nullable<BaseTexture>;
  47541. /** @hidden */
  47542. private _internalMarkAllSubMeshesAsTexturesDirty;
  47543. /** @hidden */
  47544. _markAllSubMeshesAsTexturesDirty(): void;
  47545. /**
  47546. * Instantiate a new istance of anisotropy configuration.
  47547. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47548. */
  47549. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47550. /**
  47551. * Specifies that the submesh is ready to be used.
  47552. * @param defines the list of "defines" to update.
  47553. * @param scene defines the scene the material belongs to.
  47554. * @returns - boolean indicating that the submesh is ready or not.
  47555. */
  47556. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47557. /**
  47558. * Checks to see if a texture is used in the material.
  47559. * @param defines the list of "defines" to update.
  47560. * @param mesh the mesh we are preparing the defines for.
  47561. * @param scene defines the scene the material belongs to.
  47562. */
  47563. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47564. /**
  47565. * Binds the material data.
  47566. * @param uniformBuffer defines the Uniform buffer to fill in.
  47567. * @param scene defines the scene the material belongs to.
  47568. * @param isFrozen defines wether the material is frozen or not.
  47569. */
  47570. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47571. /**
  47572. * Checks to see if a texture is used in the material.
  47573. * @param texture - Base texture to use.
  47574. * @returns - Boolean specifying if a texture is used in the material.
  47575. */
  47576. hasTexture(texture: BaseTexture): boolean;
  47577. /**
  47578. * Returns an array of the actively used textures.
  47579. * @param activeTextures Array of BaseTextures
  47580. */
  47581. getActiveTextures(activeTextures: BaseTexture[]): void;
  47582. /**
  47583. * Returns the animatable textures.
  47584. * @param animatables Array of animatable textures.
  47585. */
  47586. getAnimatables(animatables: IAnimatable[]): void;
  47587. /**
  47588. * Disposes the resources of the material.
  47589. * @param forceDisposeTextures - Forces the disposal of all textures.
  47590. */
  47591. dispose(forceDisposeTextures?: boolean): void;
  47592. /**
  47593. * Get the current class name of the texture useful for serialization or dynamic coding.
  47594. * @returns "PBRAnisotropicConfiguration"
  47595. */
  47596. getClassName(): string;
  47597. /**
  47598. * Add fallbacks to the effect fallbacks list.
  47599. * @param defines defines the Base texture to use.
  47600. * @param fallbacks defines the current fallback list.
  47601. * @param currentRank defines the current fallback rank.
  47602. * @returns the new fallback rank.
  47603. */
  47604. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47605. /**
  47606. * Add the required uniforms to the current list.
  47607. * @param uniforms defines the current uniform list.
  47608. */
  47609. static AddUniforms(uniforms: string[]): void;
  47610. /**
  47611. * Add the required uniforms to the current buffer.
  47612. * @param uniformBuffer defines the current uniform buffer.
  47613. */
  47614. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47615. /**
  47616. * Add the required samplers to the current list.
  47617. * @param samplers defines the current sampler list.
  47618. */
  47619. static AddSamplers(samplers: string[]): void;
  47620. /**
  47621. * Makes a duplicate of the current configuration into another one.
  47622. * @param anisotropicConfiguration define the config where to copy the info
  47623. */
  47624. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47625. /**
  47626. * Serializes this anisotropy configuration.
  47627. * @returns - An object with the serialized config.
  47628. */
  47629. serialize(): any;
  47630. /**
  47631. * Parses a anisotropy Configuration from a serialized object.
  47632. * @param source - Serialized object.
  47633. * @param scene Defines the scene we are parsing for
  47634. * @param rootUrl Defines the rootUrl to load from
  47635. */
  47636. parse(source: any, scene: Scene, rootUrl: string): void;
  47637. }
  47638. }
  47639. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47640. import { Scene } from "babylonjs/scene";
  47641. /**
  47642. * @hidden
  47643. */
  47644. export interface IMaterialBRDFDefines {
  47645. BRDF_V_HEIGHT_CORRELATED: boolean;
  47646. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47647. SPHERICAL_HARMONICS: boolean;
  47648. /** @hidden */
  47649. _areMiscDirty: boolean;
  47650. }
  47651. /**
  47652. * Define the code related to the BRDF parameters of the pbr material.
  47653. */
  47654. export class PBRBRDFConfiguration {
  47655. /**
  47656. * Default value used for the energy conservation.
  47657. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47658. */
  47659. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47660. /**
  47661. * Default value used for the Smith Visibility Height Correlated mode.
  47662. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47663. */
  47664. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47665. /**
  47666. * Default value used for the IBL diffuse part.
  47667. * This can help switching back to the polynomials mode globally which is a tiny bit
  47668. * less GPU intensive at the drawback of a lower quality.
  47669. */
  47670. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47671. private _useEnergyConservation;
  47672. /**
  47673. * Defines if the material uses energy conservation.
  47674. */
  47675. useEnergyConservation: boolean;
  47676. private _useSmithVisibilityHeightCorrelated;
  47677. /**
  47678. * LEGACY Mode set to false
  47679. * Defines if the material uses height smith correlated visibility term.
  47680. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47681. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47682. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47683. * Not relying on height correlated will also disable energy conservation.
  47684. */
  47685. useSmithVisibilityHeightCorrelated: boolean;
  47686. private _useSphericalHarmonics;
  47687. /**
  47688. * LEGACY Mode set to false
  47689. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47690. * diffuse part of the IBL.
  47691. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47692. * to the ground truth.
  47693. */
  47694. useSphericalHarmonics: boolean;
  47695. /** @hidden */
  47696. private _internalMarkAllSubMeshesAsMiscDirty;
  47697. /** @hidden */
  47698. _markAllSubMeshesAsMiscDirty(): void;
  47699. /**
  47700. * Instantiate a new istance of clear coat configuration.
  47701. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47702. */
  47703. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47704. /**
  47705. * Checks to see if a texture is used in the material.
  47706. * @param defines the list of "defines" to update.
  47707. */
  47708. prepareDefines(defines: IMaterialBRDFDefines): void;
  47709. /**
  47710. * Get the current class name of the texture useful for serialization or dynamic coding.
  47711. * @returns "PBRClearCoatConfiguration"
  47712. */
  47713. getClassName(): string;
  47714. /**
  47715. * Makes a duplicate of the current configuration into another one.
  47716. * @param brdfConfiguration define the config where to copy the info
  47717. */
  47718. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47719. /**
  47720. * Serializes this BRDF configuration.
  47721. * @returns - An object with the serialized config.
  47722. */
  47723. serialize(): any;
  47724. /**
  47725. * Parses a anisotropy Configuration from a serialized object.
  47726. * @param source - Serialized object.
  47727. * @param scene Defines the scene we are parsing for
  47728. * @param rootUrl Defines the rootUrl to load from
  47729. */
  47730. parse(source: any, scene: Scene, rootUrl: string): void;
  47731. }
  47732. }
  47733. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47734. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47735. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47736. import { Color3 } from "babylonjs/Maths/math.color";
  47737. import { Scene } from "babylonjs/scene";
  47738. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47739. import { Nullable } from "babylonjs/types";
  47740. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47741. /**
  47742. * @hidden
  47743. */
  47744. export interface IMaterialSheenDefines {
  47745. SHEEN: boolean;
  47746. SHEEN_TEXTURE: boolean;
  47747. SHEEN_TEXTUREDIRECTUV: number;
  47748. SHEEN_LINKWITHALBEDO: boolean;
  47749. /** @hidden */
  47750. _areTexturesDirty: boolean;
  47751. }
  47752. /**
  47753. * Define the code related to the Sheen parameters of the pbr material.
  47754. */
  47755. export class PBRSheenConfiguration {
  47756. private _isEnabled;
  47757. /**
  47758. * Defines if the material uses sheen.
  47759. */
  47760. isEnabled: boolean;
  47761. private _linkSheenWithAlbedo;
  47762. /**
  47763. * Defines if the sheen is linked to the sheen color.
  47764. */
  47765. linkSheenWithAlbedo: boolean;
  47766. /**
  47767. * Defines the sheen intensity.
  47768. */
  47769. intensity: number;
  47770. /**
  47771. * Defines the sheen color.
  47772. */
  47773. color: Color3;
  47774. private _texture;
  47775. /**
  47776. * Stores the sheen tint values in a texture.
  47777. * rgb is tint
  47778. * a is a intensity
  47779. */
  47780. texture: Nullable<BaseTexture>;
  47781. /** @hidden */
  47782. private _internalMarkAllSubMeshesAsTexturesDirty;
  47783. /** @hidden */
  47784. _markAllSubMeshesAsTexturesDirty(): void;
  47785. /**
  47786. * Instantiate a new istance of clear coat configuration.
  47787. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47788. */
  47789. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47790. /**
  47791. * Specifies that the submesh is ready to be used.
  47792. * @param defines the list of "defines" to update.
  47793. * @param scene defines the scene the material belongs to.
  47794. * @returns - boolean indicating that the submesh is ready or not.
  47795. */
  47796. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47797. /**
  47798. * Checks to see if a texture is used in the material.
  47799. * @param defines the list of "defines" to update.
  47800. * @param scene defines the scene the material belongs to.
  47801. */
  47802. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47803. /**
  47804. * Binds the material data.
  47805. * @param uniformBuffer defines the Uniform buffer to fill in.
  47806. * @param scene defines the scene the material belongs to.
  47807. * @param isFrozen defines wether the material is frozen or not.
  47808. */
  47809. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47810. /**
  47811. * Checks to see if a texture is used in the material.
  47812. * @param texture - Base texture to use.
  47813. * @returns - Boolean specifying if a texture is used in the material.
  47814. */
  47815. hasTexture(texture: BaseTexture): boolean;
  47816. /**
  47817. * Returns an array of the actively used textures.
  47818. * @param activeTextures Array of BaseTextures
  47819. */
  47820. getActiveTextures(activeTextures: BaseTexture[]): void;
  47821. /**
  47822. * Returns the animatable textures.
  47823. * @param animatables Array of animatable textures.
  47824. */
  47825. getAnimatables(animatables: IAnimatable[]): void;
  47826. /**
  47827. * Disposes the resources of the material.
  47828. * @param forceDisposeTextures - Forces the disposal of all textures.
  47829. */
  47830. dispose(forceDisposeTextures?: boolean): void;
  47831. /**
  47832. * Get the current class name of the texture useful for serialization or dynamic coding.
  47833. * @returns "PBRSheenConfiguration"
  47834. */
  47835. getClassName(): string;
  47836. /**
  47837. * Add fallbacks to the effect fallbacks list.
  47838. * @param defines defines the Base texture to use.
  47839. * @param fallbacks defines the current fallback list.
  47840. * @param currentRank defines the current fallback rank.
  47841. * @returns the new fallback rank.
  47842. */
  47843. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47844. /**
  47845. * Add the required uniforms to the current list.
  47846. * @param uniforms defines the current uniform list.
  47847. */
  47848. static AddUniforms(uniforms: string[]): void;
  47849. /**
  47850. * Add the required uniforms to the current buffer.
  47851. * @param uniformBuffer defines the current uniform buffer.
  47852. */
  47853. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47854. /**
  47855. * Add the required samplers to the current list.
  47856. * @param samplers defines the current sampler list.
  47857. */
  47858. static AddSamplers(samplers: string[]): void;
  47859. /**
  47860. * Makes a duplicate of the current configuration into another one.
  47861. * @param sheenConfiguration define the config where to copy the info
  47862. */
  47863. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47864. /**
  47865. * Serializes this BRDF configuration.
  47866. * @returns - An object with the serialized config.
  47867. */
  47868. serialize(): any;
  47869. /**
  47870. * Parses a anisotropy Configuration from a serialized object.
  47871. * @param source - Serialized object.
  47872. * @param scene Defines the scene we are parsing for
  47873. * @param rootUrl Defines the rootUrl to load from
  47874. */
  47875. parse(source: any, scene: Scene, rootUrl: string): void;
  47876. }
  47877. }
  47878. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47879. import { Nullable } from "babylonjs/types";
  47880. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47881. import { Color3 } from "babylonjs/Maths/math.color";
  47882. import { SmartArray } from "babylonjs/Misc/smartArray";
  47883. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47884. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47885. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47886. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47887. import { Engine } from "babylonjs/Engines/engine";
  47888. import { Scene } from "babylonjs/scene";
  47889. /**
  47890. * @hidden
  47891. */
  47892. export interface IMaterialSubSurfaceDefines {
  47893. SUBSURFACE: boolean;
  47894. SS_REFRACTION: boolean;
  47895. SS_TRANSLUCENCY: boolean;
  47896. SS_SCATERRING: boolean;
  47897. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47898. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47899. SS_REFRACTIONMAP_3D: boolean;
  47900. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47901. SS_LODINREFRACTIONALPHA: boolean;
  47902. SS_GAMMAREFRACTION: boolean;
  47903. SS_RGBDREFRACTION: boolean;
  47904. SS_LINEARSPECULARREFRACTION: boolean;
  47905. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47906. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47907. /** @hidden */
  47908. _areTexturesDirty: boolean;
  47909. }
  47910. /**
  47911. * Define the code related to the sub surface parameters of the pbr material.
  47912. */
  47913. export class PBRSubSurfaceConfiguration {
  47914. private _isRefractionEnabled;
  47915. /**
  47916. * Defines if the refraction is enabled in the material.
  47917. */
  47918. isRefractionEnabled: boolean;
  47919. private _isTranslucencyEnabled;
  47920. /**
  47921. * Defines if the translucency is enabled in the material.
  47922. */
  47923. isTranslucencyEnabled: boolean;
  47924. private _isScatteringEnabled;
  47925. /**
  47926. * Defines the refraction intensity of the material.
  47927. * The refraction when enabled replaces the Diffuse part of the material.
  47928. * The intensity helps transitionning between diffuse and refraction.
  47929. */
  47930. refractionIntensity: number;
  47931. /**
  47932. * Defines the translucency intensity of the material.
  47933. * When translucency has been enabled, this defines how much of the "translucency"
  47934. * is addded to the diffuse part of the material.
  47935. */
  47936. translucencyIntensity: number;
  47937. /**
  47938. * Defines the scattering intensity of the material.
  47939. * When scattering has been enabled, this defines how much of the "scattered light"
  47940. * is addded to the diffuse part of the material.
  47941. */
  47942. scatteringIntensity: number;
  47943. private _thicknessTexture;
  47944. /**
  47945. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47946. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47947. * 0 would mean minimumThickness
  47948. * 1 would mean maximumThickness
  47949. * The other channels might be use as a mask to vary the different effects intensity.
  47950. */
  47951. thicknessTexture: Nullable<BaseTexture>;
  47952. private _refractionTexture;
  47953. /**
  47954. * Defines the texture to use for refraction.
  47955. */
  47956. refractionTexture: Nullable<BaseTexture>;
  47957. private _indexOfRefraction;
  47958. /**
  47959. * Defines the index of refraction used in the material.
  47960. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47961. */
  47962. indexOfRefraction: number;
  47963. private _invertRefractionY;
  47964. /**
  47965. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47966. */
  47967. invertRefractionY: boolean;
  47968. private _linkRefractionWithTransparency;
  47969. /**
  47970. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47971. * Materials half opaque for instance using refraction could benefit from this control.
  47972. */
  47973. linkRefractionWithTransparency: boolean;
  47974. /**
  47975. * Defines the minimum thickness stored in the thickness map.
  47976. * If no thickness map is defined, this value will be used to simulate thickness.
  47977. */
  47978. minimumThickness: number;
  47979. /**
  47980. * Defines the maximum thickness stored in the thickness map.
  47981. */
  47982. maximumThickness: number;
  47983. /**
  47984. * Defines the volume tint of the material.
  47985. * This is used for both translucency and scattering.
  47986. */
  47987. tintColor: Color3;
  47988. /**
  47989. * Defines the distance at which the tint color should be found in the media.
  47990. * This is used for refraction only.
  47991. */
  47992. tintColorAtDistance: number;
  47993. /**
  47994. * Defines how far each channel transmit through the media.
  47995. * It is defined as a color to simplify it selection.
  47996. */
  47997. diffusionDistance: Color3;
  47998. private _useMaskFromThicknessTexture;
  47999. /**
  48000. * Stores the intensity of the different subsurface effects in the thickness texture.
  48001. * * the green channel is the translucency intensity.
  48002. * * the blue channel is the scattering intensity.
  48003. * * the alpha channel is the refraction intensity.
  48004. */
  48005. useMaskFromThicknessTexture: boolean;
  48006. /** @hidden */
  48007. private _internalMarkAllSubMeshesAsTexturesDirty;
  48008. /** @hidden */
  48009. _markAllSubMeshesAsTexturesDirty(): void;
  48010. /**
  48011. * Instantiate a new istance of sub surface configuration.
  48012. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48013. */
  48014. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48015. /**
  48016. * Gets wehter the submesh is ready to be used or not.
  48017. * @param defines the list of "defines" to update.
  48018. * @param scene defines the scene the material belongs to.
  48019. * @returns - boolean indicating that the submesh is ready or not.
  48020. */
  48021. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48022. /**
  48023. * Checks to see if a texture is used in the material.
  48024. * @param defines the list of "defines" to update.
  48025. * @param scene defines the scene to the material belongs to.
  48026. */
  48027. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48028. /**
  48029. * Binds the material data.
  48030. * @param uniformBuffer defines the Uniform buffer to fill in.
  48031. * @param scene defines the scene the material belongs to.
  48032. * @param engine defines the engine the material belongs to.
  48033. * @param isFrozen defines wether the material is frozen or not.
  48034. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48035. */
  48036. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48037. /**
  48038. * Unbinds the material from the mesh.
  48039. * @param activeEffect defines the effect that should be unbound from.
  48040. * @returns true if unbound, otherwise false
  48041. */
  48042. unbind(activeEffect: Effect): boolean;
  48043. /**
  48044. * Returns the texture used for refraction or null if none is used.
  48045. * @param scene defines the scene the material belongs to.
  48046. * @returns - Refraction texture if present. If no refraction texture and refraction
  48047. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48048. */
  48049. private _getRefractionTexture;
  48050. /**
  48051. * Returns true if alpha blending should be disabled.
  48052. */
  48053. readonly disableAlphaBlending: boolean;
  48054. /**
  48055. * Fills the list of render target textures.
  48056. * @param renderTargets the list of render targets to update
  48057. */
  48058. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48059. /**
  48060. * Checks to see if a texture is used in the material.
  48061. * @param texture - Base texture to use.
  48062. * @returns - Boolean specifying if a texture is used in the material.
  48063. */
  48064. hasTexture(texture: BaseTexture): boolean;
  48065. /**
  48066. * Gets a boolean indicating that current material needs to register RTT
  48067. * @returns true if this uses a render target otherwise false.
  48068. */
  48069. hasRenderTargetTextures(): boolean;
  48070. /**
  48071. * Returns an array of the actively used textures.
  48072. * @param activeTextures Array of BaseTextures
  48073. */
  48074. getActiveTextures(activeTextures: BaseTexture[]): void;
  48075. /**
  48076. * Returns the animatable textures.
  48077. * @param animatables Array of animatable textures.
  48078. */
  48079. getAnimatables(animatables: IAnimatable[]): void;
  48080. /**
  48081. * Disposes the resources of the material.
  48082. * @param forceDisposeTextures - Forces the disposal of all textures.
  48083. */
  48084. dispose(forceDisposeTextures?: boolean): void;
  48085. /**
  48086. * Get the current class name of the texture useful for serialization or dynamic coding.
  48087. * @returns "PBRSubSurfaceConfiguration"
  48088. */
  48089. getClassName(): string;
  48090. /**
  48091. * Add fallbacks to the effect fallbacks list.
  48092. * @param defines defines the Base texture to use.
  48093. * @param fallbacks defines the current fallback list.
  48094. * @param currentRank defines the current fallback rank.
  48095. * @returns the new fallback rank.
  48096. */
  48097. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48098. /**
  48099. * Add the required uniforms to the current list.
  48100. * @param uniforms defines the current uniform list.
  48101. */
  48102. static AddUniforms(uniforms: string[]): void;
  48103. /**
  48104. * Add the required samplers to the current list.
  48105. * @param samplers defines the current sampler list.
  48106. */
  48107. static AddSamplers(samplers: string[]): void;
  48108. /**
  48109. * Add the required uniforms to the current buffer.
  48110. * @param uniformBuffer defines the current uniform buffer.
  48111. */
  48112. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48113. /**
  48114. * Makes a duplicate of the current configuration into another one.
  48115. * @param configuration define the config where to copy the info
  48116. */
  48117. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48118. /**
  48119. * Serializes this Sub Surface configuration.
  48120. * @returns - An object with the serialized config.
  48121. */
  48122. serialize(): any;
  48123. /**
  48124. * Parses a anisotropy Configuration from a serialized object.
  48125. * @param source - Serialized object.
  48126. * @param scene Defines the scene we are parsing for
  48127. * @param rootUrl Defines the rootUrl to load from
  48128. */
  48129. parse(source: any, scene: Scene, rootUrl: string): void;
  48130. }
  48131. }
  48132. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48133. /** @hidden */
  48134. export var pbrFragmentDeclaration: {
  48135. name: string;
  48136. shader: string;
  48137. };
  48138. }
  48139. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48140. /** @hidden */
  48141. export var pbrUboDeclaration: {
  48142. name: string;
  48143. shader: string;
  48144. };
  48145. }
  48146. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48147. /** @hidden */
  48148. export var pbrFragmentExtraDeclaration: {
  48149. name: string;
  48150. shader: string;
  48151. };
  48152. }
  48153. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48154. /** @hidden */
  48155. export var pbrFragmentSamplersDeclaration: {
  48156. name: string;
  48157. shader: string;
  48158. };
  48159. }
  48160. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48161. /** @hidden */
  48162. export var pbrHelperFunctions: {
  48163. name: string;
  48164. shader: string;
  48165. };
  48166. }
  48167. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48168. /** @hidden */
  48169. export var harmonicsFunctions: {
  48170. name: string;
  48171. shader: string;
  48172. };
  48173. }
  48174. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48175. /** @hidden */
  48176. export var pbrDirectLightingSetupFunctions: {
  48177. name: string;
  48178. shader: string;
  48179. };
  48180. }
  48181. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48182. /** @hidden */
  48183. export var pbrDirectLightingFalloffFunctions: {
  48184. name: string;
  48185. shader: string;
  48186. };
  48187. }
  48188. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48189. /** @hidden */
  48190. export var pbrBRDFFunctions: {
  48191. name: string;
  48192. shader: string;
  48193. };
  48194. }
  48195. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48196. /** @hidden */
  48197. export var pbrDirectLightingFunctions: {
  48198. name: string;
  48199. shader: string;
  48200. };
  48201. }
  48202. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48203. /** @hidden */
  48204. export var pbrIBLFunctions: {
  48205. name: string;
  48206. shader: string;
  48207. };
  48208. }
  48209. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48210. /** @hidden */
  48211. export var pbrDebug: {
  48212. name: string;
  48213. shader: string;
  48214. };
  48215. }
  48216. declare module "babylonjs/Shaders/pbr.fragment" {
  48217. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48218. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48219. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48220. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48221. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48222. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48223. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48224. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48225. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48226. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48227. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48228. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48229. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48230. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48231. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48232. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48233. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48234. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48235. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48236. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48237. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48238. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48239. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48240. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48241. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48242. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48243. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48244. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48245. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48246. /** @hidden */
  48247. export var pbrPixelShader: {
  48248. name: string;
  48249. shader: string;
  48250. };
  48251. }
  48252. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48253. /** @hidden */
  48254. export var pbrVertexDeclaration: {
  48255. name: string;
  48256. shader: string;
  48257. };
  48258. }
  48259. declare module "babylonjs/Shaders/pbr.vertex" {
  48260. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48261. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48262. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48263. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48264. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48265. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48266. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48267. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48268. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48269. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48270. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48271. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48272. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48273. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48274. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48275. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48276. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48277. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48278. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48279. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48280. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48281. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48282. /** @hidden */
  48283. export var pbrVertexShader: {
  48284. name: string;
  48285. shader: string;
  48286. };
  48287. }
  48288. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48289. import { Nullable } from "babylonjs/types";
  48290. import { Scene } from "babylonjs/scene";
  48291. import { Matrix } from "babylonjs/Maths/math.vector";
  48292. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48293. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48294. import { Mesh } from "babylonjs/Meshes/mesh";
  48295. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48296. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48297. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48298. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48299. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48300. import { Color3 } from "babylonjs/Maths/math.color";
  48301. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48302. import { Material } from "babylonjs/Materials/material";
  48303. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48304. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48305. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48306. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48307. import "babylonjs/Shaders/pbr.fragment";
  48308. import "babylonjs/Shaders/pbr.vertex";
  48309. /**
  48310. * Manages the defines for the PBR Material.
  48311. * @hidden
  48312. */
  48313. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48314. PBR: boolean;
  48315. MAINUV1: boolean;
  48316. MAINUV2: boolean;
  48317. UV1: boolean;
  48318. UV2: boolean;
  48319. ALBEDO: boolean;
  48320. ALBEDODIRECTUV: number;
  48321. VERTEXCOLOR: boolean;
  48322. AMBIENT: boolean;
  48323. AMBIENTDIRECTUV: number;
  48324. AMBIENTINGRAYSCALE: boolean;
  48325. OPACITY: boolean;
  48326. VERTEXALPHA: boolean;
  48327. OPACITYDIRECTUV: number;
  48328. OPACITYRGB: boolean;
  48329. ALPHATEST: boolean;
  48330. DEPTHPREPASS: boolean;
  48331. ALPHABLEND: boolean;
  48332. ALPHAFROMALBEDO: boolean;
  48333. ALPHATESTVALUE: string;
  48334. SPECULAROVERALPHA: boolean;
  48335. RADIANCEOVERALPHA: boolean;
  48336. ALPHAFRESNEL: boolean;
  48337. LINEARALPHAFRESNEL: boolean;
  48338. PREMULTIPLYALPHA: boolean;
  48339. EMISSIVE: boolean;
  48340. EMISSIVEDIRECTUV: number;
  48341. REFLECTIVITY: boolean;
  48342. REFLECTIVITYDIRECTUV: number;
  48343. SPECULARTERM: boolean;
  48344. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48345. MICROSURFACEAUTOMATIC: boolean;
  48346. LODBASEDMICROSFURACE: boolean;
  48347. MICROSURFACEMAP: boolean;
  48348. MICROSURFACEMAPDIRECTUV: number;
  48349. METALLICWORKFLOW: boolean;
  48350. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48351. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48352. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48353. AOSTOREINMETALMAPRED: boolean;
  48354. ENVIRONMENTBRDF: boolean;
  48355. ENVIRONMENTBRDF_RGBD: boolean;
  48356. NORMAL: boolean;
  48357. TANGENT: boolean;
  48358. BUMP: boolean;
  48359. BUMPDIRECTUV: number;
  48360. OBJECTSPACE_NORMALMAP: boolean;
  48361. PARALLAX: boolean;
  48362. PARALLAXOCCLUSION: boolean;
  48363. NORMALXYSCALE: boolean;
  48364. LIGHTMAP: boolean;
  48365. LIGHTMAPDIRECTUV: number;
  48366. USELIGHTMAPASSHADOWMAP: boolean;
  48367. GAMMALIGHTMAP: boolean;
  48368. REFLECTION: boolean;
  48369. REFLECTIONMAP_3D: boolean;
  48370. REFLECTIONMAP_SPHERICAL: boolean;
  48371. REFLECTIONMAP_PLANAR: boolean;
  48372. REFLECTIONMAP_CUBIC: boolean;
  48373. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48374. REFLECTIONMAP_PROJECTION: boolean;
  48375. REFLECTIONMAP_SKYBOX: boolean;
  48376. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48377. REFLECTIONMAP_EXPLICIT: boolean;
  48378. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48379. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48380. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48381. INVERTCUBICMAP: boolean;
  48382. USESPHERICALFROMREFLECTIONMAP: boolean;
  48383. USEIRRADIANCEMAP: boolean;
  48384. SPHERICAL_HARMONICS: boolean;
  48385. USESPHERICALINVERTEX: boolean;
  48386. REFLECTIONMAP_OPPOSITEZ: boolean;
  48387. LODINREFLECTIONALPHA: boolean;
  48388. GAMMAREFLECTION: boolean;
  48389. RGBDREFLECTION: boolean;
  48390. LINEARSPECULARREFLECTION: boolean;
  48391. RADIANCEOCCLUSION: boolean;
  48392. HORIZONOCCLUSION: boolean;
  48393. INSTANCES: boolean;
  48394. NUM_BONE_INFLUENCERS: number;
  48395. BonesPerMesh: number;
  48396. BONETEXTURE: boolean;
  48397. NONUNIFORMSCALING: boolean;
  48398. MORPHTARGETS: boolean;
  48399. MORPHTARGETS_NORMAL: boolean;
  48400. MORPHTARGETS_TANGENT: boolean;
  48401. MORPHTARGETS_UV: boolean;
  48402. NUM_MORPH_INFLUENCERS: number;
  48403. IMAGEPROCESSING: boolean;
  48404. VIGNETTE: boolean;
  48405. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48406. VIGNETTEBLENDMODEOPAQUE: boolean;
  48407. TONEMAPPING: boolean;
  48408. TONEMAPPING_ACES: boolean;
  48409. CONTRAST: boolean;
  48410. COLORCURVES: boolean;
  48411. COLORGRADING: boolean;
  48412. COLORGRADING3D: boolean;
  48413. SAMPLER3DGREENDEPTH: boolean;
  48414. SAMPLER3DBGRMAP: boolean;
  48415. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48416. EXPOSURE: boolean;
  48417. MULTIVIEW: boolean;
  48418. USEPHYSICALLIGHTFALLOFF: boolean;
  48419. USEGLTFLIGHTFALLOFF: boolean;
  48420. TWOSIDEDLIGHTING: boolean;
  48421. SHADOWFLOAT: boolean;
  48422. CLIPPLANE: boolean;
  48423. CLIPPLANE2: boolean;
  48424. CLIPPLANE3: boolean;
  48425. CLIPPLANE4: boolean;
  48426. POINTSIZE: boolean;
  48427. FOG: boolean;
  48428. LOGARITHMICDEPTH: boolean;
  48429. FORCENORMALFORWARD: boolean;
  48430. SPECULARAA: boolean;
  48431. CLEARCOAT: boolean;
  48432. CLEARCOAT_DEFAULTIOR: boolean;
  48433. CLEARCOAT_TEXTURE: boolean;
  48434. CLEARCOAT_TEXTUREDIRECTUV: number;
  48435. CLEARCOAT_BUMP: boolean;
  48436. CLEARCOAT_BUMPDIRECTUV: number;
  48437. CLEARCOAT_TINT: boolean;
  48438. CLEARCOAT_TINT_TEXTURE: boolean;
  48439. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48440. ANISOTROPIC: boolean;
  48441. ANISOTROPIC_TEXTURE: boolean;
  48442. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48443. BRDF_V_HEIGHT_CORRELATED: boolean;
  48444. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48445. SHEEN: boolean;
  48446. SHEEN_TEXTURE: boolean;
  48447. SHEEN_TEXTUREDIRECTUV: number;
  48448. SHEEN_LINKWITHALBEDO: boolean;
  48449. SUBSURFACE: boolean;
  48450. SS_REFRACTION: boolean;
  48451. SS_TRANSLUCENCY: boolean;
  48452. SS_SCATERRING: boolean;
  48453. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48454. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48455. SS_REFRACTIONMAP_3D: boolean;
  48456. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48457. SS_LODINREFRACTIONALPHA: boolean;
  48458. SS_GAMMAREFRACTION: boolean;
  48459. SS_RGBDREFRACTION: boolean;
  48460. SS_LINEARSPECULARREFRACTION: boolean;
  48461. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48462. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48463. UNLIT: boolean;
  48464. DEBUGMODE: number;
  48465. /**
  48466. * Initializes the PBR Material defines.
  48467. */
  48468. constructor();
  48469. /**
  48470. * Resets the PBR Material defines.
  48471. */
  48472. reset(): void;
  48473. }
  48474. /**
  48475. * The Physically based material base class of BJS.
  48476. *
  48477. * This offers the main features of a standard PBR material.
  48478. * For more information, please refer to the documentation :
  48479. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48480. */
  48481. export abstract class PBRBaseMaterial extends PushMaterial {
  48482. /**
  48483. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48484. */
  48485. static readonly PBRMATERIAL_OPAQUE: number;
  48486. /**
  48487. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48488. */
  48489. static readonly PBRMATERIAL_ALPHATEST: number;
  48490. /**
  48491. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48492. */
  48493. static readonly PBRMATERIAL_ALPHABLEND: number;
  48494. /**
  48495. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48496. * They are also discarded below the alpha cutoff threshold to improve performances.
  48497. */
  48498. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48499. /**
  48500. * Defines the default value of how much AO map is occluding the analytical lights
  48501. * (point spot...).
  48502. */
  48503. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48504. /**
  48505. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48506. */
  48507. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48508. /**
  48509. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48510. * to enhance interoperability with other engines.
  48511. */
  48512. static readonly LIGHTFALLOFF_GLTF: number;
  48513. /**
  48514. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48515. * to enhance interoperability with other materials.
  48516. */
  48517. static readonly LIGHTFALLOFF_STANDARD: number;
  48518. /**
  48519. * Intensity of the direct lights e.g. the four lights available in your scene.
  48520. * This impacts both the direct diffuse and specular highlights.
  48521. */
  48522. protected _directIntensity: number;
  48523. /**
  48524. * Intensity of the emissive part of the material.
  48525. * This helps controlling the emissive effect without modifying the emissive color.
  48526. */
  48527. protected _emissiveIntensity: number;
  48528. /**
  48529. * Intensity of the environment e.g. how much the environment will light the object
  48530. * either through harmonics for rough material or through the refelction for shiny ones.
  48531. */
  48532. protected _environmentIntensity: number;
  48533. /**
  48534. * This is a special control allowing the reduction of the specular highlights coming from the
  48535. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48536. */
  48537. protected _specularIntensity: number;
  48538. /**
  48539. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48540. */
  48541. private _lightingInfos;
  48542. /**
  48543. * Debug Control allowing disabling the bump map on this material.
  48544. */
  48545. protected _disableBumpMap: boolean;
  48546. /**
  48547. * AKA Diffuse Texture in standard nomenclature.
  48548. */
  48549. protected _albedoTexture: Nullable<BaseTexture>;
  48550. /**
  48551. * AKA Occlusion Texture in other nomenclature.
  48552. */
  48553. protected _ambientTexture: Nullable<BaseTexture>;
  48554. /**
  48555. * AKA Occlusion Texture Intensity in other nomenclature.
  48556. */
  48557. protected _ambientTextureStrength: number;
  48558. /**
  48559. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48560. * 1 means it completely occludes it
  48561. * 0 mean it has no impact
  48562. */
  48563. protected _ambientTextureImpactOnAnalyticalLights: number;
  48564. /**
  48565. * Stores the alpha values in a texture.
  48566. */
  48567. protected _opacityTexture: Nullable<BaseTexture>;
  48568. /**
  48569. * Stores the reflection values in a texture.
  48570. */
  48571. protected _reflectionTexture: Nullable<BaseTexture>;
  48572. /**
  48573. * Stores the emissive values in a texture.
  48574. */
  48575. protected _emissiveTexture: Nullable<BaseTexture>;
  48576. /**
  48577. * AKA Specular texture in other nomenclature.
  48578. */
  48579. protected _reflectivityTexture: Nullable<BaseTexture>;
  48580. /**
  48581. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48582. */
  48583. protected _metallicTexture: Nullable<BaseTexture>;
  48584. /**
  48585. * Specifies the metallic scalar of the metallic/roughness workflow.
  48586. * Can also be used to scale the metalness values of the metallic texture.
  48587. */
  48588. protected _metallic: Nullable<number>;
  48589. /**
  48590. * Specifies the roughness scalar of the metallic/roughness workflow.
  48591. * Can also be used to scale the roughness values of the metallic texture.
  48592. */
  48593. protected _roughness: Nullable<number>;
  48594. /**
  48595. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48596. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48597. */
  48598. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48599. /**
  48600. * Stores surface normal data used to displace a mesh in a texture.
  48601. */
  48602. protected _bumpTexture: Nullable<BaseTexture>;
  48603. /**
  48604. * Stores the pre-calculated light information of a mesh in a texture.
  48605. */
  48606. protected _lightmapTexture: Nullable<BaseTexture>;
  48607. /**
  48608. * The color of a material in ambient lighting.
  48609. */
  48610. protected _ambientColor: Color3;
  48611. /**
  48612. * AKA Diffuse Color in other nomenclature.
  48613. */
  48614. protected _albedoColor: Color3;
  48615. /**
  48616. * AKA Specular Color in other nomenclature.
  48617. */
  48618. protected _reflectivityColor: Color3;
  48619. /**
  48620. * The color applied when light is reflected from a material.
  48621. */
  48622. protected _reflectionColor: Color3;
  48623. /**
  48624. * The color applied when light is emitted from a material.
  48625. */
  48626. protected _emissiveColor: Color3;
  48627. /**
  48628. * AKA Glossiness in other nomenclature.
  48629. */
  48630. protected _microSurface: number;
  48631. /**
  48632. * Specifies that the material will use the light map as a show map.
  48633. */
  48634. protected _useLightmapAsShadowmap: boolean;
  48635. /**
  48636. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48637. * makes the reflect vector face the model (under horizon).
  48638. */
  48639. protected _useHorizonOcclusion: boolean;
  48640. /**
  48641. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48642. * too much the area relying on ambient texture to define their ambient occlusion.
  48643. */
  48644. protected _useRadianceOcclusion: boolean;
  48645. /**
  48646. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48647. */
  48648. protected _useAlphaFromAlbedoTexture: boolean;
  48649. /**
  48650. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48651. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48652. */
  48653. protected _useSpecularOverAlpha: boolean;
  48654. /**
  48655. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48656. */
  48657. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48658. /**
  48659. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48660. */
  48661. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48662. /**
  48663. * Specifies if the metallic texture contains the roughness information in its green channel.
  48664. */
  48665. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48666. /**
  48667. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48668. */
  48669. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48670. /**
  48671. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48672. */
  48673. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48674. /**
  48675. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48676. */
  48677. protected _useAmbientInGrayScale: boolean;
  48678. /**
  48679. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48680. * The material will try to infer what glossiness each pixel should be.
  48681. */
  48682. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48683. /**
  48684. * Defines the falloff type used in this material.
  48685. * It by default is Physical.
  48686. */
  48687. protected _lightFalloff: number;
  48688. /**
  48689. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48690. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48691. */
  48692. protected _useRadianceOverAlpha: boolean;
  48693. /**
  48694. * Allows using an object space normal map (instead of tangent space).
  48695. */
  48696. protected _useObjectSpaceNormalMap: boolean;
  48697. /**
  48698. * Allows using the bump map in parallax mode.
  48699. */
  48700. protected _useParallax: boolean;
  48701. /**
  48702. * Allows using the bump map in parallax occlusion mode.
  48703. */
  48704. protected _useParallaxOcclusion: boolean;
  48705. /**
  48706. * Controls the scale bias of the parallax mode.
  48707. */
  48708. protected _parallaxScaleBias: number;
  48709. /**
  48710. * If sets to true, disables all the lights affecting the material.
  48711. */
  48712. protected _disableLighting: boolean;
  48713. /**
  48714. * Number of Simultaneous lights allowed on the material.
  48715. */
  48716. protected _maxSimultaneousLights: number;
  48717. /**
  48718. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48719. */
  48720. protected _invertNormalMapX: boolean;
  48721. /**
  48722. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48723. */
  48724. protected _invertNormalMapY: boolean;
  48725. /**
  48726. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48727. */
  48728. protected _twoSidedLighting: boolean;
  48729. /**
  48730. * Defines the alpha limits in alpha test mode.
  48731. */
  48732. protected _alphaCutOff: number;
  48733. /**
  48734. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48735. */
  48736. protected _forceAlphaTest: boolean;
  48737. /**
  48738. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48739. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48740. */
  48741. protected _useAlphaFresnel: boolean;
  48742. /**
  48743. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48744. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48745. */
  48746. protected _useLinearAlphaFresnel: boolean;
  48747. /**
  48748. * The transparency mode of the material.
  48749. */
  48750. protected _transparencyMode: Nullable<number>;
  48751. /**
  48752. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48753. * from cos thetav and roughness:
  48754. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48755. */
  48756. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48757. /**
  48758. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48759. */
  48760. protected _forceIrradianceInFragment: boolean;
  48761. /**
  48762. * Force normal to face away from face.
  48763. */
  48764. protected _forceNormalForward: boolean;
  48765. /**
  48766. * Enables specular anti aliasing in the PBR shader.
  48767. * It will both interacts on the Geometry for analytical and IBL lighting.
  48768. * It also prefilter the roughness map based on the bump values.
  48769. */
  48770. protected _enableSpecularAntiAliasing: boolean;
  48771. /**
  48772. * Default configuration related to image processing available in the PBR Material.
  48773. */
  48774. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48775. /**
  48776. * Keep track of the image processing observer to allow dispose and replace.
  48777. */
  48778. private _imageProcessingObserver;
  48779. /**
  48780. * Attaches a new image processing configuration to the PBR Material.
  48781. * @param configuration
  48782. */
  48783. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48784. /**
  48785. * Stores the available render targets.
  48786. */
  48787. private _renderTargets;
  48788. /**
  48789. * Sets the global ambient color for the material used in lighting calculations.
  48790. */
  48791. private _globalAmbientColor;
  48792. /**
  48793. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48794. */
  48795. private _useLogarithmicDepth;
  48796. /**
  48797. * If set to true, no lighting calculations will be applied.
  48798. */
  48799. private _unlit;
  48800. private _debugMode;
  48801. /**
  48802. * @hidden
  48803. * This is reserved for the inspector.
  48804. * Defines the material debug mode.
  48805. * It helps seeing only some components of the material while troubleshooting.
  48806. */
  48807. debugMode: number;
  48808. /**
  48809. * @hidden
  48810. * This is reserved for the inspector.
  48811. * Specify from where on screen the debug mode should start.
  48812. * The value goes from -1 (full screen) to 1 (not visible)
  48813. * It helps with side by side comparison against the final render
  48814. * This defaults to -1
  48815. */
  48816. private debugLimit;
  48817. /**
  48818. * @hidden
  48819. * This is reserved for the inspector.
  48820. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48821. * You can use the factor to better multiply the final value.
  48822. */
  48823. private debugFactor;
  48824. /**
  48825. * Defines the clear coat layer parameters for the material.
  48826. */
  48827. readonly clearCoat: PBRClearCoatConfiguration;
  48828. /**
  48829. * Defines the anisotropic parameters for the material.
  48830. */
  48831. readonly anisotropy: PBRAnisotropicConfiguration;
  48832. /**
  48833. * Defines the BRDF parameters for the material.
  48834. */
  48835. readonly brdf: PBRBRDFConfiguration;
  48836. /**
  48837. * Defines the Sheen parameters for the material.
  48838. */
  48839. readonly sheen: PBRSheenConfiguration;
  48840. /**
  48841. * Defines the SubSurface parameters for the material.
  48842. */
  48843. readonly subSurface: PBRSubSurfaceConfiguration;
  48844. /**
  48845. * Custom callback helping to override the default shader used in the material.
  48846. */
  48847. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48848. /**
  48849. * Instantiates a new PBRMaterial instance.
  48850. *
  48851. * @param name The material name
  48852. * @param scene The scene the material will be use in.
  48853. */
  48854. constructor(name: string, scene: Scene);
  48855. /**
  48856. * Gets a boolean indicating that current material needs to register RTT
  48857. */
  48858. readonly hasRenderTargetTextures: boolean;
  48859. /**
  48860. * Gets the name of the material class.
  48861. */
  48862. getClassName(): string;
  48863. /**
  48864. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48865. */
  48866. /**
  48867. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48868. */
  48869. useLogarithmicDepth: boolean;
  48870. /**
  48871. * Gets the current transparency mode.
  48872. */
  48873. /**
  48874. * Sets the transparency mode of the material.
  48875. *
  48876. * | Value | Type | Description |
  48877. * | ----- | ----------------------------------- | ----------- |
  48878. * | 0 | OPAQUE | |
  48879. * | 1 | ALPHATEST | |
  48880. * | 2 | ALPHABLEND | |
  48881. * | 3 | ALPHATESTANDBLEND | |
  48882. *
  48883. */
  48884. transparencyMode: Nullable<number>;
  48885. /**
  48886. * Returns true if alpha blending should be disabled.
  48887. */
  48888. private readonly _disableAlphaBlending;
  48889. /**
  48890. * Specifies whether or not this material should be rendered in alpha blend mode.
  48891. */
  48892. needAlphaBlending(): boolean;
  48893. /**
  48894. * Specifies if the mesh will require alpha blending.
  48895. * @param mesh - BJS mesh.
  48896. */
  48897. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48898. /**
  48899. * Specifies whether or not this material should be rendered in alpha test mode.
  48900. */
  48901. needAlphaTesting(): boolean;
  48902. /**
  48903. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48904. */
  48905. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48906. /**
  48907. * Gets the texture used for the alpha test.
  48908. */
  48909. getAlphaTestTexture(): Nullable<BaseTexture>;
  48910. /**
  48911. * Specifies that the submesh is ready to be used.
  48912. * @param mesh - BJS mesh.
  48913. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48914. * @param useInstances - Specifies that instances should be used.
  48915. * @returns - boolean indicating that the submesh is ready or not.
  48916. */
  48917. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48918. /**
  48919. * Specifies if the material uses metallic roughness workflow.
  48920. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48921. */
  48922. isMetallicWorkflow(): boolean;
  48923. private _prepareEffect;
  48924. private _prepareDefines;
  48925. /**
  48926. * Force shader compilation
  48927. */
  48928. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48929. clipPlane: boolean;
  48930. }>): void;
  48931. /**
  48932. * Initializes the uniform buffer layout for the shader.
  48933. */
  48934. buildUniformLayout(): void;
  48935. /**
  48936. * Unbinds the material from the mesh
  48937. */
  48938. unbind(): void;
  48939. /**
  48940. * Binds the submesh data.
  48941. * @param world - The world matrix.
  48942. * @param mesh - The BJS mesh.
  48943. * @param subMesh - A submesh of the BJS mesh.
  48944. */
  48945. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48946. /**
  48947. * Returns the animatable textures.
  48948. * @returns - Array of animatable textures.
  48949. */
  48950. getAnimatables(): IAnimatable[];
  48951. /**
  48952. * Returns the texture used for reflections.
  48953. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48954. */
  48955. private _getReflectionTexture;
  48956. /**
  48957. * Returns an array of the actively used textures.
  48958. * @returns - Array of BaseTextures
  48959. */
  48960. getActiveTextures(): BaseTexture[];
  48961. /**
  48962. * Checks to see if a texture is used in the material.
  48963. * @param texture - Base texture to use.
  48964. * @returns - Boolean specifying if a texture is used in the material.
  48965. */
  48966. hasTexture(texture: BaseTexture): boolean;
  48967. /**
  48968. * Disposes the resources of the material.
  48969. * @param forceDisposeEffect - Forces the disposal of effects.
  48970. * @param forceDisposeTextures - Forces the disposal of all textures.
  48971. */
  48972. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48973. }
  48974. }
  48975. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48976. import { Nullable } from "babylonjs/types";
  48977. import { Scene } from "babylonjs/scene";
  48978. import { Color3 } from "babylonjs/Maths/math.color";
  48979. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48980. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48981. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48982. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48983. /**
  48984. * The Physically based material of BJS.
  48985. *
  48986. * This offers the main features of a standard PBR material.
  48987. * For more information, please refer to the documentation :
  48988. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48989. */
  48990. export class PBRMaterial extends PBRBaseMaterial {
  48991. /**
  48992. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48993. */
  48994. static readonly PBRMATERIAL_OPAQUE: number;
  48995. /**
  48996. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48997. */
  48998. static readonly PBRMATERIAL_ALPHATEST: number;
  48999. /**
  49000. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49001. */
  49002. static readonly PBRMATERIAL_ALPHABLEND: number;
  49003. /**
  49004. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49005. * They are also discarded below the alpha cutoff threshold to improve performances.
  49006. */
  49007. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49008. /**
  49009. * Defines the default value of how much AO map is occluding the analytical lights
  49010. * (point spot...).
  49011. */
  49012. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49013. /**
  49014. * Intensity of the direct lights e.g. the four lights available in your scene.
  49015. * This impacts both the direct diffuse and specular highlights.
  49016. */
  49017. directIntensity: number;
  49018. /**
  49019. * Intensity of the emissive part of the material.
  49020. * This helps controlling the emissive effect without modifying the emissive color.
  49021. */
  49022. emissiveIntensity: number;
  49023. /**
  49024. * Intensity of the environment e.g. how much the environment will light the object
  49025. * either through harmonics for rough material or through the refelction for shiny ones.
  49026. */
  49027. environmentIntensity: number;
  49028. /**
  49029. * This is a special control allowing the reduction of the specular highlights coming from the
  49030. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49031. */
  49032. specularIntensity: number;
  49033. /**
  49034. * Debug Control allowing disabling the bump map on this material.
  49035. */
  49036. disableBumpMap: boolean;
  49037. /**
  49038. * AKA Diffuse Texture in standard nomenclature.
  49039. */
  49040. albedoTexture: BaseTexture;
  49041. /**
  49042. * AKA Occlusion Texture in other nomenclature.
  49043. */
  49044. ambientTexture: BaseTexture;
  49045. /**
  49046. * AKA Occlusion Texture Intensity in other nomenclature.
  49047. */
  49048. ambientTextureStrength: number;
  49049. /**
  49050. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49051. * 1 means it completely occludes it
  49052. * 0 mean it has no impact
  49053. */
  49054. ambientTextureImpactOnAnalyticalLights: number;
  49055. /**
  49056. * Stores the alpha values in a texture.
  49057. */
  49058. opacityTexture: BaseTexture;
  49059. /**
  49060. * Stores the reflection values in a texture.
  49061. */
  49062. reflectionTexture: Nullable<BaseTexture>;
  49063. /**
  49064. * Stores the emissive values in a texture.
  49065. */
  49066. emissiveTexture: BaseTexture;
  49067. /**
  49068. * AKA Specular texture in other nomenclature.
  49069. */
  49070. reflectivityTexture: BaseTexture;
  49071. /**
  49072. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49073. */
  49074. metallicTexture: BaseTexture;
  49075. /**
  49076. * Specifies the metallic scalar of the metallic/roughness workflow.
  49077. * Can also be used to scale the metalness values of the metallic texture.
  49078. */
  49079. metallic: Nullable<number>;
  49080. /**
  49081. * Specifies the roughness scalar of the metallic/roughness workflow.
  49082. * Can also be used to scale the roughness values of the metallic texture.
  49083. */
  49084. roughness: Nullable<number>;
  49085. /**
  49086. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49087. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49088. */
  49089. microSurfaceTexture: BaseTexture;
  49090. /**
  49091. * Stores surface normal data used to displace a mesh in a texture.
  49092. */
  49093. bumpTexture: BaseTexture;
  49094. /**
  49095. * Stores the pre-calculated light information of a mesh in a texture.
  49096. */
  49097. lightmapTexture: BaseTexture;
  49098. /**
  49099. * Stores the refracted light information in a texture.
  49100. */
  49101. refractionTexture: Nullable<BaseTexture>;
  49102. /**
  49103. * The color of a material in ambient lighting.
  49104. */
  49105. ambientColor: Color3;
  49106. /**
  49107. * AKA Diffuse Color in other nomenclature.
  49108. */
  49109. albedoColor: Color3;
  49110. /**
  49111. * AKA Specular Color in other nomenclature.
  49112. */
  49113. reflectivityColor: Color3;
  49114. /**
  49115. * The color reflected from the material.
  49116. */
  49117. reflectionColor: Color3;
  49118. /**
  49119. * The color emitted from the material.
  49120. */
  49121. emissiveColor: Color3;
  49122. /**
  49123. * AKA Glossiness in other nomenclature.
  49124. */
  49125. microSurface: number;
  49126. /**
  49127. * source material index of refraction (IOR)' / 'destination material IOR.
  49128. */
  49129. indexOfRefraction: number;
  49130. /**
  49131. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49132. */
  49133. invertRefractionY: boolean;
  49134. /**
  49135. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49136. * Materials half opaque for instance using refraction could benefit from this control.
  49137. */
  49138. linkRefractionWithTransparency: boolean;
  49139. /**
  49140. * If true, the light map contains occlusion information instead of lighting info.
  49141. */
  49142. useLightmapAsShadowmap: boolean;
  49143. /**
  49144. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49145. */
  49146. useAlphaFromAlbedoTexture: boolean;
  49147. /**
  49148. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49149. */
  49150. forceAlphaTest: boolean;
  49151. /**
  49152. * Defines the alpha limits in alpha test mode.
  49153. */
  49154. alphaCutOff: number;
  49155. /**
  49156. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49157. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49158. */
  49159. useSpecularOverAlpha: boolean;
  49160. /**
  49161. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49162. */
  49163. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49164. /**
  49165. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49166. */
  49167. useRoughnessFromMetallicTextureAlpha: boolean;
  49168. /**
  49169. * Specifies if the metallic texture contains the roughness information in its green channel.
  49170. */
  49171. useRoughnessFromMetallicTextureGreen: boolean;
  49172. /**
  49173. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49174. */
  49175. useMetallnessFromMetallicTextureBlue: boolean;
  49176. /**
  49177. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49178. */
  49179. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49180. /**
  49181. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49182. */
  49183. useAmbientInGrayScale: boolean;
  49184. /**
  49185. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49186. * The material will try to infer what glossiness each pixel should be.
  49187. */
  49188. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49189. /**
  49190. * BJS is using an harcoded light falloff based on a manually sets up range.
  49191. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49192. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49193. */
  49194. /**
  49195. * BJS is using an harcoded light falloff based on a manually sets up range.
  49196. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49197. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49198. */
  49199. usePhysicalLightFalloff: boolean;
  49200. /**
  49201. * In order to support the falloff compatibility with gltf, a special mode has been added
  49202. * to reproduce the gltf light falloff.
  49203. */
  49204. /**
  49205. * In order to support the falloff compatibility with gltf, a special mode has been added
  49206. * to reproduce the gltf light falloff.
  49207. */
  49208. useGLTFLightFalloff: boolean;
  49209. /**
  49210. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49211. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49212. */
  49213. useRadianceOverAlpha: boolean;
  49214. /**
  49215. * Allows using an object space normal map (instead of tangent space).
  49216. */
  49217. useObjectSpaceNormalMap: boolean;
  49218. /**
  49219. * Allows using the bump map in parallax mode.
  49220. */
  49221. useParallax: boolean;
  49222. /**
  49223. * Allows using the bump map in parallax occlusion mode.
  49224. */
  49225. useParallaxOcclusion: boolean;
  49226. /**
  49227. * Controls the scale bias of the parallax mode.
  49228. */
  49229. parallaxScaleBias: number;
  49230. /**
  49231. * If sets to true, disables all the lights affecting the material.
  49232. */
  49233. disableLighting: boolean;
  49234. /**
  49235. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49236. */
  49237. forceIrradianceInFragment: boolean;
  49238. /**
  49239. * Number of Simultaneous lights allowed on the material.
  49240. */
  49241. maxSimultaneousLights: number;
  49242. /**
  49243. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49244. */
  49245. invertNormalMapX: boolean;
  49246. /**
  49247. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49248. */
  49249. invertNormalMapY: boolean;
  49250. /**
  49251. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49252. */
  49253. twoSidedLighting: boolean;
  49254. /**
  49255. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49256. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49257. */
  49258. useAlphaFresnel: boolean;
  49259. /**
  49260. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49261. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49262. */
  49263. useLinearAlphaFresnel: boolean;
  49264. /**
  49265. * Let user defines the brdf lookup texture used for IBL.
  49266. * A default 8bit version is embedded but you could point at :
  49267. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49268. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49269. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49270. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49271. */
  49272. environmentBRDFTexture: Nullable<BaseTexture>;
  49273. /**
  49274. * Force normal to face away from face.
  49275. */
  49276. forceNormalForward: boolean;
  49277. /**
  49278. * Enables specular anti aliasing in the PBR shader.
  49279. * It will both interacts on the Geometry for analytical and IBL lighting.
  49280. * It also prefilter the roughness map based on the bump values.
  49281. */
  49282. enableSpecularAntiAliasing: boolean;
  49283. /**
  49284. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49285. * makes the reflect vector face the model (under horizon).
  49286. */
  49287. useHorizonOcclusion: boolean;
  49288. /**
  49289. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49290. * too much the area relying on ambient texture to define their ambient occlusion.
  49291. */
  49292. useRadianceOcclusion: boolean;
  49293. /**
  49294. * If set to true, no lighting calculations will be applied.
  49295. */
  49296. unlit: boolean;
  49297. /**
  49298. * Gets the image processing configuration used either in this material.
  49299. */
  49300. /**
  49301. * Sets the Default image processing configuration used either in the this material.
  49302. *
  49303. * If sets to null, the scene one is in use.
  49304. */
  49305. imageProcessingConfiguration: ImageProcessingConfiguration;
  49306. /**
  49307. * Gets wether the color curves effect is enabled.
  49308. */
  49309. /**
  49310. * Sets wether the color curves effect is enabled.
  49311. */
  49312. cameraColorCurvesEnabled: boolean;
  49313. /**
  49314. * Gets wether the color grading effect is enabled.
  49315. */
  49316. /**
  49317. * Gets wether the color grading effect is enabled.
  49318. */
  49319. cameraColorGradingEnabled: boolean;
  49320. /**
  49321. * Gets wether tonemapping is enabled or not.
  49322. */
  49323. /**
  49324. * Sets wether tonemapping is enabled or not
  49325. */
  49326. cameraToneMappingEnabled: boolean;
  49327. /**
  49328. * The camera exposure used on this material.
  49329. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49330. * This corresponds to a photographic exposure.
  49331. */
  49332. /**
  49333. * The camera exposure used on this material.
  49334. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49335. * This corresponds to a photographic exposure.
  49336. */
  49337. cameraExposure: number;
  49338. /**
  49339. * Gets The camera contrast used on this material.
  49340. */
  49341. /**
  49342. * Sets The camera contrast used on this material.
  49343. */
  49344. cameraContrast: number;
  49345. /**
  49346. * Gets the Color Grading 2D Lookup Texture.
  49347. */
  49348. /**
  49349. * Sets the Color Grading 2D Lookup Texture.
  49350. */
  49351. cameraColorGradingTexture: Nullable<BaseTexture>;
  49352. /**
  49353. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49354. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49355. * 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;
  49356. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49357. */
  49358. /**
  49359. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49360. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49361. * 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;
  49362. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49363. */
  49364. cameraColorCurves: Nullable<ColorCurves>;
  49365. /**
  49366. * Instantiates a new PBRMaterial instance.
  49367. *
  49368. * @param name The material name
  49369. * @param scene The scene the material will be use in.
  49370. */
  49371. constructor(name: string, scene: Scene);
  49372. /**
  49373. * Returns the name of this material class.
  49374. */
  49375. getClassName(): string;
  49376. /**
  49377. * Makes a duplicate of the current material.
  49378. * @param name - name to use for the new material.
  49379. */
  49380. clone(name: string): PBRMaterial;
  49381. /**
  49382. * Serializes this PBR Material.
  49383. * @returns - An object with the serialized material.
  49384. */
  49385. serialize(): any;
  49386. /**
  49387. * Parses a PBR Material from a serialized object.
  49388. * @param source - Serialized object.
  49389. * @param scene - BJS scene instance.
  49390. * @param rootUrl - url for the scene object
  49391. * @returns - PBRMaterial
  49392. */
  49393. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49394. }
  49395. }
  49396. declare module "babylonjs/Misc/dds" {
  49397. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49398. import { Engine } from "babylonjs/Engines/engine";
  49399. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49400. import { Nullable } from "babylonjs/types";
  49401. import { Scene } from "babylonjs/scene";
  49402. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49403. /**
  49404. * Direct draw surface info
  49405. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49406. */
  49407. export interface DDSInfo {
  49408. /**
  49409. * Width of the texture
  49410. */
  49411. width: number;
  49412. /**
  49413. * Width of the texture
  49414. */
  49415. height: number;
  49416. /**
  49417. * Number of Mipmaps for the texture
  49418. * @see https://en.wikipedia.org/wiki/Mipmap
  49419. */
  49420. mipmapCount: number;
  49421. /**
  49422. * If the textures format is a known fourCC format
  49423. * @see https://www.fourcc.org/
  49424. */
  49425. isFourCC: boolean;
  49426. /**
  49427. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49428. */
  49429. isRGB: boolean;
  49430. /**
  49431. * If the texture is a lumincance format
  49432. */
  49433. isLuminance: boolean;
  49434. /**
  49435. * If this is a cube texture
  49436. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49437. */
  49438. isCube: boolean;
  49439. /**
  49440. * If the texture is a compressed format eg. FOURCC_DXT1
  49441. */
  49442. isCompressed: boolean;
  49443. /**
  49444. * The dxgiFormat of the texture
  49445. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49446. */
  49447. dxgiFormat: number;
  49448. /**
  49449. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49450. */
  49451. textureType: number;
  49452. /**
  49453. * Sphericle polynomial created for the dds texture
  49454. */
  49455. sphericalPolynomial?: SphericalPolynomial;
  49456. }
  49457. /**
  49458. * Class used to provide DDS decompression tools
  49459. */
  49460. export class DDSTools {
  49461. /**
  49462. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49463. */
  49464. static StoreLODInAlphaChannel: boolean;
  49465. /**
  49466. * Gets DDS information from an array buffer
  49467. * @param arrayBuffer defines the array buffer to read data from
  49468. * @returns the DDS information
  49469. */
  49470. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49471. private static _FloatView;
  49472. private static _Int32View;
  49473. private static _ToHalfFloat;
  49474. private static _FromHalfFloat;
  49475. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49476. private static _GetHalfFloatRGBAArrayBuffer;
  49477. private static _GetFloatRGBAArrayBuffer;
  49478. private static _GetFloatAsUIntRGBAArrayBuffer;
  49479. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49480. private static _GetRGBAArrayBuffer;
  49481. private static _ExtractLongWordOrder;
  49482. private static _GetRGBArrayBuffer;
  49483. private static _GetLuminanceArrayBuffer;
  49484. /**
  49485. * Uploads DDS Levels to a Babylon Texture
  49486. * @hidden
  49487. */
  49488. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49489. }
  49490. module "babylonjs/Engines/engine" {
  49491. interface Engine {
  49492. /**
  49493. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49494. * @param rootUrl defines the url where the file to load is located
  49495. * @param scene defines the current scene
  49496. * @param lodScale defines scale to apply to the mip map selection
  49497. * @param lodOffset defines offset to apply to the mip map selection
  49498. * @param onLoad defines an optional callback raised when the texture is loaded
  49499. * @param onError defines an optional callback raised if there is an issue to load the texture
  49500. * @param format defines the format of the data
  49501. * @param forcedExtension defines the extension to use to pick the right loader
  49502. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49503. * @returns the cube texture as an InternalTexture
  49504. */
  49505. 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;
  49506. }
  49507. }
  49508. }
  49509. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49510. import { Nullable } from "babylonjs/types";
  49511. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49512. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49513. /**
  49514. * Implementation of the DDS Texture Loader.
  49515. * @hidden
  49516. */
  49517. export class _DDSTextureLoader implements IInternalTextureLoader {
  49518. /**
  49519. * Defines wether the loader supports cascade loading the different faces.
  49520. */
  49521. readonly supportCascades: boolean;
  49522. /**
  49523. * This returns if the loader support the current file information.
  49524. * @param extension defines the file extension of the file being loaded
  49525. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49526. * @param fallback defines the fallback internal texture if any
  49527. * @param isBase64 defines whether the texture is encoded as a base64
  49528. * @param isBuffer defines whether the texture data are stored as a buffer
  49529. * @returns true if the loader can load the specified file
  49530. */
  49531. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49532. /**
  49533. * Transform the url before loading if required.
  49534. * @param rootUrl the url of the texture
  49535. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49536. * @returns the transformed texture
  49537. */
  49538. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49539. /**
  49540. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49541. * @param rootUrl the url of the texture
  49542. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49543. * @returns the fallback texture
  49544. */
  49545. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49546. /**
  49547. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49548. * @param data contains the texture data
  49549. * @param texture defines the BabylonJS internal texture
  49550. * @param createPolynomials will be true if polynomials have been requested
  49551. * @param onLoad defines the callback to trigger once the texture is ready
  49552. * @param onError defines the callback to trigger in case of error
  49553. */
  49554. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49555. /**
  49556. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49557. * @param data contains the texture data
  49558. * @param texture defines the BabylonJS internal texture
  49559. * @param callback defines the method to call once ready to upload
  49560. */
  49561. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49562. }
  49563. }
  49564. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49565. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49566. /** @hidden */
  49567. export var rgbdEncodePixelShader: {
  49568. name: string;
  49569. shader: string;
  49570. };
  49571. }
  49572. declare module "babylonjs/Misc/environmentTextureTools" {
  49573. import { Nullable } from "babylonjs/types";
  49574. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49575. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49576. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49577. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49578. import "babylonjs/Shaders/rgbdEncode.fragment";
  49579. import "babylonjs/Shaders/rgbdDecode.fragment";
  49580. /**
  49581. * Raw texture data and descriptor sufficient for WebGL texture upload
  49582. */
  49583. export interface EnvironmentTextureInfo {
  49584. /**
  49585. * Version of the environment map
  49586. */
  49587. version: number;
  49588. /**
  49589. * Width of image
  49590. */
  49591. width: number;
  49592. /**
  49593. * Irradiance information stored in the file.
  49594. */
  49595. irradiance: any;
  49596. /**
  49597. * Specular information stored in the file.
  49598. */
  49599. specular: any;
  49600. }
  49601. /**
  49602. * Sets of helpers addressing the serialization and deserialization of environment texture
  49603. * stored in a BabylonJS env file.
  49604. * Those files are usually stored as .env files.
  49605. */
  49606. export class EnvironmentTextureTools {
  49607. /**
  49608. * Magic number identifying the env file.
  49609. */
  49610. private static _MagicBytes;
  49611. /**
  49612. * Gets the environment info from an env file.
  49613. * @param data The array buffer containing the .env bytes.
  49614. * @returns the environment file info (the json header) if successfully parsed.
  49615. */
  49616. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49617. /**
  49618. * Creates an environment texture from a loaded cube texture.
  49619. * @param texture defines the cube texture to convert in env file
  49620. * @return a promise containing the environment data if succesfull.
  49621. */
  49622. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49623. /**
  49624. * Creates a JSON representation of the spherical data.
  49625. * @param texture defines the texture containing the polynomials
  49626. * @return the JSON representation of the spherical info
  49627. */
  49628. private static _CreateEnvTextureIrradiance;
  49629. /**
  49630. * Uploads the texture info contained in the env file to the GPU.
  49631. * @param texture defines the internal texture to upload to
  49632. * @param arrayBuffer defines the buffer cotaining the data to load
  49633. * @param info defines the texture info retrieved through the GetEnvInfo method
  49634. * @returns a promise
  49635. */
  49636. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49637. /**
  49638. * Uploads the levels of image data to the GPU.
  49639. * @param texture defines the internal texture to upload to
  49640. * @param imageData defines the array buffer views of image data [mipmap][face]
  49641. * @returns a promise
  49642. */
  49643. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49644. /**
  49645. * Uploads spherical polynomials information to the texture.
  49646. * @param texture defines the texture we are trying to upload the information to
  49647. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49648. */
  49649. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49650. /** @hidden */
  49651. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49652. }
  49653. }
  49654. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49655. import { Nullable } from "babylonjs/types";
  49656. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49657. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49658. /**
  49659. * Implementation of the ENV Texture Loader.
  49660. * @hidden
  49661. */
  49662. export class _ENVTextureLoader implements IInternalTextureLoader {
  49663. /**
  49664. * Defines wether the loader supports cascade loading the different faces.
  49665. */
  49666. readonly supportCascades: boolean;
  49667. /**
  49668. * This returns if the loader support the current file information.
  49669. * @param extension defines the file extension of the file being loaded
  49670. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49671. * @param fallback defines the fallback internal texture if any
  49672. * @param isBase64 defines whether the texture is encoded as a base64
  49673. * @param isBuffer defines whether the texture data are stored as a buffer
  49674. * @returns true if the loader can load the specified file
  49675. */
  49676. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49677. /**
  49678. * Transform the url before loading if required.
  49679. * @param rootUrl the url of the texture
  49680. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49681. * @returns the transformed texture
  49682. */
  49683. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49684. /**
  49685. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49686. * @param rootUrl the url of the texture
  49687. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49688. * @returns the fallback texture
  49689. */
  49690. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49691. /**
  49692. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49693. * @param data contains the texture data
  49694. * @param texture defines the BabylonJS internal texture
  49695. * @param createPolynomials will be true if polynomials have been requested
  49696. * @param onLoad defines the callback to trigger once the texture is ready
  49697. * @param onError defines the callback to trigger in case of error
  49698. */
  49699. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49700. /**
  49701. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49702. * @param data contains the texture data
  49703. * @param texture defines the BabylonJS internal texture
  49704. * @param callback defines the method to call once ready to upload
  49705. */
  49706. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49707. }
  49708. }
  49709. declare module "babylonjs/Misc/khronosTextureContainer" {
  49710. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49711. /**
  49712. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49713. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49714. */
  49715. export class KhronosTextureContainer {
  49716. /** contents of the KTX container file */
  49717. arrayBuffer: any;
  49718. private static HEADER_LEN;
  49719. private static COMPRESSED_2D;
  49720. private static COMPRESSED_3D;
  49721. private static TEX_2D;
  49722. private static TEX_3D;
  49723. /**
  49724. * Gets the openGL type
  49725. */
  49726. glType: number;
  49727. /**
  49728. * Gets the openGL type size
  49729. */
  49730. glTypeSize: number;
  49731. /**
  49732. * Gets the openGL format
  49733. */
  49734. glFormat: number;
  49735. /**
  49736. * Gets the openGL internal format
  49737. */
  49738. glInternalFormat: number;
  49739. /**
  49740. * Gets the base internal format
  49741. */
  49742. glBaseInternalFormat: number;
  49743. /**
  49744. * Gets image width in pixel
  49745. */
  49746. pixelWidth: number;
  49747. /**
  49748. * Gets image height in pixel
  49749. */
  49750. pixelHeight: number;
  49751. /**
  49752. * Gets image depth in pixels
  49753. */
  49754. pixelDepth: number;
  49755. /**
  49756. * Gets the number of array elements
  49757. */
  49758. numberOfArrayElements: number;
  49759. /**
  49760. * Gets the number of faces
  49761. */
  49762. numberOfFaces: number;
  49763. /**
  49764. * Gets the number of mipmap levels
  49765. */
  49766. numberOfMipmapLevels: number;
  49767. /**
  49768. * Gets the bytes of key value data
  49769. */
  49770. bytesOfKeyValueData: number;
  49771. /**
  49772. * Gets the load type
  49773. */
  49774. loadType: number;
  49775. /**
  49776. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49777. */
  49778. isInvalid: boolean;
  49779. /**
  49780. * Creates a new KhronosTextureContainer
  49781. * @param arrayBuffer contents of the KTX container file
  49782. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49783. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49784. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49785. */
  49786. constructor(
  49787. /** contents of the KTX container file */
  49788. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49789. /**
  49790. * Uploads KTX content to a Babylon Texture.
  49791. * It is assumed that the texture has already been created & is currently bound
  49792. * @hidden
  49793. */
  49794. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49795. private _upload2DCompressedLevels;
  49796. }
  49797. }
  49798. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49799. import { Nullable } from "babylonjs/types";
  49800. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49801. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49802. /**
  49803. * Implementation of the KTX Texture Loader.
  49804. * @hidden
  49805. */
  49806. export class _KTXTextureLoader implements IInternalTextureLoader {
  49807. /**
  49808. * Defines wether the loader supports cascade loading the different faces.
  49809. */
  49810. readonly supportCascades: boolean;
  49811. /**
  49812. * This returns if the loader support the current file information.
  49813. * @param extension defines the file extension of the file being loaded
  49814. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49815. * @param fallback defines the fallback internal texture if any
  49816. * @param isBase64 defines whether the texture is encoded as a base64
  49817. * @param isBuffer defines whether the texture data are stored as a buffer
  49818. * @returns true if the loader can load the specified file
  49819. */
  49820. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49821. /**
  49822. * Transform the url before loading if required.
  49823. * @param rootUrl the url of the texture
  49824. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49825. * @returns the transformed texture
  49826. */
  49827. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49828. /**
  49829. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49830. * @param rootUrl the url of the texture
  49831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49832. * @returns the fallback texture
  49833. */
  49834. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49835. /**
  49836. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49837. * @param data contains the texture data
  49838. * @param texture defines the BabylonJS internal texture
  49839. * @param createPolynomials will be true if polynomials have been requested
  49840. * @param onLoad defines the callback to trigger once the texture is ready
  49841. * @param onError defines the callback to trigger in case of error
  49842. */
  49843. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49844. /**
  49845. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49846. * @param data contains the texture data
  49847. * @param texture defines the BabylonJS internal texture
  49848. * @param callback defines the method to call once ready to upload
  49849. */
  49850. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49851. }
  49852. }
  49853. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49854. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49855. import { Scene } from "babylonjs/scene";
  49856. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49857. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49858. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49859. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49860. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49861. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49862. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49863. /**
  49864. * Options for the default xr helper
  49865. */
  49866. export class WebXRDefaultExperienceOptions {
  49867. /**
  49868. * Floor meshes that should be used for teleporting
  49869. */
  49870. floorMeshes: Array<AbstractMesh>;
  49871. }
  49872. /**
  49873. * Default experience which provides a similar setup to the previous webVRExperience
  49874. */
  49875. export class WebXRDefaultExperience {
  49876. /**
  49877. * Base experience
  49878. */
  49879. baseExperience: WebXRExperienceHelper;
  49880. /**
  49881. * Input experience extension
  49882. */
  49883. input: WebXRInput;
  49884. /**
  49885. * Loads the controller models
  49886. */
  49887. controllerModelLoader: WebXRControllerModelLoader;
  49888. /**
  49889. * Enables laser pointer and selection
  49890. */
  49891. pointerSelection: WebXRControllerPointerSelection;
  49892. /**
  49893. * Enables teleportation
  49894. */
  49895. teleportation: WebXRControllerTeleportation;
  49896. /**
  49897. * Enables ui for enetering/exiting xr
  49898. */
  49899. enterExitUI: WebXREnterExitUI;
  49900. /**
  49901. * Default output canvas xr should render to
  49902. */
  49903. outputCanvas: WebXRManagedOutputCanvas;
  49904. /**
  49905. * Creates the default xr experience
  49906. * @param scene scene
  49907. * @param options options for basic configuration
  49908. * @returns resulting WebXRDefaultExperience
  49909. */
  49910. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49911. private constructor();
  49912. /**
  49913. * DIsposes of the experience helper
  49914. */
  49915. dispose(): void;
  49916. }
  49917. }
  49918. declare module "babylonjs/Helpers/sceneHelpers" {
  49919. import { Nullable } from "babylonjs/types";
  49920. import { Mesh } from "babylonjs/Meshes/mesh";
  49921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49922. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49923. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49924. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49925. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49926. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49927. import "babylonjs/Meshes/Builders/boxBuilder";
  49928. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49929. /** @hidden */
  49930. export var _forceSceneHelpersToBundle: boolean;
  49931. module "babylonjs/scene" {
  49932. interface Scene {
  49933. /**
  49934. * Creates a default light for the scene.
  49935. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49936. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49937. */
  49938. createDefaultLight(replace?: boolean): void;
  49939. /**
  49940. * Creates a default camera for the scene.
  49941. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49942. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49943. * @param replace has default false, when true replaces the active camera in the scene
  49944. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49945. */
  49946. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49947. /**
  49948. * Creates a default camera and a default light.
  49949. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49950. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49951. * @param replace has the default false, when true replaces the active camera/light in the scene
  49952. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49953. */
  49954. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49955. /**
  49956. * Creates a new sky box
  49957. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49958. * @param environmentTexture defines the texture to use as environment texture
  49959. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49960. * @param scale defines the overall scale of the skybox
  49961. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49962. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49963. * @returns a new mesh holding the sky box
  49964. */
  49965. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49966. /**
  49967. * Creates a new environment
  49968. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49969. * @param options defines the options you can use to configure the environment
  49970. * @returns the new EnvironmentHelper
  49971. */
  49972. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49973. /**
  49974. * Creates a new VREXperienceHelper
  49975. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49976. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49977. * @returns a new VREXperienceHelper
  49978. */
  49979. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49980. /**
  49981. * Creates a new WebXRDefaultExperience
  49982. * @see http://doc.babylonjs.com/how_to/webxr
  49983. * @param options experience options
  49984. * @returns a promise for a new WebXRDefaultExperience
  49985. */
  49986. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49987. }
  49988. }
  49989. }
  49990. declare module "babylonjs/Maths/math.vertexFormat" {
  49991. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  49992. /**
  49993. * Contains position and normal vectors for a vertex
  49994. */
  49995. export class PositionNormalVertex {
  49996. /** the position of the vertex (defaut: 0,0,0) */
  49997. position: Vector3;
  49998. /** the normal of the vertex (defaut: 0,1,0) */
  49999. normal: Vector3;
  50000. /**
  50001. * Creates a PositionNormalVertex
  50002. * @param position the position of the vertex (defaut: 0,0,0)
  50003. * @param normal the normal of the vertex (defaut: 0,1,0)
  50004. */
  50005. constructor(
  50006. /** the position of the vertex (defaut: 0,0,0) */
  50007. position?: Vector3,
  50008. /** the normal of the vertex (defaut: 0,1,0) */
  50009. normal?: Vector3);
  50010. /**
  50011. * Clones the PositionNormalVertex
  50012. * @returns the cloned PositionNormalVertex
  50013. */
  50014. clone(): PositionNormalVertex;
  50015. }
  50016. /**
  50017. * Contains position, normal and uv vectors for a vertex
  50018. */
  50019. export class PositionNormalTextureVertex {
  50020. /** the position of the vertex (defaut: 0,0,0) */
  50021. position: Vector3;
  50022. /** the normal of the vertex (defaut: 0,1,0) */
  50023. normal: Vector3;
  50024. /** the uv of the vertex (default: 0,0) */
  50025. uv: Vector2;
  50026. /**
  50027. * Creates a PositionNormalTextureVertex
  50028. * @param position the position of the vertex (defaut: 0,0,0)
  50029. * @param normal the normal of the vertex (defaut: 0,1,0)
  50030. * @param uv the uv of the vertex (default: 0,0)
  50031. */
  50032. constructor(
  50033. /** the position of the vertex (defaut: 0,0,0) */
  50034. position?: Vector3,
  50035. /** the normal of the vertex (defaut: 0,1,0) */
  50036. normal?: Vector3,
  50037. /** the uv of the vertex (default: 0,0) */
  50038. uv?: Vector2);
  50039. /**
  50040. * Clones the PositionNormalTextureVertex
  50041. * @returns the cloned PositionNormalTextureVertex
  50042. */
  50043. clone(): PositionNormalTextureVertex;
  50044. }
  50045. }
  50046. declare module "babylonjs/Maths/math" {
  50047. export * from "babylonjs/Maths/math.axis";
  50048. export * from "babylonjs/Maths/math.color";
  50049. export * from "babylonjs/Maths/math.constants";
  50050. export * from "babylonjs/Maths/math.frustum";
  50051. export * from "babylonjs/Maths/math.path";
  50052. export * from "babylonjs/Maths/math.plane";
  50053. export * from "babylonjs/Maths/math.size";
  50054. export * from "babylonjs/Maths/math.vector";
  50055. export * from "babylonjs/Maths/math.vertexFormat";
  50056. export * from "babylonjs/Maths/math.viewport";
  50057. }
  50058. declare module "babylonjs/Helpers/videoDome" {
  50059. import { Scene } from "babylonjs/scene";
  50060. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50061. import { Mesh } from "babylonjs/Meshes/mesh";
  50062. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50063. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50064. import "babylonjs/Meshes/Builders/sphereBuilder";
  50065. /**
  50066. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50067. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50068. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50069. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50070. */
  50071. export class VideoDome extends TransformNode {
  50072. /**
  50073. * Define the video source as a Monoscopic panoramic 360 video.
  50074. */
  50075. static readonly MODE_MONOSCOPIC: number;
  50076. /**
  50077. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50078. */
  50079. static readonly MODE_TOPBOTTOM: number;
  50080. /**
  50081. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50082. */
  50083. static readonly MODE_SIDEBYSIDE: number;
  50084. private _halfDome;
  50085. private _useDirectMapping;
  50086. /**
  50087. * The video texture being displayed on the sphere
  50088. */
  50089. protected _videoTexture: VideoTexture;
  50090. /**
  50091. * Gets the video texture being displayed on the sphere
  50092. */
  50093. readonly videoTexture: VideoTexture;
  50094. /**
  50095. * The skybox material
  50096. */
  50097. protected _material: BackgroundMaterial;
  50098. /**
  50099. * The surface used for the skybox
  50100. */
  50101. protected _mesh: Mesh;
  50102. /**
  50103. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50104. */
  50105. private _halfDomeMask;
  50106. /**
  50107. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50108. * Also see the options.resolution property.
  50109. */
  50110. fovMultiplier: number;
  50111. private _videoMode;
  50112. /**
  50113. * Gets or set the current video mode for the video. It can be:
  50114. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50115. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50116. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50117. */
  50118. videoMode: number;
  50119. /**
  50120. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50121. *
  50122. */
  50123. /**
  50124. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50125. */
  50126. halfDome: boolean;
  50127. /**
  50128. * Oberserver used in Stereoscopic VR Mode.
  50129. */
  50130. private _onBeforeCameraRenderObserver;
  50131. /**
  50132. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50133. * @param name Element's name, child elements will append suffixes for their own names.
  50134. * @param urlsOrVideo defines the url(s) or the video element to use
  50135. * @param options An object containing optional or exposed sub element properties
  50136. */
  50137. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50138. resolution?: number;
  50139. clickToPlay?: boolean;
  50140. autoPlay?: boolean;
  50141. loop?: boolean;
  50142. size?: number;
  50143. poster?: string;
  50144. faceForward?: boolean;
  50145. useDirectMapping?: boolean;
  50146. halfDomeMode?: boolean;
  50147. }, scene: Scene);
  50148. private _changeVideoMode;
  50149. /**
  50150. * Releases resources associated with this node.
  50151. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50152. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50153. */
  50154. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50155. }
  50156. }
  50157. declare module "babylonjs/Helpers/index" {
  50158. export * from "babylonjs/Helpers/environmentHelper";
  50159. export * from "babylonjs/Helpers/photoDome";
  50160. export * from "babylonjs/Helpers/sceneHelpers";
  50161. export * from "babylonjs/Helpers/videoDome";
  50162. }
  50163. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50164. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50165. import { IDisposable } from "babylonjs/scene";
  50166. import { Engine } from "babylonjs/Engines/engine";
  50167. /**
  50168. * This class can be used to get instrumentation data from a Babylon engine
  50169. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50170. */
  50171. export class EngineInstrumentation implements IDisposable {
  50172. /**
  50173. * Define the instrumented engine.
  50174. */
  50175. engine: Engine;
  50176. private _captureGPUFrameTime;
  50177. private _gpuFrameTimeToken;
  50178. private _gpuFrameTime;
  50179. private _captureShaderCompilationTime;
  50180. private _shaderCompilationTime;
  50181. private _onBeginFrameObserver;
  50182. private _onEndFrameObserver;
  50183. private _onBeforeShaderCompilationObserver;
  50184. private _onAfterShaderCompilationObserver;
  50185. /**
  50186. * Gets the perf counter used for GPU frame time
  50187. */
  50188. readonly gpuFrameTimeCounter: PerfCounter;
  50189. /**
  50190. * Gets the GPU frame time capture status
  50191. */
  50192. /**
  50193. * Enable or disable the GPU frame time capture
  50194. */
  50195. captureGPUFrameTime: boolean;
  50196. /**
  50197. * Gets the perf counter used for shader compilation time
  50198. */
  50199. readonly shaderCompilationTimeCounter: PerfCounter;
  50200. /**
  50201. * Gets the shader compilation time capture status
  50202. */
  50203. /**
  50204. * Enable or disable the shader compilation time capture
  50205. */
  50206. captureShaderCompilationTime: boolean;
  50207. /**
  50208. * Instantiates a new engine instrumentation.
  50209. * This class can be used to get instrumentation data from a Babylon engine
  50210. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50211. * @param engine Defines the engine to instrument
  50212. */
  50213. constructor(
  50214. /**
  50215. * Define the instrumented engine.
  50216. */
  50217. engine: Engine);
  50218. /**
  50219. * Dispose and release associated resources.
  50220. */
  50221. dispose(): void;
  50222. }
  50223. }
  50224. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50225. import { Scene, IDisposable } from "babylonjs/scene";
  50226. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50227. /**
  50228. * This class can be used to get instrumentation data from a Babylon engine
  50229. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50230. */
  50231. export class SceneInstrumentation implements IDisposable {
  50232. /**
  50233. * Defines the scene to instrument
  50234. */
  50235. scene: Scene;
  50236. private _captureActiveMeshesEvaluationTime;
  50237. private _activeMeshesEvaluationTime;
  50238. private _captureRenderTargetsRenderTime;
  50239. private _renderTargetsRenderTime;
  50240. private _captureFrameTime;
  50241. private _frameTime;
  50242. private _captureRenderTime;
  50243. private _renderTime;
  50244. private _captureInterFrameTime;
  50245. private _interFrameTime;
  50246. private _captureParticlesRenderTime;
  50247. private _particlesRenderTime;
  50248. private _captureSpritesRenderTime;
  50249. private _spritesRenderTime;
  50250. private _capturePhysicsTime;
  50251. private _physicsTime;
  50252. private _captureAnimationsTime;
  50253. private _animationsTime;
  50254. private _captureCameraRenderTime;
  50255. private _cameraRenderTime;
  50256. private _onBeforeActiveMeshesEvaluationObserver;
  50257. private _onAfterActiveMeshesEvaluationObserver;
  50258. private _onBeforeRenderTargetsRenderObserver;
  50259. private _onAfterRenderTargetsRenderObserver;
  50260. private _onAfterRenderObserver;
  50261. private _onBeforeDrawPhaseObserver;
  50262. private _onAfterDrawPhaseObserver;
  50263. private _onBeforeAnimationsObserver;
  50264. private _onBeforeParticlesRenderingObserver;
  50265. private _onAfterParticlesRenderingObserver;
  50266. private _onBeforeSpritesRenderingObserver;
  50267. private _onAfterSpritesRenderingObserver;
  50268. private _onBeforePhysicsObserver;
  50269. private _onAfterPhysicsObserver;
  50270. private _onAfterAnimationsObserver;
  50271. private _onBeforeCameraRenderObserver;
  50272. private _onAfterCameraRenderObserver;
  50273. /**
  50274. * Gets the perf counter used for active meshes evaluation time
  50275. */
  50276. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50277. /**
  50278. * Gets the active meshes evaluation time capture status
  50279. */
  50280. /**
  50281. * Enable or disable the active meshes evaluation time capture
  50282. */
  50283. captureActiveMeshesEvaluationTime: boolean;
  50284. /**
  50285. * Gets the perf counter used for render targets render time
  50286. */
  50287. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50288. /**
  50289. * Gets the render targets render time capture status
  50290. */
  50291. /**
  50292. * Enable or disable the render targets render time capture
  50293. */
  50294. captureRenderTargetsRenderTime: boolean;
  50295. /**
  50296. * Gets the perf counter used for particles render time
  50297. */
  50298. readonly particlesRenderTimeCounter: PerfCounter;
  50299. /**
  50300. * Gets the particles render time capture status
  50301. */
  50302. /**
  50303. * Enable or disable the particles render time capture
  50304. */
  50305. captureParticlesRenderTime: boolean;
  50306. /**
  50307. * Gets the perf counter used for sprites render time
  50308. */
  50309. readonly spritesRenderTimeCounter: PerfCounter;
  50310. /**
  50311. * Gets the sprites render time capture status
  50312. */
  50313. /**
  50314. * Enable or disable the sprites render time capture
  50315. */
  50316. captureSpritesRenderTime: boolean;
  50317. /**
  50318. * Gets the perf counter used for physics time
  50319. */
  50320. readonly physicsTimeCounter: PerfCounter;
  50321. /**
  50322. * Gets the physics time capture status
  50323. */
  50324. /**
  50325. * Enable or disable the physics time capture
  50326. */
  50327. capturePhysicsTime: boolean;
  50328. /**
  50329. * Gets the perf counter used for animations time
  50330. */
  50331. readonly animationsTimeCounter: PerfCounter;
  50332. /**
  50333. * Gets the animations time capture status
  50334. */
  50335. /**
  50336. * Enable or disable the animations time capture
  50337. */
  50338. captureAnimationsTime: boolean;
  50339. /**
  50340. * Gets the perf counter used for frame time capture
  50341. */
  50342. readonly frameTimeCounter: PerfCounter;
  50343. /**
  50344. * Gets the frame time capture status
  50345. */
  50346. /**
  50347. * Enable or disable the frame time capture
  50348. */
  50349. captureFrameTime: boolean;
  50350. /**
  50351. * Gets the perf counter used for inter-frames time capture
  50352. */
  50353. readonly interFrameTimeCounter: PerfCounter;
  50354. /**
  50355. * Gets the inter-frames time capture status
  50356. */
  50357. /**
  50358. * Enable or disable the inter-frames time capture
  50359. */
  50360. captureInterFrameTime: boolean;
  50361. /**
  50362. * Gets the perf counter used for render time capture
  50363. */
  50364. readonly renderTimeCounter: PerfCounter;
  50365. /**
  50366. * Gets the render time capture status
  50367. */
  50368. /**
  50369. * Enable or disable the render time capture
  50370. */
  50371. captureRenderTime: boolean;
  50372. /**
  50373. * Gets the perf counter used for camera render time capture
  50374. */
  50375. readonly cameraRenderTimeCounter: PerfCounter;
  50376. /**
  50377. * Gets the camera render time capture status
  50378. */
  50379. /**
  50380. * Enable or disable the camera render time capture
  50381. */
  50382. captureCameraRenderTime: boolean;
  50383. /**
  50384. * Gets the perf counter used for draw calls
  50385. */
  50386. readonly drawCallsCounter: PerfCounter;
  50387. /**
  50388. * Instantiates a new scene instrumentation.
  50389. * This class can be used to get instrumentation data from a Babylon engine
  50390. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50391. * @param scene Defines the scene to instrument
  50392. */
  50393. constructor(
  50394. /**
  50395. * Defines the scene to instrument
  50396. */
  50397. scene: Scene);
  50398. /**
  50399. * Dispose and release associated resources.
  50400. */
  50401. dispose(): void;
  50402. }
  50403. }
  50404. declare module "babylonjs/Instrumentation/index" {
  50405. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50406. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50407. export * from "babylonjs/Instrumentation/timeToken";
  50408. }
  50409. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50410. /** @hidden */
  50411. export var glowMapGenerationPixelShader: {
  50412. name: string;
  50413. shader: string;
  50414. };
  50415. }
  50416. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50417. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50418. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50419. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50420. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50421. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50422. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50423. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50424. /** @hidden */
  50425. export var glowMapGenerationVertexShader: {
  50426. name: string;
  50427. shader: string;
  50428. };
  50429. }
  50430. declare module "babylonjs/Layers/effectLayer" {
  50431. import { Observable } from "babylonjs/Misc/observable";
  50432. import { Nullable } from "babylonjs/types";
  50433. import { Camera } from "babylonjs/Cameras/camera";
  50434. import { Scene } from "babylonjs/scene";
  50435. import { ISize } from "babylonjs/Maths/math.size";
  50436. import { Color4 } from "babylonjs/Maths/math.color";
  50437. import { Engine } from "babylonjs/Engines/engine";
  50438. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50440. import { Mesh } from "babylonjs/Meshes/mesh";
  50441. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50443. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50444. import { Effect } from "babylonjs/Materials/effect";
  50445. import { Material } from "babylonjs/Materials/material";
  50446. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50447. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50448. /**
  50449. * Effect layer options. This helps customizing the behaviour
  50450. * of the effect layer.
  50451. */
  50452. export interface IEffectLayerOptions {
  50453. /**
  50454. * Multiplication factor apply to the canvas size to compute the render target size
  50455. * used to generated the objects (the smaller the faster).
  50456. */
  50457. mainTextureRatio: number;
  50458. /**
  50459. * Enforces a fixed size texture to ensure effect stability across devices.
  50460. */
  50461. mainTextureFixedSize?: number;
  50462. /**
  50463. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50464. */
  50465. alphaBlendingMode: number;
  50466. /**
  50467. * The camera attached to the layer.
  50468. */
  50469. camera: Nullable<Camera>;
  50470. /**
  50471. * The rendering group to draw the layer in.
  50472. */
  50473. renderingGroupId: number;
  50474. }
  50475. /**
  50476. * The effect layer Helps adding post process effect blended with the main pass.
  50477. *
  50478. * This can be for instance use to generate glow or higlight effects on the scene.
  50479. *
  50480. * The effect layer class can not be used directly and is intented to inherited from to be
  50481. * customized per effects.
  50482. */
  50483. export abstract class EffectLayer {
  50484. private _vertexBuffers;
  50485. private _indexBuffer;
  50486. private _cachedDefines;
  50487. private _effectLayerMapGenerationEffect;
  50488. private _effectLayerOptions;
  50489. private _mergeEffect;
  50490. protected _scene: Scene;
  50491. protected _engine: Engine;
  50492. protected _maxSize: number;
  50493. protected _mainTextureDesiredSize: ISize;
  50494. protected _mainTexture: RenderTargetTexture;
  50495. protected _shouldRender: boolean;
  50496. protected _postProcesses: PostProcess[];
  50497. protected _textures: BaseTexture[];
  50498. protected _emissiveTextureAndColor: {
  50499. texture: Nullable<BaseTexture>;
  50500. color: Color4;
  50501. };
  50502. /**
  50503. * The name of the layer
  50504. */
  50505. name: string;
  50506. /**
  50507. * The clear color of the texture used to generate the glow map.
  50508. */
  50509. neutralColor: Color4;
  50510. /**
  50511. * Specifies wether the highlight layer is enabled or not.
  50512. */
  50513. isEnabled: boolean;
  50514. /**
  50515. * Gets the camera attached to the layer.
  50516. */
  50517. readonly camera: Nullable<Camera>;
  50518. /**
  50519. * Gets the rendering group id the layer should render in.
  50520. */
  50521. renderingGroupId: number;
  50522. /**
  50523. * An event triggered when the effect layer has been disposed.
  50524. */
  50525. onDisposeObservable: Observable<EffectLayer>;
  50526. /**
  50527. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50528. */
  50529. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50530. /**
  50531. * An event triggered when the generated texture is being merged in the scene.
  50532. */
  50533. onBeforeComposeObservable: Observable<EffectLayer>;
  50534. /**
  50535. * An event triggered when the generated texture has been merged in the scene.
  50536. */
  50537. onAfterComposeObservable: Observable<EffectLayer>;
  50538. /**
  50539. * An event triggered when the efffect layer changes its size.
  50540. */
  50541. onSizeChangedObservable: Observable<EffectLayer>;
  50542. /** @hidden */
  50543. static _SceneComponentInitialization: (scene: Scene) => void;
  50544. /**
  50545. * Instantiates a new effect Layer and references it in the scene.
  50546. * @param name The name of the layer
  50547. * @param scene The scene to use the layer in
  50548. */
  50549. constructor(
  50550. /** The Friendly of the effect in the scene */
  50551. name: string, scene: Scene);
  50552. /**
  50553. * Get the effect name of the layer.
  50554. * @return The effect name
  50555. */
  50556. abstract getEffectName(): string;
  50557. /**
  50558. * Checks for the readiness of the element composing the layer.
  50559. * @param subMesh the mesh to check for
  50560. * @param useInstances specify wether or not to use instances to render the mesh
  50561. * @return true if ready otherwise, false
  50562. */
  50563. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50564. /**
  50565. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50566. * @returns true if the effect requires stencil during the main canvas render pass.
  50567. */
  50568. abstract needStencil(): boolean;
  50569. /**
  50570. * Create the merge effect. This is the shader use to blit the information back
  50571. * to the main canvas at the end of the scene rendering.
  50572. * @returns The effect containing the shader used to merge the effect on the main canvas
  50573. */
  50574. protected abstract _createMergeEffect(): Effect;
  50575. /**
  50576. * Creates the render target textures and post processes used in the effect layer.
  50577. */
  50578. protected abstract _createTextureAndPostProcesses(): void;
  50579. /**
  50580. * Implementation specific of rendering the generating effect on the main canvas.
  50581. * @param effect The effect used to render through
  50582. */
  50583. protected abstract _internalRender(effect: Effect): void;
  50584. /**
  50585. * Sets the required values for both the emissive texture and and the main color.
  50586. */
  50587. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50588. /**
  50589. * Free any resources and references associated to a mesh.
  50590. * Internal use
  50591. * @param mesh The mesh to free.
  50592. */
  50593. abstract _disposeMesh(mesh: Mesh): void;
  50594. /**
  50595. * Serializes this layer (Glow or Highlight for example)
  50596. * @returns a serialized layer object
  50597. */
  50598. abstract serialize?(): any;
  50599. /**
  50600. * Initializes the effect layer with the required options.
  50601. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50602. */
  50603. protected _init(options: Partial<IEffectLayerOptions>): void;
  50604. /**
  50605. * Generates the index buffer of the full screen quad blending to the main canvas.
  50606. */
  50607. private _generateIndexBuffer;
  50608. /**
  50609. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50610. */
  50611. private _generateVertexBuffer;
  50612. /**
  50613. * Sets the main texture desired size which is the closest power of two
  50614. * of the engine canvas size.
  50615. */
  50616. private _setMainTextureSize;
  50617. /**
  50618. * Creates the main texture for the effect layer.
  50619. */
  50620. protected _createMainTexture(): void;
  50621. /**
  50622. * Adds specific effects defines.
  50623. * @param defines The defines to add specifics to.
  50624. */
  50625. protected _addCustomEffectDefines(defines: string[]): void;
  50626. /**
  50627. * Checks for the readiness of the element composing the layer.
  50628. * @param subMesh the mesh to check for
  50629. * @param useInstances specify wether or not to use instances to render the mesh
  50630. * @param emissiveTexture the associated emissive texture used to generate the glow
  50631. * @return true if ready otherwise, false
  50632. */
  50633. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50634. /**
  50635. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50636. */
  50637. render(): void;
  50638. /**
  50639. * Determine if a given mesh will be used in the current effect.
  50640. * @param mesh mesh to test
  50641. * @returns true if the mesh will be used
  50642. */
  50643. hasMesh(mesh: AbstractMesh): boolean;
  50644. /**
  50645. * Returns true if the layer contains information to display, otherwise false.
  50646. * @returns true if the glow layer should be rendered
  50647. */
  50648. shouldRender(): boolean;
  50649. /**
  50650. * Returns true if the mesh should render, otherwise false.
  50651. * @param mesh The mesh to render
  50652. * @returns true if it should render otherwise false
  50653. */
  50654. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50655. /**
  50656. * Returns true if the mesh can be rendered, otherwise false.
  50657. * @param mesh The mesh to render
  50658. * @param material The material used on the mesh
  50659. * @returns true if it can be rendered otherwise false
  50660. */
  50661. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50662. /**
  50663. * Returns true if the mesh should render, otherwise false.
  50664. * @param mesh The mesh to render
  50665. * @returns true if it should render otherwise false
  50666. */
  50667. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50668. /**
  50669. * Renders the submesh passed in parameter to the generation map.
  50670. */
  50671. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50672. /**
  50673. * Rebuild the required buffers.
  50674. * @hidden Internal use only.
  50675. */
  50676. _rebuild(): void;
  50677. /**
  50678. * Dispose only the render target textures and post process.
  50679. */
  50680. private _disposeTextureAndPostProcesses;
  50681. /**
  50682. * Dispose the highlight layer and free resources.
  50683. */
  50684. dispose(): void;
  50685. /**
  50686. * Gets the class name of the effect layer
  50687. * @returns the string with the class name of the effect layer
  50688. */
  50689. getClassName(): string;
  50690. /**
  50691. * Creates an effect layer from parsed effect layer data
  50692. * @param parsedEffectLayer defines effect layer data
  50693. * @param scene defines the current scene
  50694. * @param rootUrl defines the root URL containing the effect layer information
  50695. * @returns a parsed effect Layer
  50696. */
  50697. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50698. }
  50699. }
  50700. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50701. import { Scene } from "babylonjs/scene";
  50702. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50703. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50704. import { AbstractScene } from "babylonjs/abstractScene";
  50705. module "babylonjs/abstractScene" {
  50706. interface AbstractScene {
  50707. /**
  50708. * The list of effect layers (highlights/glow) added to the scene
  50709. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50710. * @see http://doc.babylonjs.com/how_to/glow_layer
  50711. */
  50712. effectLayers: Array<EffectLayer>;
  50713. /**
  50714. * Removes the given effect layer from this scene.
  50715. * @param toRemove defines the effect layer to remove
  50716. * @returns the index of the removed effect layer
  50717. */
  50718. removeEffectLayer(toRemove: EffectLayer): number;
  50719. /**
  50720. * Adds the given effect layer to this scene
  50721. * @param newEffectLayer defines the effect layer to add
  50722. */
  50723. addEffectLayer(newEffectLayer: EffectLayer): void;
  50724. }
  50725. }
  50726. /**
  50727. * Defines the layer scene component responsible to manage any effect layers
  50728. * in a given scene.
  50729. */
  50730. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50731. /**
  50732. * The component name helpfull to identify the component in the list of scene components.
  50733. */
  50734. readonly name: string;
  50735. /**
  50736. * The scene the component belongs to.
  50737. */
  50738. scene: Scene;
  50739. private _engine;
  50740. private _renderEffects;
  50741. private _needStencil;
  50742. private _previousStencilState;
  50743. /**
  50744. * Creates a new instance of the component for the given scene
  50745. * @param scene Defines the scene to register the component in
  50746. */
  50747. constructor(scene: Scene);
  50748. /**
  50749. * Registers the component in a given scene
  50750. */
  50751. register(): void;
  50752. /**
  50753. * Rebuilds the elements related to this component in case of
  50754. * context lost for instance.
  50755. */
  50756. rebuild(): void;
  50757. /**
  50758. * Serializes the component data to the specified json object
  50759. * @param serializationObject The object to serialize to
  50760. */
  50761. serialize(serializationObject: any): void;
  50762. /**
  50763. * Adds all the elements from the container to the scene
  50764. * @param container the container holding the elements
  50765. */
  50766. addFromContainer(container: AbstractScene): void;
  50767. /**
  50768. * Removes all the elements in the container from the scene
  50769. * @param container contains the elements to remove
  50770. * @param dispose if the removed element should be disposed (default: false)
  50771. */
  50772. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50773. /**
  50774. * Disposes the component and the associated ressources.
  50775. */
  50776. dispose(): void;
  50777. private _isReadyForMesh;
  50778. private _renderMainTexture;
  50779. private _setStencil;
  50780. private _setStencilBack;
  50781. private _draw;
  50782. private _drawCamera;
  50783. private _drawRenderingGroup;
  50784. }
  50785. }
  50786. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50787. /** @hidden */
  50788. export var glowMapMergePixelShader: {
  50789. name: string;
  50790. shader: string;
  50791. };
  50792. }
  50793. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50794. /** @hidden */
  50795. export var glowMapMergeVertexShader: {
  50796. name: string;
  50797. shader: string;
  50798. };
  50799. }
  50800. declare module "babylonjs/Layers/glowLayer" {
  50801. import { Nullable } from "babylonjs/types";
  50802. import { Camera } from "babylonjs/Cameras/camera";
  50803. import { Scene } from "babylonjs/scene";
  50804. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50805. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50806. import { Mesh } from "babylonjs/Meshes/mesh";
  50807. import { Texture } from "babylonjs/Materials/Textures/texture";
  50808. import { Effect } from "babylonjs/Materials/effect";
  50809. import { Material } from "babylonjs/Materials/material";
  50810. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50811. import { Color4 } from "babylonjs/Maths/math.color";
  50812. import "babylonjs/Shaders/glowMapMerge.fragment";
  50813. import "babylonjs/Shaders/glowMapMerge.vertex";
  50814. import "babylonjs/Layers/effectLayerSceneComponent";
  50815. module "babylonjs/abstractScene" {
  50816. interface AbstractScene {
  50817. /**
  50818. * Return a the first highlight layer of the scene with a given name.
  50819. * @param name The name of the highlight layer to look for.
  50820. * @return The highlight layer if found otherwise null.
  50821. */
  50822. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50823. }
  50824. }
  50825. /**
  50826. * Glow layer options. This helps customizing the behaviour
  50827. * of the glow layer.
  50828. */
  50829. export interface IGlowLayerOptions {
  50830. /**
  50831. * Multiplication factor apply to the canvas size to compute the render target size
  50832. * used to generated the glowing objects (the smaller the faster).
  50833. */
  50834. mainTextureRatio: number;
  50835. /**
  50836. * Enforces a fixed size texture to ensure resize independant blur.
  50837. */
  50838. mainTextureFixedSize?: number;
  50839. /**
  50840. * How big is the kernel of the blur texture.
  50841. */
  50842. blurKernelSize: number;
  50843. /**
  50844. * The camera attached to the layer.
  50845. */
  50846. camera: Nullable<Camera>;
  50847. /**
  50848. * Enable MSAA by chosing the number of samples.
  50849. */
  50850. mainTextureSamples?: number;
  50851. /**
  50852. * The rendering group to draw the layer in.
  50853. */
  50854. renderingGroupId: number;
  50855. }
  50856. /**
  50857. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50858. *
  50859. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50860. * glowy meshes to your scene.
  50861. *
  50862. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50863. */
  50864. export class GlowLayer extends EffectLayer {
  50865. /**
  50866. * Effect Name of the layer.
  50867. */
  50868. static readonly EffectName: string;
  50869. /**
  50870. * The default blur kernel size used for the glow.
  50871. */
  50872. static DefaultBlurKernelSize: number;
  50873. /**
  50874. * The default texture size ratio used for the glow.
  50875. */
  50876. static DefaultTextureRatio: number;
  50877. /**
  50878. * Sets the kernel size of the blur.
  50879. */
  50880. /**
  50881. * Gets the kernel size of the blur.
  50882. */
  50883. blurKernelSize: number;
  50884. /**
  50885. * Sets the glow intensity.
  50886. */
  50887. /**
  50888. * Gets the glow intensity.
  50889. */
  50890. intensity: number;
  50891. private _options;
  50892. private _intensity;
  50893. private _horizontalBlurPostprocess1;
  50894. private _verticalBlurPostprocess1;
  50895. private _horizontalBlurPostprocess2;
  50896. private _verticalBlurPostprocess2;
  50897. private _blurTexture1;
  50898. private _blurTexture2;
  50899. private _postProcesses1;
  50900. private _postProcesses2;
  50901. private _includedOnlyMeshes;
  50902. private _excludedMeshes;
  50903. /**
  50904. * Callback used to let the user override the color selection on a per mesh basis
  50905. */
  50906. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50907. /**
  50908. * Callback used to let the user override the texture selection on a per mesh basis
  50909. */
  50910. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50911. /**
  50912. * Instantiates a new glow Layer and references it to the scene.
  50913. * @param name The name of the layer
  50914. * @param scene The scene to use the layer in
  50915. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50916. */
  50917. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50918. /**
  50919. * Get the effect name of the layer.
  50920. * @return The effect name
  50921. */
  50922. getEffectName(): string;
  50923. /**
  50924. * Create the merge effect. This is the shader use to blit the information back
  50925. * to the main canvas at the end of the scene rendering.
  50926. */
  50927. protected _createMergeEffect(): Effect;
  50928. /**
  50929. * Creates the render target textures and post processes used in the glow layer.
  50930. */
  50931. protected _createTextureAndPostProcesses(): void;
  50932. /**
  50933. * Checks for the readiness of the element composing the layer.
  50934. * @param subMesh the mesh to check for
  50935. * @param useInstances specify wether or not to use instances to render the mesh
  50936. * @param emissiveTexture the associated emissive texture used to generate the glow
  50937. * @return true if ready otherwise, false
  50938. */
  50939. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50940. /**
  50941. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50942. */
  50943. needStencil(): boolean;
  50944. /**
  50945. * Returns true if the mesh can be rendered, otherwise false.
  50946. * @param mesh The mesh to render
  50947. * @param material The material used on the mesh
  50948. * @returns true if it can be rendered otherwise false
  50949. */
  50950. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50951. /**
  50952. * Implementation specific of rendering the generating effect on the main canvas.
  50953. * @param effect The effect used to render through
  50954. */
  50955. protected _internalRender(effect: Effect): void;
  50956. /**
  50957. * Sets the required values for both the emissive texture and and the main color.
  50958. */
  50959. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50960. /**
  50961. * Returns true if the mesh should render, otherwise false.
  50962. * @param mesh The mesh to render
  50963. * @returns true if it should render otherwise false
  50964. */
  50965. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50966. /**
  50967. * Adds specific effects defines.
  50968. * @param defines The defines to add specifics to.
  50969. */
  50970. protected _addCustomEffectDefines(defines: string[]): void;
  50971. /**
  50972. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50973. * @param mesh The mesh to exclude from the glow layer
  50974. */
  50975. addExcludedMesh(mesh: Mesh): void;
  50976. /**
  50977. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50978. * @param mesh The mesh to remove
  50979. */
  50980. removeExcludedMesh(mesh: Mesh): void;
  50981. /**
  50982. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50983. * @param mesh The mesh to include in the glow layer
  50984. */
  50985. addIncludedOnlyMesh(mesh: Mesh): void;
  50986. /**
  50987. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50988. * @param mesh The mesh to remove
  50989. */
  50990. removeIncludedOnlyMesh(mesh: Mesh): void;
  50991. /**
  50992. * Determine if a given mesh will be used in the glow layer
  50993. * @param mesh The mesh to test
  50994. * @returns true if the mesh will be highlighted by the current glow layer
  50995. */
  50996. hasMesh(mesh: AbstractMesh): boolean;
  50997. /**
  50998. * Free any resources and references associated to a mesh.
  50999. * Internal use
  51000. * @param mesh The mesh to free.
  51001. * @hidden
  51002. */
  51003. _disposeMesh(mesh: Mesh): void;
  51004. /**
  51005. * Gets the class name of the effect layer
  51006. * @returns the string with the class name of the effect layer
  51007. */
  51008. getClassName(): string;
  51009. /**
  51010. * Serializes this glow layer
  51011. * @returns a serialized glow layer object
  51012. */
  51013. serialize(): any;
  51014. /**
  51015. * Creates a Glow Layer from parsed glow layer data
  51016. * @param parsedGlowLayer defines glow layer data
  51017. * @param scene defines the current scene
  51018. * @param rootUrl defines the root URL containing the glow layer information
  51019. * @returns a parsed Glow Layer
  51020. */
  51021. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51022. }
  51023. }
  51024. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51025. /** @hidden */
  51026. export var glowBlurPostProcessPixelShader: {
  51027. name: string;
  51028. shader: string;
  51029. };
  51030. }
  51031. declare module "babylonjs/Layers/highlightLayer" {
  51032. import { Observable } from "babylonjs/Misc/observable";
  51033. import { Nullable } from "babylonjs/types";
  51034. import { Camera } from "babylonjs/Cameras/camera";
  51035. import { Scene } from "babylonjs/scene";
  51036. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51038. import { Mesh } from "babylonjs/Meshes/mesh";
  51039. import { Effect } from "babylonjs/Materials/effect";
  51040. import { Material } from "babylonjs/Materials/material";
  51041. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51042. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51043. import "babylonjs/Shaders/glowMapMerge.fragment";
  51044. import "babylonjs/Shaders/glowMapMerge.vertex";
  51045. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51046. module "babylonjs/abstractScene" {
  51047. interface AbstractScene {
  51048. /**
  51049. * Return a the first highlight layer of the scene with a given name.
  51050. * @param name The name of the highlight layer to look for.
  51051. * @return The highlight layer if found otherwise null.
  51052. */
  51053. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51054. }
  51055. }
  51056. /**
  51057. * Highlight layer options. This helps customizing the behaviour
  51058. * of the highlight layer.
  51059. */
  51060. export interface IHighlightLayerOptions {
  51061. /**
  51062. * Multiplication factor apply to the canvas size to compute the render target size
  51063. * used to generated the glowing objects (the smaller the faster).
  51064. */
  51065. mainTextureRatio: number;
  51066. /**
  51067. * Enforces a fixed size texture to ensure resize independant blur.
  51068. */
  51069. mainTextureFixedSize?: number;
  51070. /**
  51071. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51072. * of the picture to blur (the smaller the faster).
  51073. */
  51074. blurTextureSizeRatio: number;
  51075. /**
  51076. * How big in texel of the blur texture is the vertical blur.
  51077. */
  51078. blurVerticalSize: number;
  51079. /**
  51080. * How big in texel of the blur texture is the horizontal blur.
  51081. */
  51082. blurHorizontalSize: number;
  51083. /**
  51084. * Alpha blending mode used to apply the blur. Default is combine.
  51085. */
  51086. alphaBlendingMode: number;
  51087. /**
  51088. * The camera attached to the layer.
  51089. */
  51090. camera: Nullable<Camera>;
  51091. /**
  51092. * Should we display highlight as a solid stroke?
  51093. */
  51094. isStroke?: boolean;
  51095. /**
  51096. * The rendering group to draw the layer in.
  51097. */
  51098. renderingGroupId: number;
  51099. }
  51100. /**
  51101. * The highlight layer Helps adding a glow effect around a mesh.
  51102. *
  51103. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51104. * glowy meshes to your scene.
  51105. *
  51106. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51107. */
  51108. export class HighlightLayer extends EffectLayer {
  51109. name: string;
  51110. /**
  51111. * Effect Name of the highlight layer.
  51112. */
  51113. static readonly EffectName: string;
  51114. /**
  51115. * The neutral color used during the preparation of the glow effect.
  51116. * This is black by default as the blend operation is a blend operation.
  51117. */
  51118. static NeutralColor: Color4;
  51119. /**
  51120. * Stencil value used for glowing meshes.
  51121. */
  51122. static GlowingMeshStencilReference: number;
  51123. /**
  51124. * Stencil value used for the other meshes in the scene.
  51125. */
  51126. static NormalMeshStencilReference: number;
  51127. /**
  51128. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51129. */
  51130. innerGlow: boolean;
  51131. /**
  51132. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51133. */
  51134. outerGlow: boolean;
  51135. /**
  51136. * Specifies the horizontal size of the blur.
  51137. */
  51138. /**
  51139. * Gets the horizontal size of the blur.
  51140. */
  51141. blurHorizontalSize: number;
  51142. /**
  51143. * Specifies the vertical size of the blur.
  51144. */
  51145. /**
  51146. * Gets the vertical size of the blur.
  51147. */
  51148. blurVerticalSize: number;
  51149. /**
  51150. * An event triggered when the highlight layer is being blurred.
  51151. */
  51152. onBeforeBlurObservable: Observable<HighlightLayer>;
  51153. /**
  51154. * An event triggered when the highlight layer has been blurred.
  51155. */
  51156. onAfterBlurObservable: Observable<HighlightLayer>;
  51157. private _instanceGlowingMeshStencilReference;
  51158. private _options;
  51159. private _downSamplePostprocess;
  51160. private _horizontalBlurPostprocess;
  51161. private _verticalBlurPostprocess;
  51162. private _blurTexture;
  51163. private _meshes;
  51164. private _excludedMeshes;
  51165. /**
  51166. * Instantiates a new highlight Layer and references it to the scene..
  51167. * @param name The name of the layer
  51168. * @param scene The scene to use the layer in
  51169. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51170. */
  51171. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51172. /**
  51173. * Get the effect name of the layer.
  51174. * @return The effect name
  51175. */
  51176. getEffectName(): string;
  51177. /**
  51178. * Create the merge effect. This is the shader use to blit the information back
  51179. * to the main canvas at the end of the scene rendering.
  51180. */
  51181. protected _createMergeEffect(): Effect;
  51182. /**
  51183. * Creates the render target textures and post processes used in the highlight layer.
  51184. */
  51185. protected _createTextureAndPostProcesses(): void;
  51186. /**
  51187. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51188. */
  51189. needStencil(): boolean;
  51190. /**
  51191. * Checks for the readiness of the element composing the layer.
  51192. * @param subMesh the mesh to check for
  51193. * @param useInstances specify wether or not to use instances to render the mesh
  51194. * @param emissiveTexture the associated emissive texture used to generate the glow
  51195. * @return true if ready otherwise, false
  51196. */
  51197. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51198. /**
  51199. * Implementation specific of rendering the generating effect on the main canvas.
  51200. * @param effect The effect used to render through
  51201. */
  51202. protected _internalRender(effect: Effect): void;
  51203. /**
  51204. * Returns true if the layer contains information to display, otherwise false.
  51205. */
  51206. shouldRender(): boolean;
  51207. /**
  51208. * Returns true if the mesh should render, otherwise false.
  51209. * @param mesh The mesh to render
  51210. * @returns true if it should render otherwise false
  51211. */
  51212. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51213. /**
  51214. * Sets the required values for both the emissive texture and and the main color.
  51215. */
  51216. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51217. /**
  51218. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51219. * @param mesh The mesh to exclude from the highlight layer
  51220. */
  51221. addExcludedMesh(mesh: Mesh): void;
  51222. /**
  51223. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51224. * @param mesh The mesh to highlight
  51225. */
  51226. removeExcludedMesh(mesh: Mesh): void;
  51227. /**
  51228. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51229. * @param mesh mesh to test
  51230. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51231. */
  51232. hasMesh(mesh: AbstractMesh): boolean;
  51233. /**
  51234. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51235. * @param mesh The mesh to highlight
  51236. * @param color The color of the highlight
  51237. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51238. */
  51239. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51240. /**
  51241. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51242. * @param mesh The mesh to highlight
  51243. */
  51244. removeMesh(mesh: Mesh): void;
  51245. /**
  51246. * Force the stencil to the normal expected value for none glowing parts
  51247. */
  51248. private _defaultStencilReference;
  51249. /**
  51250. * Free any resources and references associated to a mesh.
  51251. * Internal use
  51252. * @param mesh The mesh to free.
  51253. * @hidden
  51254. */
  51255. _disposeMesh(mesh: Mesh): void;
  51256. /**
  51257. * Dispose the highlight layer and free resources.
  51258. */
  51259. dispose(): void;
  51260. /**
  51261. * Gets the class name of the effect layer
  51262. * @returns the string with the class name of the effect layer
  51263. */
  51264. getClassName(): string;
  51265. /**
  51266. * Serializes this Highlight layer
  51267. * @returns a serialized Highlight layer object
  51268. */
  51269. serialize(): any;
  51270. /**
  51271. * Creates a Highlight layer from parsed Highlight layer data
  51272. * @param parsedHightlightLayer defines the Highlight layer data
  51273. * @param scene defines the current scene
  51274. * @param rootUrl defines the root URL containing the Highlight layer information
  51275. * @returns a parsed Highlight layer
  51276. */
  51277. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51278. }
  51279. }
  51280. declare module "babylonjs/Layers/layerSceneComponent" {
  51281. import { Scene } from "babylonjs/scene";
  51282. import { ISceneComponent } from "babylonjs/sceneComponent";
  51283. import { Layer } from "babylonjs/Layers/layer";
  51284. import { AbstractScene } from "babylonjs/abstractScene";
  51285. module "babylonjs/abstractScene" {
  51286. interface AbstractScene {
  51287. /**
  51288. * The list of layers (background and foreground) of the scene
  51289. */
  51290. layers: Array<Layer>;
  51291. }
  51292. }
  51293. /**
  51294. * Defines the layer scene component responsible to manage any layers
  51295. * in a given scene.
  51296. */
  51297. export class LayerSceneComponent implements ISceneComponent {
  51298. /**
  51299. * The component name helpfull to identify the component in the list of scene components.
  51300. */
  51301. readonly name: string;
  51302. /**
  51303. * The scene the component belongs to.
  51304. */
  51305. scene: Scene;
  51306. private _engine;
  51307. /**
  51308. * Creates a new instance of the component for the given scene
  51309. * @param scene Defines the scene to register the component in
  51310. */
  51311. constructor(scene: Scene);
  51312. /**
  51313. * Registers the component in a given scene
  51314. */
  51315. register(): void;
  51316. /**
  51317. * Rebuilds the elements related to this component in case of
  51318. * context lost for instance.
  51319. */
  51320. rebuild(): void;
  51321. /**
  51322. * Disposes the component and the associated ressources.
  51323. */
  51324. dispose(): void;
  51325. private _draw;
  51326. private _drawCameraPredicate;
  51327. private _drawCameraBackground;
  51328. private _drawCameraForeground;
  51329. private _drawRenderTargetPredicate;
  51330. private _drawRenderTargetBackground;
  51331. private _drawRenderTargetForeground;
  51332. /**
  51333. * Adds all the elements from the container to the scene
  51334. * @param container the container holding the elements
  51335. */
  51336. addFromContainer(container: AbstractScene): void;
  51337. /**
  51338. * Removes all the elements in the container from the scene
  51339. * @param container contains the elements to remove
  51340. * @param dispose if the removed element should be disposed (default: false)
  51341. */
  51342. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51343. }
  51344. }
  51345. declare module "babylonjs/Shaders/layer.fragment" {
  51346. /** @hidden */
  51347. export var layerPixelShader: {
  51348. name: string;
  51349. shader: string;
  51350. };
  51351. }
  51352. declare module "babylonjs/Shaders/layer.vertex" {
  51353. /** @hidden */
  51354. export var layerVertexShader: {
  51355. name: string;
  51356. shader: string;
  51357. };
  51358. }
  51359. declare module "babylonjs/Layers/layer" {
  51360. import { Observable } from "babylonjs/Misc/observable";
  51361. import { Nullable } from "babylonjs/types";
  51362. import { Scene } from "babylonjs/scene";
  51363. import { Vector2 } from "babylonjs/Maths/math.vector";
  51364. import { Color4 } from "babylonjs/Maths/math.color";
  51365. import { Texture } from "babylonjs/Materials/Textures/texture";
  51366. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51367. import "babylonjs/Shaders/layer.fragment";
  51368. import "babylonjs/Shaders/layer.vertex";
  51369. /**
  51370. * This represents a full screen 2d layer.
  51371. * This can be useful to display a picture in the background of your scene for instance.
  51372. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51373. */
  51374. export class Layer {
  51375. /**
  51376. * Define the name of the layer.
  51377. */
  51378. name: string;
  51379. /**
  51380. * Define the texture the layer should display.
  51381. */
  51382. texture: Nullable<Texture>;
  51383. /**
  51384. * Is the layer in background or foreground.
  51385. */
  51386. isBackground: boolean;
  51387. /**
  51388. * Define the color of the layer (instead of texture).
  51389. */
  51390. color: Color4;
  51391. /**
  51392. * Define the scale of the layer in order to zoom in out of the texture.
  51393. */
  51394. scale: Vector2;
  51395. /**
  51396. * Define an offset for the layer in order to shift the texture.
  51397. */
  51398. offset: Vector2;
  51399. /**
  51400. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51401. */
  51402. alphaBlendingMode: number;
  51403. /**
  51404. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51405. * Alpha test will not mix with the background color in case of transparency.
  51406. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51407. */
  51408. alphaTest: boolean;
  51409. /**
  51410. * Define a mask to restrict the layer to only some of the scene cameras.
  51411. */
  51412. layerMask: number;
  51413. /**
  51414. * Define the list of render target the layer is visible into.
  51415. */
  51416. renderTargetTextures: RenderTargetTexture[];
  51417. /**
  51418. * Define if the layer is only used in renderTarget or if it also
  51419. * renders in the main frame buffer of the canvas.
  51420. */
  51421. renderOnlyInRenderTargetTextures: boolean;
  51422. private _scene;
  51423. private _vertexBuffers;
  51424. private _indexBuffer;
  51425. private _effect;
  51426. private _alphaTestEffect;
  51427. /**
  51428. * An event triggered when the layer is disposed.
  51429. */
  51430. onDisposeObservable: Observable<Layer>;
  51431. private _onDisposeObserver;
  51432. /**
  51433. * Back compatibility with callback before the onDisposeObservable existed.
  51434. * The set callback will be triggered when the layer has been disposed.
  51435. */
  51436. onDispose: () => void;
  51437. /**
  51438. * An event triggered before rendering the scene
  51439. */
  51440. onBeforeRenderObservable: Observable<Layer>;
  51441. private _onBeforeRenderObserver;
  51442. /**
  51443. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51444. * The set callback will be triggered just before rendering the layer.
  51445. */
  51446. onBeforeRender: () => void;
  51447. /**
  51448. * An event triggered after rendering the scene
  51449. */
  51450. onAfterRenderObservable: Observable<Layer>;
  51451. private _onAfterRenderObserver;
  51452. /**
  51453. * Back compatibility with callback before the onAfterRenderObservable existed.
  51454. * The set callback will be triggered just after rendering the layer.
  51455. */
  51456. onAfterRender: () => void;
  51457. /**
  51458. * Instantiates a new layer.
  51459. * This represents a full screen 2d layer.
  51460. * This can be useful to display a picture in the background of your scene for instance.
  51461. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51462. * @param name Define the name of the layer in the scene
  51463. * @param imgUrl Define the url of the texture to display in the layer
  51464. * @param scene Define the scene the layer belongs to
  51465. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51466. * @param color Defines a color for the layer
  51467. */
  51468. constructor(
  51469. /**
  51470. * Define the name of the layer.
  51471. */
  51472. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51473. private _createIndexBuffer;
  51474. /** @hidden */
  51475. _rebuild(): void;
  51476. /**
  51477. * Renders the layer in the scene.
  51478. */
  51479. render(): void;
  51480. /**
  51481. * Disposes and releases the associated ressources.
  51482. */
  51483. dispose(): void;
  51484. }
  51485. }
  51486. declare module "babylonjs/Layers/index" {
  51487. export * from "babylonjs/Layers/effectLayer";
  51488. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51489. export * from "babylonjs/Layers/glowLayer";
  51490. export * from "babylonjs/Layers/highlightLayer";
  51491. export * from "babylonjs/Layers/layer";
  51492. export * from "babylonjs/Layers/layerSceneComponent";
  51493. }
  51494. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51495. /** @hidden */
  51496. export var lensFlarePixelShader: {
  51497. name: string;
  51498. shader: string;
  51499. };
  51500. }
  51501. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51502. /** @hidden */
  51503. export var lensFlareVertexShader: {
  51504. name: string;
  51505. shader: string;
  51506. };
  51507. }
  51508. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51509. import { Scene } from "babylonjs/scene";
  51510. import { Vector3 } from "babylonjs/Maths/math.vector";
  51511. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51512. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51513. import "babylonjs/Shaders/lensFlare.fragment";
  51514. import "babylonjs/Shaders/lensFlare.vertex";
  51515. import { Viewport } from "babylonjs/Maths/math.viewport";
  51516. /**
  51517. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51518. * It is usually composed of several `lensFlare`.
  51519. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51520. */
  51521. export class LensFlareSystem {
  51522. /**
  51523. * Define the name of the lens flare system
  51524. */
  51525. name: string;
  51526. /**
  51527. * List of lens flares used in this system.
  51528. */
  51529. lensFlares: LensFlare[];
  51530. /**
  51531. * Define a limit from the border the lens flare can be visible.
  51532. */
  51533. borderLimit: number;
  51534. /**
  51535. * Define a viewport border we do not want to see the lens flare in.
  51536. */
  51537. viewportBorder: number;
  51538. /**
  51539. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51540. */
  51541. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51542. /**
  51543. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51544. */
  51545. layerMask: number;
  51546. /**
  51547. * Define the id of the lens flare system in the scene.
  51548. * (equal to name by default)
  51549. */
  51550. id: string;
  51551. private _scene;
  51552. private _emitter;
  51553. private _vertexBuffers;
  51554. private _indexBuffer;
  51555. private _effect;
  51556. private _positionX;
  51557. private _positionY;
  51558. private _isEnabled;
  51559. /** @hidden */
  51560. static _SceneComponentInitialization: (scene: Scene) => void;
  51561. /**
  51562. * Instantiates a lens flare system.
  51563. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51564. * It is usually composed of several `lensFlare`.
  51565. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51566. * @param name Define the name of the lens flare system in the scene
  51567. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51568. * @param scene Define the scene the lens flare system belongs to
  51569. */
  51570. constructor(
  51571. /**
  51572. * Define the name of the lens flare system
  51573. */
  51574. name: string, emitter: any, scene: Scene);
  51575. /**
  51576. * Define if the lens flare system is enabled.
  51577. */
  51578. isEnabled: boolean;
  51579. /**
  51580. * Get the scene the effects belongs to.
  51581. * @returns the scene holding the lens flare system
  51582. */
  51583. getScene(): Scene;
  51584. /**
  51585. * Get the emitter of the lens flare system.
  51586. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51587. * @returns the emitter of the lens flare system
  51588. */
  51589. getEmitter(): any;
  51590. /**
  51591. * Set the emitter of the lens flare system.
  51592. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51593. * @param newEmitter Define the new emitter of the system
  51594. */
  51595. setEmitter(newEmitter: any): void;
  51596. /**
  51597. * Get the lens flare system emitter position.
  51598. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51599. * @returns the position
  51600. */
  51601. getEmitterPosition(): Vector3;
  51602. /**
  51603. * @hidden
  51604. */
  51605. computeEffectivePosition(globalViewport: Viewport): boolean;
  51606. /** @hidden */
  51607. _isVisible(): boolean;
  51608. /**
  51609. * @hidden
  51610. */
  51611. render(): boolean;
  51612. /**
  51613. * Dispose and release the lens flare with its associated resources.
  51614. */
  51615. dispose(): void;
  51616. /**
  51617. * Parse a lens flare system from a JSON repressentation
  51618. * @param parsedLensFlareSystem Define the JSON to parse
  51619. * @param scene Define the scene the parsed system should be instantiated in
  51620. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51621. * @returns the parsed system
  51622. */
  51623. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51624. /**
  51625. * Serialize the current Lens Flare System into a JSON representation.
  51626. * @returns the serialized JSON
  51627. */
  51628. serialize(): any;
  51629. }
  51630. }
  51631. declare module "babylonjs/LensFlares/lensFlare" {
  51632. import { Nullable } from "babylonjs/types";
  51633. import { Color3 } from "babylonjs/Maths/math.color";
  51634. import { Texture } from "babylonjs/Materials/Textures/texture";
  51635. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51636. /**
  51637. * This represents one of the lens effect in a `lensFlareSystem`.
  51638. * It controls one of the indiviual texture used in the effect.
  51639. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51640. */
  51641. export class LensFlare {
  51642. /**
  51643. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51644. */
  51645. size: number;
  51646. /**
  51647. * 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.
  51648. */
  51649. position: number;
  51650. /**
  51651. * Define the lens color.
  51652. */
  51653. color: Color3;
  51654. /**
  51655. * Define the lens texture.
  51656. */
  51657. texture: Nullable<Texture>;
  51658. /**
  51659. * Define the alpha mode to render this particular lens.
  51660. */
  51661. alphaMode: number;
  51662. private _system;
  51663. /**
  51664. * Creates a new Lens Flare.
  51665. * This represents one of the lens effect in a `lensFlareSystem`.
  51666. * It controls one of the indiviual texture used in the effect.
  51667. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51668. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51669. * @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.
  51670. * @param color Define the lens color
  51671. * @param imgUrl Define the lens texture url
  51672. * @param system Define the `lensFlareSystem` this flare is part of
  51673. * @returns The newly created Lens Flare
  51674. */
  51675. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51676. /**
  51677. * Instantiates a new Lens Flare.
  51678. * This represents one of the lens effect in a `lensFlareSystem`.
  51679. * It controls one of the indiviual texture used in the effect.
  51680. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51681. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51682. * @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.
  51683. * @param color Define the lens color
  51684. * @param imgUrl Define the lens texture url
  51685. * @param system Define the `lensFlareSystem` this flare is part of
  51686. */
  51687. constructor(
  51688. /**
  51689. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51690. */
  51691. size: number,
  51692. /**
  51693. * 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.
  51694. */
  51695. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51696. /**
  51697. * Dispose and release the lens flare with its associated resources.
  51698. */
  51699. dispose(): void;
  51700. }
  51701. }
  51702. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51703. import { Nullable } from "babylonjs/types";
  51704. import { Scene } from "babylonjs/scene";
  51705. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51706. import { AbstractScene } from "babylonjs/abstractScene";
  51707. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51708. module "babylonjs/abstractScene" {
  51709. interface AbstractScene {
  51710. /**
  51711. * The list of lens flare system added to the scene
  51712. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51713. */
  51714. lensFlareSystems: Array<LensFlareSystem>;
  51715. /**
  51716. * Removes the given lens flare system from this scene.
  51717. * @param toRemove The lens flare system to remove
  51718. * @returns The index of the removed lens flare system
  51719. */
  51720. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51721. /**
  51722. * Adds the given lens flare system to this scene
  51723. * @param newLensFlareSystem The lens flare system to add
  51724. */
  51725. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51726. /**
  51727. * Gets a lens flare system using its name
  51728. * @param name defines the name to look for
  51729. * @returns the lens flare system or null if not found
  51730. */
  51731. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51732. /**
  51733. * Gets a lens flare system using its id
  51734. * @param id defines the id to look for
  51735. * @returns the lens flare system or null if not found
  51736. */
  51737. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51738. }
  51739. }
  51740. /**
  51741. * Defines the lens flare scene component responsible to manage any lens flares
  51742. * in a given scene.
  51743. */
  51744. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51745. /**
  51746. * The component name helpfull to identify the component in the list of scene components.
  51747. */
  51748. readonly name: string;
  51749. /**
  51750. * The scene the component belongs to.
  51751. */
  51752. scene: Scene;
  51753. /**
  51754. * Creates a new instance of the component for the given scene
  51755. * @param scene Defines the scene to register the component in
  51756. */
  51757. constructor(scene: Scene);
  51758. /**
  51759. * Registers the component in a given scene
  51760. */
  51761. register(): void;
  51762. /**
  51763. * Rebuilds the elements related to this component in case of
  51764. * context lost for instance.
  51765. */
  51766. rebuild(): void;
  51767. /**
  51768. * Adds all the elements from the container to the scene
  51769. * @param container the container holding the elements
  51770. */
  51771. addFromContainer(container: AbstractScene): void;
  51772. /**
  51773. * Removes all the elements in the container from the scene
  51774. * @param container contains the elements to remove
  51775. * @param dispose if the removed element should be disposed (default: false)
  51776. */
  51777. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51778. /**
  51779. * Serializes the component data to the specified json object
  51780. * @param serializationObject The object to serialize to
  51781. */
  51782. serialize(serializationObject: any): void;
  51783. /**
  51784. * Disposes the component and the associated ressources.
  51785. */
  51786. dispose(): void;
  51787. private _draw;
  51788. }
  51789. }
  51790. declare module "babylonjs/LensFlares/index" {
  51791. export * from "babylonjs/LensFlares/lensFlare";
  51792. export * from "babylonjs/LensFlares/lensFlareSystem";
  51793. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51794. }
  51795. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51796. import { Scene } from "babylonjs/scene";
  51797. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51798. import { AbstractScene } from "babylonjs/abstractScene";
  51799. /**
  51800. * Defines the shadow generator component responsible to manage any shadow generators
  51801. * in a given scene.
  51802. */
  51803. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51804. /**
  51805. * The component name helpfull to identify the component in the list of scene components.
  51806. */
  51807. readonly name: string;
  51808. /**
  51809. * The scene the component belongs to.
  51810. */
  51811. scene: Scene;
  51812. /**
  51813. * Creates a new instance of the component for the given scene
  51814. * @param scene Defines the scene to register the component in
  51815. */
  51816. constructor(scene: Scene);
  51817. /**
  51818. * Registers the component in a given scene
  51819. */
  51820. register(): void;
  51821. /**
  51822. * Rebuilds the elements related to this component in case of
  51823. * context lost for instance.
  51824. */
  51825. rebuild(): void;
  51826. /**
  51827. * Serializes the component data to the specified json object
  51828. * @param serializationObject The object to serialize to
  51829. */
  51830. serialize(serializationObject: any): void;
  51831. /**
  51832. * Adds all the elements from the container to the scene
  51833. * @param container the container holding the elements
  51834. */
  51835. addFromContainer(container: AbstractScene): void;
  51836. /**
  51837. * Removes all the elements in the container from the scene
  51838. * @param container contains the elements to remove
  51839. * @param dispose if the removed element should be disposed (default: false)
  51840. */
  51841. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51842. /**
  51843. * Rebuilds the elements related to this component in case of
  51844. * context lost for instance.
  51845. */
  51846. dispose(): void;
  51847. private _gatherRenderTargets;
  51848. }
  51849. }
  51850. declare module "babylonjs/Lights/Shadows/index" {
  51851. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51852. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51853. }
  51854. declare module "babylonjs/Lights/pointLight" {
  51855. import { Scene } from "babylonjs/scene";
  51856. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51857. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51858. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51859. import { Effect } from "babylonjs/Materials/effect";
  51860. /**
  51861. * A point light is a light defined by an unique point in world space.
  51862. * The light is emitted in every direction from this point.
  51863. * A good example of a point light is a standard light bulb.
  51864. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51865. */
  51866. export class PointLight extends ShadowLight {
  51867. private _shadowAngle;
  51868. /**
  51869. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51870. * This specifies what angle the shadow will use to be created.
  51871. *
  51872. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51873. */
  51874. /**
  51875. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51876. * This specifies what angle the shadow will use to be created.
  51877. *
  51878. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51879. */
  51880. shadowAngle: number;
  51881. /**
  51882. * Gets the direction if it has been set.
  51883. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51884. */
  51885. /**
  51886. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51887. */
  51888. direction: Vector3;
  51889. /**
  51890. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51891. * A PointLight emits the light in every direction.
  51892. * It can cast shadows.
  51893. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51894. * ```javascript
  51895. * var pointLight = new PointLight("pl", camera.position, scene);
  51896. * ```
  51897. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51898. * @param name The light friendly name
  51899. * @param position The position of the point light in the scene
  51900. * @param scene The scene the lights belongs to
  51901. */
  51902. constructor(name: string, position: Vector3, scene: Scene);
  51903. /**
  51904. * Returns the string "PointLight"
  51905. * @returns the class name
  51906. */
  51907. getClassName(): string;
  51908. /**
  51909. * Returns the integer 0.
  51910. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51911. */
  51912. getTypeID(): number;
  51913. /**
  51914. * Specifies wether or not the shadowmap should be a cube texture.
  51915. * @returns true if the shadowmap needs to be a cube texture.
  51916. */
  51917. needCube(): boolean;
  51918. /**
  51919. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51920. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51921. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51922. */
  51923. getShadowDirection(faceIndex?: number): Vector3;
  51924. /**
  51925. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51926. * - fov = PI / 2
  51927. * - aspect ratio : 1.0
  51928. * - z-near and far equal to the active camera minZ and maxZ.
  51929. * Returns the PointLight.
  51930. */
  51931. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51932. protected _buildUniformLayout(): void;
  51933. /**
  51934. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51935. * @param effect The effect to update
  51936. * @param lightIndex The index of the light in the effect to update
  51937. * @returns The point light
  51938. */
  51939. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51940. /**
  51941. * Prepares the list of defines specific to the light type.
  51942. * @param defines the list of defines
  51943. * @param lightIndex defines the index of the light for the effect
  51944. */
  51945. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51946. }
  51947. }
  51948. declare module "babylonjs/Lights/index" {
  51949. export * from "babylonjs/Lights/light";
  51950. export * from "babylonjs/Lights/shadowLight";
  51951. export * from "babylonjs/Lights/Shadows/index";
  51952. export * from "babylonjs/Lights/directionalLight";
  51953. export * from "babylonjs/Lights/hemisphericLight";
  51954. export * from "babylonjs/Lights/pointLight";
  51955. export * from "babylonjs/Lights/spotLight";
  51956. }
  51957. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51958. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51959. /**
  51960. * Header information of HDR texture files.
  51961. */
  51962. export interface HDRInfo {
  51963. /**
  51964. * The height of the texture in pixels.
  51965. */
  51966. height: number;
  51967. /**
  51968. * The width of the texture in pixels.
  51969. */
  51970. width: number;
  51971. /**
  51972. * The index of the beginning of the data in the binary file.
  51973. */
  51974. dataPosition: number;
  51975. }
  51976. /**
  51977. * This groups tools to convert HDR texture to native colors array.
  51978. */
  51979. export class HDRTools {
  51980. private static Ldexp;
  51981. private static Rgbe2float;
  51982. private static readStringLine;
  51983. /**
  51984. * Reads header information from an RGBE texture stored in a native array.
  51985. * More information on this format are available here:
  51986. * https://en.wikipedia.org/wiki/RGBE_image_format
  51987. *
  51988. * @param uint8array The binary file stored in native array.
  51989. * @return The header information.
  51990. */
  51991. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51992. /**
  51993. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51994. * This RGBE texture needs to store the information as a panorama.
  51995. *
  51996. * More information on this format are available here:
  51997. * https://en.wikipedia.org/wiki/RGBE_image_format
  51998. *
  51999. * @param buffer The binary file stored in an array buffer.
  52000. * @param size The expected size of the extracted cubemap.
  52001. * @return The Cube Map information.
  52002. */
  52003. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52004. /**
  52005. * Returns the pixels data extracted from an RGBE texture.
  52006. * This pixels will be stored left to right up to down in the R G B order in one array.
  52007. *
  52008. * More information on this format are available here:
  52009. * https://en.wikipedia.org/wiki/RGBE_image_format
  52010. *
  52011. * @param uint8array The binary file stored in an array buffer.
  52012. * @param hdrInfo The header information of the file.
  52013. * @return The pixels data in RGB right to left up to down order.
  52014. */
  52015. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52016. private static RGBE_ReadPixels_RLE;
  52017. }
  52018. }
  52019. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52020. import { Nullable } from "babylonjs/types";
  52021. import { Scene } from "babylonjs/scene";
  52022. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52023. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52024. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52025. /**
  52026. * This represents a texture coming from an HDR input.
  52027. *
  52028. * The only supported format is currently panorama picture stored in RGBE format.
  52029. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52030. */
  52031. export class HDRCubeTexture extends BaseTexture {
  52032. private static _facesMapping;
  52033. private _generateHarmonics;
  52034. private _noMipmap;
  52035. private _textureMatrix;
  52036. private _size;
  52037. private _onLoad;
  52038. private _onError;
  52039. /**
  52040. * The texture URL.
  52041. */
  52042. url: string;
  52043. /**
  52044. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52045. */
  52046. coordinatesMode: number;
  52047. protected _isBlocking: boolean;
  52048. /**
  52049. * Sets wether or not the texture is blocking during loading.
  52050. */
  52051. /**
  52052. * Gets wether or not the texture is blocking during loading.
  52053. */
  52054. isBlocking: boolean;
  52055. protected _rotationY: number;
  52056. /**
  52057. * Sets texture matrix rotation angle around Y axis in radians.
  52058. */
  52059. /**
  52060. * Gets texture matrix rotation angle around Y axis radians.
  52061. */
  52062. rotationY: number;
  52063. /**
  52064. * Gets or sets the center of the bounding box associated with the cube texture
  52065. * It must define where the camera used to render the texture was set
  52066. */
  52067. boundingBoxPosition: Vector3;
  52068. private _boundingBoxSize;
  52069. /**
  52070. * Gets or sets the size of the bounding box associated with the cube texture
  52071. * When defined, the cubemap will switch to local mode
  52072. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52073. * @example https://www.babylonjs-playground.com/#RNASML
  52074. */
  52075. boundingBoxSize: Vector3;
  52076. /**
  52077. * Instantiates an HDRTexture from the following parameters.
  52078. *
  52079. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52080. * @param scene The scene the texture will be used in
  52081. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52082. * @param noMipmap Forces to not generate the mipmap if true
  52083. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52084. * @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)
  52085. * @param reserved Reserved flag for internal use.
  52086. */
  52087. 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>);
  52088. /**
  52089. * Get the current class name of the texture useful for serialization or dynamic coding.
  52090. * @returns "HDRCubeTexture"
  52091. */
  52092. getClassName(): string;
  52093. /**
  52094. * Occurs when the file is raw .hdr file.
  52095. */
  52096. private loadTexture;
  52097. clone(): HDRCubeTexture;
  52098. delayLoad(): void;
  52099. /**
  52100. * Get the texture reflection matrix used to rotate/transform the reflection.
  52101. * @returns the reflection matrix
  52102. */
  52103. getReflectionTextureMatrix(): Matrix;
  52104. /**
  52105. * Set the texture reflection matrix used to rotate/transform the reflection.
  52106. * @param value Define the reflection matrix to set
  52107. */
  52108. setReflectionTextureMatrix(value: Matrix): void;
  52109. /**
  52110. * Parses a JSON representation of an HDR Texture in order to create the texture
  52111. * @param parsedTexture Define the JSON representation
  52112. * @param scene Define the scene the texture should be created in
  52113. * @param rootUrl Define the root url in case we need to load relative dependencies
  52114. * @returns the newly created texture after parsing
  52115. */
  52116. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52117. serialize(): any;
  52118. }
  52119. }
  52120. declare module "babylonjs/Physics/physicsEngine" {
  52121. import { Nullable } from "babylonjs/types";
  52122. import { Vector3 } from "babylonjs/Maths/math.vector";
  52123. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52124. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52125. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52126. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52127. /**
  52128. * Class used to control physics engine
  52129. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52130. */
  52131. export class PhysicsEngine implements IPhysicsEngine {
  52132. private _physicsPlugin;
  52133. /**
  52134. * Global value used to control the smallest number supported by the simulation
  52135. */
  52136. static Epsilon: number;
  52137. private _impostors;
  52138. private _joints;
  52139. /**
  52140. * Gets the gravity vector used by the simulation
  52141. */
  52142. gravity: Vector3;
  52143. /**
  52144. * Factory used to create the default physics plugin.
  52145. * @returns The default physics plugin
  52146. */
  52147. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52148. /**
  52149. * Creates a new Physics Engine
  52150. * @param gravity defines the gravity vector used by the simulation
  52151. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52152. */
  52153. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52154. /**
  52155. * Sets the gravity vector used by the simulation
  52156. * @param gravity defines the gravity vector to use
  52157. */
  52158. setGravity(gravity: Vector3): void;
  52159. /**
  52160. * Set the time step of the physics engine.
  52161. * Default is 1/60.
  52162. * To slow it down, enter 1/600 for example.
  52163. * To speed it up, 1/30
  52164. * @param newTimeStep defines the new timestep to apply to this world.
  52165. */
  52166. setTimeStep(newTimeStep?: number): void;
  52167. /**
  52168. * Get the time step of the physics engine.
  52169. * @returns the current time step
  52170. */
  52171. getTimeStep(): number;
  52172. /**
  52173. * Release all resources
  52174. */
  52175. dispose(): void;
  52176. /**
  52177. * Gets the name of the current physics plugin
  52178. * @returns the name of the plugin
  52179. */
  52180. getPhysicsPluginName(): string;
  52181. /**
  52182. * Adding a new impostor for the impostor tracking.
  52183. * This will be done by the impostor itself.
  52184. * @param impostor the impostor to add
  52185. */
  52186. addImpostor(impostor: PhysicsImpostor): void;
  52187. /**
  52188. * Remove an impostor from the engine.
  52189. * This impostor and its mesh will not longer be updated by the physics engine.
  52190. * @param impostor the impostor to remove
  52191. */
  52192. removeImpostor(impostor: PhysicsImpostor): void;
  52193. /**
  52194. * Add a joint to the physics engine
  52195. * @param mainImpostor defines the main impostor to which the joint is added.
  52196. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52197. * @param joint defines the joint that will connect both impostors.
  52198. */
  52199. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52200. /**
  52201. * Removes a joint from the simulation
  52202. * @param mainImpostor defines the impostor used with the joint
  52203. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52204. * @param joint defines the joint to remove
  52205. */
  52206. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52207. /**
  52208. * Called by the scene. No need to call it.
  52209. * @param delta defines the timespam between frames
  52210. */
  52211. _step(delta: number): void;
  52212. /**
  52213. * Gets the current plugin used to run the simulation
  52214. * @returns current plugin
  52215. */
  52216. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52217. /**
  52218. * Gets the list of physic impostors
  52219. * @returns an array of PhysicsImpostor
  52220. */
  52221. getImpostors(): Array<PhysicsImpostor>;
  52222. /**
  52223. * Gets the impostor for a physics enabled object
  52224. * @param object defines the object impersonated by the impostor
  52225. * @returns the PhysicsImpostor or null if not found
  52226. */
  52227. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52228. /**
  52229. * Gets the impostor for a physics body object
  52230. * @param body defines physics body used by the impostor
  52231. * @returns the PhysicsImpostor or null if not found
  52232. */
  52233. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52234. /**
  52235. * Does a raycast in the physics world
  52236. * @param from when should the ray start?
  52237. * @param to when should the ray end?
  52238. * @returns PhysicsRaycastResult
  52239. */
  52240. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52241. }
  52242. }
  52243. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52244. import { Nullable } from "babylonjs/types";
  52245. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52246. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52247. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52248. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52249. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52250. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52251. /** @hidden */
  52252. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52253. private _useDeltaForWorldStep;
  52254. world: any;
  52255. name: string;
  52256. private _physicsMaterials;
  52257. private _fixedTimeStep;
  52258. private _cannonRaycastResult;
  52259. private _raycastResult;
  52260. private _physicsBodysToRemoveAfterStep;
  52261. BJSCANNON: any;
  52262. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52263. setGravity(gravity: Vector3): void;
  52264. setTimeStep(timeStep: number): void;
  52265. getTimeStep(): number;
  52266. executeStep(delta: number): void;
  52267. private _removeMarkedPhysicsBodiesFromWorld;
  52268. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52269. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52270. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52271. private _processChildMeshes;
  52272. removePhysicsBody(impostor: PhysicsImpostor): void;
  52273. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52274. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52275. private _addMaterial;
  52276. private _checkWithEpsilon;
  52277. private _createShape;
  52278. private _createHeightmap;
  52279. private _minus90X;
  52280. private _plus90X;
  52281. private _tmpPosition;
  52282. private _tmpDeltaPosition;
  52283. private _tmpUnityRotation;
  52284. private _updatePhysicsBodyTransformation;
  52285. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52286. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52287. isSupported(): boolean;
  52288. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52289. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52290. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52291. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52292. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52293. getBodyMass(impostor: PhysicsImpostor): number;
  52294. getBodyFriction(impostor: PhysicsImpostor): number;
  52295. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52296. getBodyRestitution(impostor: PhysicsImpostor): number;
  52297. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52298. sleepBody(impostor: PhysicsImpostor): void;
  52299. wakeUpBody(impostor: PhysicsImpostor): void;
  52300. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52301. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52302. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52303. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52304. getRadius(impostor: PhysicsImpostor): number;
  52305. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52306. dispose(): void;
  52307. private _extendNamespace;
  52308. /**
  52309. * Does a raycast in the physics world
  52310. * @param from when should the ray start?
  52311. * @param to when should the ray end?
  52312. * @returns PhysicsRaycastResult
  52313. */
  52314. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52315. }
  52316. }
  52317. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52318. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52319. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52320. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52322. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52323. import { Nullable } from "babylonjs/types";
  52324. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52325. /** @hidden */
  52326. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52327. world: any;
  52328. name: string;
  52329. BJSOIMO: any;
  52330. private _raycastResult;
  52331. constructor(iterations?: number, oimoInjection?: any);
  52332. setGravity(gravity: Vector3): void;
  52333. setTimeStep(timeStep: number): void;
  52334. getTimeStep(): number;
  52335. private _tmpImpostorsArray;
  52336. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52337. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52338. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52339. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52340. private _tmpPositionVector;
  52341. removePhysicsBody(impostor: PhysicsImpostor): void;
  52342. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52343. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52344. isSupported(): boolean;
  52345. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52346. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52347. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52348. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52349. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52350. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52351. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52352. getBodyMass(impostor: PhysicsImpostor): number;
  52353. getBodyFriction(impostor: PhysicsImpostor): number;
  52354. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52355. getBodyRestitution(impostor: PhysicsImpostor): number;
  52356. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52357. sleepBody(impostor: PhysicsImpostor): void;
  52358. wakeUpBody(impostor: PhysicsImpostor): void;
  52359. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52360. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52361. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52362. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52363. getRadius(impostor: PhysicsImpostor): number;
  52364. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52365. dispose(): void;
  52366. /**
  52367. * Does a raycast in the physics world
  52368. * @param from when should the ray start?
  52369. * @param to when should the ray end?
  52370. * @returns PhysicsRaycastResult
  52371. */
  52372. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52373. }
  52374. }
  52375. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52376. import { Nullable } from "babylonjs/types";
  52377. import { Scene } from "babylonjs/scene";
  52378. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52379. import { Color4 } from "babylonjs/Maths/math.color";
  52380. import { Mesh } from "babylonjs/Meshes/mesh";
  52381. /**
  52382. * Class containing static functions to help procedurally build meshes
  52383. */
  52384. export class RibbonBuilder {
  52385. /**
  52386. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52387. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52388. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52389. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52390. * * 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
  52391. * * 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
  52392. * * 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
  52393. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52394. * * If you create a double-sided mesh, you can choose what parts of 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
  52395. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52396. * * 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
  52397. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52398. * * 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
  52399. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52400. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52401. * @param name defines the name of the mesh
  52402. * @param options defines the options used to create the mesh
  52403. * @param scene defines the hosting scene
  52404. * @returns the ribbon mesh
  52405. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52406. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52407. */
  52408. static CreateRibbon(name: string, options: {
  52409. pathArray: Vector3[][];
  52410. closeArray?: boolean;
  52411. closePath?: boolean;
  52412. offset?: number;
  52413. updatable?: boolean;
  52414. sideOrientation?: number;
  52415. frontUVs?: Vector4;
  52416. backUVs?: Vector4;
  52417. instance?: Mesh;
  52418. invertUV?: boolean;
  52419. uvs?: Vector2[];
  52420. colors?: Color4[];
  52421. }, scene?: Nullable<Scene>): Mesh;
  52422. }
  52423. }
  52424. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52425. import { Nullable } from "babylonjs/types";
  52426. import { Scene } from "babylonjs/scene";
  52427. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52428. import { Mesh } from "babylonjs/Meshes/mesh";
  52429. /**
  52430. * Class containing static functions to help procedurally build meshes
  52431. */
  52432. export class ShapeBuilder {
  52433. /**
  52434. * 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.
  52435. * * 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.
  52436. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52437. * * 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.
  52438. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52439. * * 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
  52440. * * 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
  52441. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52443. * * If you create a double-sided mesh, you can choose what parts of 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
  52444. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52446. * @param name defines the name of the mesh
  52447. * @param options defines the options used to create the mesh
  52448. * @param scene defines the hosting scene
  52449. * @returns the extruded shape mesh
  52450. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52451. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52452. */
  52453. static ExtrudeShape(name: string, options: {
  52454. shape: Vector3[];
  52455. path: Vector3[];
  52456. scale?: number;
  52457. rotation?: number;
  52458. cap?: number;
  52459. updatable?: boolean;
  52460. sideOrientation?: number;
  52461. frontUVs?: Vector4;
  52462. backUVs?: Vector4;
  52463. instance?: Mesh;
  52464. invertUV?: boolean;
  52465. }, scene?: Nullable<Scene>): Mesh;
  52466. /**
  52467. * Creates an custom extruded shape mesh.
  52468. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52469. * * 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.
  52470. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52471. * * 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
  52472. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52473. * * 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
  52474. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52475. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52476. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52477. * * 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
  52478. * * 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
  52479. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52480. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52481. * * If you create a double-sided mesh, you can choose what parts of 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
  52482. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52483. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52484. * @param name defines the name of the mesh
  52485. * @param options defines the options used to create the mesh
  52486. * @param scene defines the hosting scene
  52487. * @returns the custom extruded shape mesh
  52488. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52489. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52490. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52491. */
  52492. static ExtrudeShapeCustom(name: string, options: {
  52493. shape: Vector3[];
  52494. path: Vector3[];
  52495. scaleFunction?: any;
  52496. rotationFunction?: any;
  52497. ribbonCloseArray?: boolean;
  52498. ribbonClosePath?: boolean;
  52499. cap?: number;
  52500. updatable?: boolean;
  52501. sideOrientation?: number;
  52502. frontUVs?: Vector4;
  52503. backUVs?: Vector4;
  52504. instance?: Mesh;
  52505. invertUV?: boolean;
  52506. }, scene?: Nullable<Scene>): Mesh;
  52507. private static _ExtrudeShapeGeneric;
  52508. }
  52509. }
  52510. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52511. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52512. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52513. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52514. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52515. import { Nullable } from "babylonjs/types";
  52516. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52517. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52518. /**
  52519. * AmmoJS Physics plugin
  52520. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52521. * @see https://github.com/kripken/ammo.js/
  52522. */
  52523. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52524. private _useDeltaForWorldStep;
  52525. /**
  52526. * Reference to the Ammo library
  52527. */
  52528. bjsAMMO: any;
  52529. /**
  52530. * Created ammoJS world which physics bodies are added to
  52531. */
  52532. world: any;
  52533. /**
  52534. * Name of the plugin
  52535. */
  52536. name: string;
  52537. private _timeStep;
  52538. private _fixedTimeStep;
  52539. private _maxSteps;
  52540. private _tmpQuaternion;
  52541. private _tmpAmmoTransform;
  52542. private _tmpAmmoQuaternion;
  52543. private _tmpAmmoConcreteContactResultCallback;
  52544. private _collisionConfiguration;
  52545. private _dispatcher;
  52546. private _overlappingPairCache;
  52547. private _solver;
  52548. private _softBodySolver;
  52549. private _tmpAmmoVectorA;
  52550. private _tmpAmmoVectorB;
  52551. private _tmpAmmoVectorC;
  52552. private _tmpAmmoVectorD;
  52553. private _tmpContactCallbackResult;
  52554. private _tmpAmmoVectorRCA;
  52555. private _tmpAmmoVectorRCB;
  52556. private _raycastResult;
  52557. private static readonly DISABLE_COLLISION_FLAG;
  52558. private static readonly KINEMATIC_FLAG;
  52559. private static readonly DISABLE_DEACTIVATION_FLAG;
  52560. /**
  52561. * Initializes the ammoJS plugin
  52562. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52563. * @param ammoInjection can be used to inject your own ammo reference
  52564. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52565. */
  52566. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52567. /**
  52568. * Sets the gravity of the physics world (m/(s^2))
  52569. * @param gravity Gravity to set
  52570. */
  52571. setGravity(gravity: Vector3): void;
  52572. /**
  52573. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52574. * @param timeStep timestep to use in seconds
  52575. */
  52576. setTimeStep(timeStep: number): void;
  52577. /**
  52578. * 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)
  52579. * @param fixedTimeStep fixedTimeStep to use in seconds
  52580. */
  52581. setFixedTimeStep(fixedTimeStep: number): void;
  52582. /**
  52583. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52584. * @param maxSteps the maximum number of steps by the physics engine per frame
  52585. */
  52586. setMaxSteps(maxSteps: number): void;
  52587. /**
  52588. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52589. * @returns the current timestep in seconds
  52590. */
  52591. getTimeStep(): number;
  52592. private _isImpostorInContact;
  52593. private _isImpostorPairInContact;
  52594. private _stepSimulation;
  52595. /**
  52596. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52597. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52598. * After the step the babylon meshes are set to the position of the physics imposters
  52599. * @param delta amount of time to step forward
  52600. * @param impostors array of imposters to update before/after the step
  52601. */
  52602. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52603. /**
  52604. * Update babylon mesh to match physics world object
  52605. * @param impostor imposter to match
  52606. */
  52607. private _afterSoftStep;
  52608. /**
  52609. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52610. * @param impostor imposter to match
  52611. */
  52612. private _ropeStep;
  52613. /**
  52614. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52615. * @param impostor imposter to match
  52616. */
  52617. private _softbodyOrClothStep;
  52618. private _tmpVector;
  52619. private _tmpMatrix;
  52620. /**
  52621. * Applies an impulse on the imposter
  52622. * @param impostor imposter to apply impulse to
  52623. * @param force amount of force to be applied to the imposter
  52624. * @param contactPoint the location to apply the impulse on the imposter
  52625. */
  52626. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52627. /**
  52628. * Applies a force on the imposter
  52629. * @param impostor imposter to apply force
  52630. * @param force amount of force to be applied to the imposter
  52631. * @param contactPoint the location to apply the force on the imposter
  52632. */
  52633. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52634. /**
  52635. * Creates a physics body using the plugin
  52636. * @param impostor the imposter to create the physics body on
  52637. */
  52638. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52639. /**
  52640. * Removes the physics body from the imposter and disposes of the body's memory
  52641. * @param impostor imposter to remove the physics body from
  52642. */
  52643. removePhysicsBody(impostor: PhysicsImpostor): void;
  52644. /**
  52645. * Generates a joint
  52646. * @param impostorJoint the imposter joint to create the joint with
  52647. */
  52648. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52649. /**
  52650. * Removes a joint
  52651. * @param impostorJoint the imposter joint to remove the joint from
  52652. */
  52653. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52654. private _addMeshVerts;
  52655. /**
  52656. * Initialise the soft body vertices to match its object's (mesh) vertices
  52657. * Softbody vertices (nodes) are in world space and to match this
  52658. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52659. * @param impostor to create the softbody for
  52660. */
  52661. private _softVertexData;
  52662. /**
  52663. * Create an impostor's soft body
  52664. * @param impostor to create the softbody for
  52665. */
  52666. private _createSoftbody;
  52667. /**
  52668. * Create cloth for an impostor
  52669. * @param impostor to create the softbody for
  52670. */
  52671. private _createCloth;
  52672. /**
  52673. * Create rope for an impostor
  52674. * @param impostor to create the softbody for
  52675. */
  52676. private _createRope;
  52677. private _addHullVerts;
  52678. private _createShape;
  52679. /**
  52680. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52681. * @param impostor imposter containing the physics body and babylon object
  52682. */
  52683. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52684. /**
  52685. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52686. * @param impostor imposter containing the physics body and babylon object
  52687. * @param newPosition new position
  52688. * @param newRotation new rotation
  52689. */
  52690. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52691. /**
  52692. * If this plugin is supported
  52693. * @returns true if its supported
  52694. */
  52695. isSupported(): boolean;
  52696. /**
  52697. * Sets the linear velocity of the physics body
  52698. * @param impostor imposter to set the velocity on
  52699. * @param velocity velocity to set
  52700. */
  52701. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52702. /**
  52703. * Sets the angular velocity of the physics body
  52704. * @param impostor imposter to set the velocity on
  52705. * @param velocity velocity to set
  52706. */
  52707. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52708. /**
  52709. * gets the linear velocity
  52710. * @param impostor imposter to get linear velocity from
  52711. * @returns linear velocity
  52712. */
  52713. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52714. /**
  52715. * gets the angular velocity
  52716. * @param impostor imposter to get angular velocity from
  52717. * @returns angular velocity
  52718. */
  52719. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52720. /**
  52721. * Sets the mass of physics body
  52722. * @param impostor imposter to set the mass on
  52723. * @param mass mass to set
  52724. */
  52725. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52726. /**
  52727. * Gets the mass of the physics body
  52728. * @param impostor imposter to get the mass from
  52729. * @returns mass
  52730. */
  52731. getBodyMass(impostor: PhysicsImpostor): number;
  52732. /**
  52733. * Gets friction of the impostor
  52734. * @param impostor impostor to get friction from
  52735. * @returns friction value
  52736. */
  52737. getBodyFriction(impostor: PhysicsImpostor): number;
  52738. /**
  52739. * Sets friction of the impostor
  52740. * @param impostor impostor to set friction on
  52741. * @param friction friction value
  52742. */
  52743. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52744. /**
  52745. * Gets restitution of the impostor
  52746. * @param impostor impostor to get restitution from
  52747. * @returns restitution value
  52748. */
  52749. getBodyRestitution(impostor: PhysicsImpostor): number;
  52750. /**
  52751. * Sets resitution of the impostor
  52752. * @param impostor impostor to set resitution on
  52753. * @param restitution resitution value
  52754. */
  52755. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52756. /**
  52757. * Gets pressure inside the impostor
  52758. * @param impostor impostor to get pressure from
  52759. * @returns pressure value
  52760. */
  52761. getBodyPressure(impostor: PhysicsImpostor): number;
  52762. /**
  52763. * Sets pressure inside a soft body impostor
  52764. * Cloth and rope must remain 0 pressure
  52765. * @param impostor impostor to set pressure on
  52766. * @param pressure pressure value
  52767. */
  52768. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52769. /**
  52770. * Gets stiffness of the impostor
  52771. * @param impostor impostor to get stiffness from
  52772. * @returns pressure value
  52773. */
  52774. getBodyStiffness(impostor: PhysicsImpostor): number;
  52775. /**
  52776. * Sets stiffness of the impostor
  52777. * @param impostor impostor to set stiffness on
  52778. * @param stiffness stiffness value from 0 to 1
  52779. */
  52780. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52781. /**
  52782. * Gets velocityIterations of the impostor
  52783. * @param impostor impostor to get velocity iterations from
  52784. * @returns velocityIterations value
  52785. */
  52786. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52787. /**
  52788. * Sets velocityIterations of the impostor
  52789. * @param impostor impostor to set velocity iterations on
  52790. * @param velocityIterations velocityIterations value
  52791. */
  52792. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52793. /**
  52794. * Gets positionIterations of the impostor
  52795. * @param impostor impostor to get position iterations from
  52796. * @returns positionIterations value
  52797. */
  52798. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52799. /**
  52800. * Sets positionIterations of the impostor
  52801. * @param impostor impostor to set position on
  52802. * @param positionIterations positionIterations value
  52803. */
  52804. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52805. /**
  52806. * Append an anchor to a cloth object
  52807. * @param impostor is the cloth impostor to add anchor to
  52808. * @param otherImpostor is the rigid impostor to anchor to
  52809. * @param width ratio across width from 0 to 1
  52810. * @param height ratio up height from 0 to 1
  52811. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52812. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52813. */
  52814. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52815. /**
  52816. * Append an hook to a rope object
  52817. * @param impostor is the rope impostor to add hook to
  52818. * @param otherImpostor is the rigid impostor to hook to
  52819. * @param length ratio along the rope from 0 to 1
  52820. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52821. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52822. */
  52823. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52824. /**
  52825. * Sleeps the physics body and stops it from being active
  52826. * @param impostor impostor to sleep
  52827. */
  52828. sleepBody(impostor: PhysicsImpostor): void;
  52829. /**
  52830. * Activates the physics body
  52831. * @param impostor impostor to activate
  52832. */
  52833. wakeUpBody(impostor: PhysicsImpostor): void;
  52834. /**
  52835. * Updates the distance parameters of the joint
  52836. * @param joint joint to update
  52837. * @param maxDistance maximum distance of the joint
  52838. * @param minDistance minimum distance of the joint
  52839. */
  52840. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52841. /**
  52842. * Sets a motor on the joint
  52843. * @param joint joint to set motor on
  52844. * @param speed speed of the motor
  52845. * @param maxForce maximum force of the motor
  52846. * @param motorIndex index of the motor
  52847. */
  52848. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52849. /**
  52850. * Sets the motors limit
  52851. * @param joint joint to set limit on
  52852. * @param upperLimit upper limit
  52853. * @param lowerLimit lower limit
  52854. */
  52855. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52856. /**
  52857. * Syncs the position and rotation of a mesh with the impostor
  52858. * @param mesh mesh to sync
  52859. * @param impostor impostor to update the mesh with
  52860. */
  52861. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52862. /**
  52863. * Gets the radius of the impostor
  52864. * @param impostor impostor to get radius from
  52865. * @returns the radius
  52866. */
  52867. getRadius(impostor: PhysicsImpostor): number;
  52868. /**
  52869. * Gets the box size of the impostor
  52870. * @param impostor impostor to get box size from
  52871. * @param result the resulting box size
  52872. */
  52873. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52874. /**
  52875. * Disposes of the impostor
  52876. */
  52877. dispose(): void;
  52878. /**
  52879. * Does a raycast in the physics world
  52880. * @param from when should the ray start?
  52881. * @param to when should the ray end?
  52882. * @returns PhysicsRaycastResult
  52883. */
  52884. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52885. }
  52886. }
  52887. declare module "babylonjs/Probes/reflectionProbe" {
  52888. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52889. import { Vector3 } from "babylonjs/Maths/math.vector";
  52890. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52891. import { Nullable } from "babylonjs/types";
  52892. import { Scene } from "babylonjs/scene";
  52893. module "babylonjs/abstractScene" {
  52894. interface AbstractScene {
  52895. /**
  52896. * The list of reflection probes added to the scene
  52897. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52898. */
  52899. reflectionProbes: Array<ReflectionProbe>;
  52900. /**
  52901. * Removes the given reflection probe from this scene.
  52902. * @param toRemove The reflection probe to remove
  52903. * @returns The index of the removed reflection probe
  52904. */
  52905. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52906. /**
  52907. * Adds the given reflection probe to this scene.
  52908. * @param newReflectionProbe The reflection probe to add
  52909. */
  52910. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52911. }
  52912. }
  52913. /**
  52914. * Class used to generate realtime reflection / refraction cube textures
  52915. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52916. */
  52917. export class ReflectionProbe {
  52918. /** defines the name of the probe */
  52919. name: string;
  52920. private _scene;
  52921. private _renderTargetTexture;
  52922. private _projectionMatrix;
  52923. private _viewMatrix;
  52924. private _target;
  52925. private _add;
  52926. private _attachedMesh;
  52927. private _invertYAxis;
  52928. /** Gets or sets probe position (center of the cube map) */
  52929. position: Vector3;
  52930. /**
  52931. * Creates a new reflection probe
  52932. * @param name defines the name of the probe
  52933. * @param size defines the texture resolution (for each face)
  52934. * @param scene defines the hosting scene
  52935. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52936. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52937. */
  52938. constructor(
  52939. /** defines the name of the probe */
  52940. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52941. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52942. samples: number;
  52943. /** Gets or sets the refresh rate to use (on every frame by default) */
  52944. refreshRate: number;
  52945. /**
  52946. * Gets the hosting scene
  52947. * @returns a Scene
  52948. */
  52949. getScene(): Scene;
  52950. /** Gets the internal CubeTexture used to render to */
  52951. readonly cubeTexture: RenderTargetTexture;
  52952. /** Gets the list of meshes to render */
  52953. readonly renderList: Nullable<AbstractMesh[]>;
  52954. /**
  52955. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52956. * @param mesh defines the mesh to attach to
  52957. */
  52958. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52959. /**
  52960. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52961. * @param renderingGroupId The rendering group id corresponding to its index
  52962. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52963. */
  52964. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52965. /**
  52966. * Clean all associated resources
  52967. */
  52968. dispose(): void;
  52969. /**
  52970. * Converts the reflection probe information to a readable string for debug purpose.
  52971. * @param fullDetails Supports for multiple levels of logging within scene loading
  52972. * @returns the human readable reflection probe info
  52973. */
  52974. toString(fullDetails?: boolean): string;
  52975. /**
  52976. * Get the class name of the relfection probe.
  52977. * @returns "ReflectionProbe"
  52978. */
  52979. getClassName(): string;
  52980. /**
  52981. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52982. * @returns The JSON representation of the texture
  52983. */
  52984. serialize(): any;
  52985. /**
  52986. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52987. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52988. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52989. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52990. * @returns The parsed reflection probe if successful
  52991. */
  52992. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52993. }
  52994. }
  52995. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52996. /** @hidden */
  52997. export var _BabylonLoaderRegistered: boolean;
  52998. }
  52999. declare module "babylonjs/Loading/Plugins/index" {
  53000. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53001. }
  53002. declare module "babylonjs/Loading/index" {
  53003. export * from "babylonjs/Loading/loadingScreen";
  53004. export * from "babylonjs/Loading/Plugins/index";
  53005. export * from "babylonjs/Loading/sceneLoader";
  53006. export * from "babylonjs/Loading/sceneLoaderFlags";
  53007. }
  53008. declare module "babylonjs/Materials/Background/index" {
  53009. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53010. }
  53011. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53012. import { Scene } from "babylonjs/scene";
  53013. import { Color3 } from "babylonjs/Maths/math.color";
  53014. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53015. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53016. /**
  53017. * The Physically based simple base material of BJS.
  53018. *
  53019. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53020. * It is used as the base class for both the specGloss and metalRough conventions.
  53021. */
  53022. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53023. /**
  53024. * Number of Simultaneous lights allowed on the material.
  53025. */
  53026. maxSimultaneousLights: number;
  53027. /**
  53028. * If sets to true, disables all the lights affecting the material.
  53029. */
  53030. disableLighting: boolean;
  53031. /**
  53032. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53033. */
  53034. environmentTexture: BaseTexture;
  53035. /**
  53036. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53037. */
  53038. invertNormalMapX: boolean;
  53039. /**
  53040. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53041. */
  53042. invertNormalMapY: boolean;
  53043. /**
  53044. * Normal map used in the model.
  53045. */
  53046. normalTexture: BaseTexture;
  53047. /**
  53048. * Emissivie color used to self-illuminate the model.
  53049. */
  53050. emissiveColor: Color3;
  53051. /**
  53052. * Emissivie texture used to self-illuminate the model.
  53053. */
  53054. emissiveTexture: BaseTexture;
  53055. /**
  53056. * Occlusion Channel Strenght.
  53057. */
  53058. occlusionStrength: number;
  53059. /**
  53060. * Occlusion Texture of the material (adding extra occlusion effects).
  53061. */
  53062. occlusionTexture: BaseTexture;
  53063. /**
  53064. * Defines the alpha limits in alpha test mode.
  53065. */
  53066. alphaCutOff: number;
  53067. /**
  53068. * Gets the current double sided mode.
  53069. */
  53070. /**
  53071. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53072. */
  53073. doubleSided: boolean;
  53074. /**
  53075. * Stores the pre-calculated light information of a mesh in a texture.
  53076. */
  53077. lightmapTexture: BaseTexture;
  53078. /**
  53079. * If true, the light map contains occlusion information instead of lighting info.
  53080. */
  53081. useLightmapAsShadowmap: boolean;
  53082. /**
  53083. * Instantiates a new PBRMaterial instance.
  53084. *
  53085. * @param name The material name
  53086. * @param scene The scene the material will be use in.
  53087. */
  53088. constructor(name: string, scene: Scene);
  53089. getClassName(): string;
  53090. }
  53091. }
  53092. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53093. import { Scene } from "babylonjs/scene";
  53094. import { Color3 } from "babylonjs/Maths/math.color";
  53095. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53096. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53097. /**
  53098. * The PBR material of BJS following the metal roughness convention.
  53099. *
  53100. * This fits to the PBR convention in the GLTF definition:
  53101. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53102. */
  53103. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53104. /**
  53105. * The base color has two different interpretations depending on the value of metalness.
  53106. * When the material is a metal, the base color is the specific measured reflectance value
  53107. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53108. * of the material.
  53109. */
  53110. baseColor: Color3;
  53111. /**
  53112. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53113. * well as opacity information in the alpha channel.
  53114. */
  53115. baseTexture: BaseTexture;
  53116. /**
  53117. * Specifies the metallic scalar value of the material.
  53118. * Can also be used to scale the metalness values of the metallic texture.
  53119. */
  53120. metallic: number;
  53121. /**
  53122. * Specifies the roughness scalar value of the material.
  53123. * Can also be used to scale the roughness values of the metallic texture.
  53124. */
  53125. roughness: number;
  53126. /**
  53127. * Texture containing both the metallic value in the B channel and the
  53128. * roughness value in the G channel to keep better precision.
  53129. */
  53130. metallicRoughnessTexture: BaseTexture;
  53131. /**
  53132. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53133. *
  53134. * @param name The material name
  53135. * @param scene The scene the material will be use in.
  53136. */
  53137. constructor(name: string, scene: Scene);
  53138. /**
  53139. * Return the currrent class name of the material.
  53140. */
  53141. getClassName(): string;
  53142. /**
  53143. * Makes a duplicate of the current material.
  53144. * @param name - name to use for the new material.
  53145. */
  53146. clone(name: string): PBRMetallicRoughnessMaterial;
  53147. /**
  53148. * Serialize the material to a parsable JSON object.
  53149. */
  53150. serialize(): any;
  53151. /**
  53152. * Parses a JSON object correponding to the serialize function.
  53153. */
  53154. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53155. }
  53156. }
  53157. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53158. import { Scene } from "babylonjs/scene";
  53159. import { Color3 } from "babylonjs/Maths/math.color";
  53160. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53161. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53162. /**
  53163. * The PBR material of BJS following the specular glossiness convention.
  53164. *
  53165. * This fits to the PBR convention in the GLTF definition:
  53166. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53167. */
  53168. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53169. /**
  53170. * Specifies the diffuse color of the material.
  53171. */
  53172. diffuseColor: Color3;
  53173. /**
  53174. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53175. * channel.
  53176. */
  53177. diffuseTexture: BaseTexture;
  53178. /**
  53179. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53180. */
  53181. specularColor: Color3;
  53182. /**
  53183. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53184. */
  53185. glossiness: number;
  53186. /**
  53187. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53188. */
  53189. specularGlossinessTexture: BaseTexture;
  53190. /**
  53191. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53192. *
  53193. * @param name The material name
  53194. * @param scene The scene the material will be use in.
  53195. */
  53196. constructor(name: string, scene: Scene);
  53197. /**
  53198. * Return the currrent class name of the material.
  53199. */
  53200. getClassName(): string;
  53201. /**
  53202. * Makes a duplicate of the current material.
  53203. * @param name - name to use for the new material.
  53204. */
  53205. clone(name: string): PBRSpecularGlossinessMaterial;
  53206. /**
  53207. * Serialize the material to a parsable JSON object.
  53208. */
  53209. serialize(): any;
  53210. /**
  53211. * Parses a JSON object correponding to the serialize function.
  53212. */
  53213. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53214. }
  53215. }
  53216. declare module "babylonjs/Materials/PBR/index" {
  53217. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53218. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53219. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53220. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53221. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53222. }
  53223. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53224. import { Nullable } from "babylonjs/types";
  53225. import { Scene } from "babylonjs/scene";
  53226. import { Matrix } from "babylonjs/Maths/math.vector";
  53227. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53228. /**
  53229. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53230. * It can help converting any input color in a desired output one. This can then be used to create effects
  53231. * from sepia, black and white to sixties or futuristic rendering...
  53232. *
  53233. * The only supported format is currently 3dl.
  53234. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53235. */
  53236. export class ColorGradingTexture extends BaseTexture {
  53237. /**
  53238. * The current texture matrix. (will always be identity in color grading texture)
  53239. */
  53240. private _textureMatrix;
  53241. /**
  53242. * The texture URL.
  53243. */
  53244. url: string;
  53245. /**
  53246. * Empty line regex stored for GC.
  53247. */
  53248. private static _noneEmptyLineRegex;
  53249. private _engine;
  53250. /**
  53251. * Instantiates a ColorGradingTexture from the following parameters.
  53252. *
  53253. * @param url The location of the color gradind data (currently only supporting 3dl)
  53254. * @param scene The scene the texture will be used in
  53255. */
  53256. constructor(url: string, scene: Scene);
  53257. /**
  53258. * Returns the texture matrix used in most of the material.
  53259. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53260. */
  53261. getTextureMatrix(): Matrix;
  53262. /**
  53263. * Occurs when the file being loaded is a .3dl LUT file.
  53264. */
  53265. private load3dlTexture;
  53266. /**
  53267. * Starts the loading process of the texture.
  53268. */
  53269. private loadTexture;
  53270. /**
  53271. * Clones the color gradind texture.
  53272. */
  53273. clone(): ColorGradingTexture;
  53274. /**
  53275. * Called during delayed load for textures.
  53276. */
  53277. delayLoad(): void;
  53278. /**
  53279. * Parses a color grading texture serialized by Babylon.
  53280. * @param parsedTexture The texture information being parsedTexture
  53281. * @param scene The scene to load the texture in
  53282. * @param rootUrl The root url of the data assets to load
  53283. * @return A color gradind texture
  53284. */
  53285. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53286. /**
  53287. * Serializes the LUT texture to json format.
  53288. */
  53289. serialize(): any;
  53290. }
  53291. }
  53292. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53293. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53294. import { Scene } from "babylonjs/scene";
  53295. import { Nullable } from "babylonjs/types";
  53296. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53297. /**
  53298. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53299. */
  53300. export class EquiRectangularCubeTexture extends BaseTexture {
  53301. /** The six faces of the cube. */
  53302. private static _FacesMapping;
  53303. private _noMipmap;
  53304. private _onLoad;
  53305. private _onError;
  53306. /** The size of the cubemap. */
  53307. private _size;
  53308. /** The buffer of the image. */
  53309. private _buffer;
  53310. /** The width of the input image. */
  53311. private _width;
  53312. /** The height of the input image. */
  53313. private _height;
  53314. /** The URL to the image. */
  53315. url: string;
  53316. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53317. coordinatesMode: number;
  53318. /**
  53319. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53320. * @param url The location of the image
  53321. * @param scene The scene the texture will be used in
  53322. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53323. * @param noMipmap Forces to not generate the mipmap if true
  53324. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53325. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53326. * @param onLoad — defines a callback called when texture is loaded
  53327. * @param onError — defines a callback called if there is an error
  53328. */
  53329. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53330. /**
  53331. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53332. */
  53333. private loadImage;
  53334. /**
  53335. * Convert the image buffer into a cubemap and create a CubeTexture.
  53336. */
  53337. private loadTexture;
  53338. /**
  53339. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53340. * @param buffer The ArrayBuffer that should be converted.
  53341. * @returns The buffer as Float32Array.
  53342. */
  53343. private getFloat32ArrayFromArrayBuffer;
  53344. /**
  53345. * Get the current class name of the texture useful for serialization or dynamic coding.
  53346. * @returns "EquiRectangularCubeTexture"
  53347. */
  53348. getClassName(): string;
  53349. /**
  53350. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53351. * @returns A clone of the current EquiRectangularCubeTexture.
  53352. */
  53353. clone(): EquiRectangularCubeTexture;
  53354. }
  53355. }
  53356. declare module "babylonjs/Misc/tga" {
  53357. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53358. /**
  53359. * Based on jsTGALoader - Javascript loader for TGA file
  53360. * By Vincent Thibault
  53361. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53362. */
  53363. export class TGATools {
  53364. private static _TYPE_INDEXED;
  53365. private static _TYPE_RGB;
  53366. private static _TYPE_GREY;
  53367. private static _TYPE_RLE_INDEXED;
  53368. private static _TYPE_RLE_RGB;
  53369. private static _TYPE_RLE_GREY;
  53370. private static _ORIGIN_MASK;
  53371. private static _ORIGIN_SHIFT;
  53372. private static _ORIGIN_BL;
  53373. private static _ORIGIN_BR;
  53374. private static _ORIGIN_UL;
  53375. private static _ORIGIN_UR;
  53376. /**
  53377. * Gets the header of a TGA file
  53378. * @param data defines the TGA data
  53379. * @returns the header
  53380. */
  53381. static GetTGAHeader(data: Uint8Array): any;
  53382. /**
  53383. * Uploads TGA content to a Babylon Texture
  53384. * @hidden
  53385. */
  53386. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53387. /** @hidden */
  53388. 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;
  53389. /** @hidden */
  53390. 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;
  53391. /** @hidden */
  53392. 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;
  53393. /** @hidden */
  53394. 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;
  53395. /** @hidden */
  53396. 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;
  53397. /** @hidden */
  53398. 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;
  53399. }
  53400. }
  53401. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53402. import { Nullable } from "babylonjs/types";
  53403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53404. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53405. /**
  53406. * Implementation of the TGA Texture Loader.
  53407. * @hidden
  53408. */
  53409. export class _TGATextureLoader implements IInternalTextureLoader {
  53410. /**
  53411. * Defines wether the loader supports cascade loading the different faces.
  53412. */
  53413. readonly supportCascades: boolean;
  53414. /**
  53415. * This returns if the loader support the current file information.
  53416. * @param extension defines the file extension of the file being loaded
  53417. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53418. * @param fallback defines the fallback internal texture if any
  53419. * @param isBase64 defines whether the texture is encoded as a base64
  53420. * @param isBuffer defines whether the texture data are stored as a buffer
  53421. * @returns true if the loader can load the specified file
  53422. */
  53423. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53424. /**
  53425. * Transform the url before loading if required.
  53426. * @param rootUrl the url of the texture
  53427. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53428. * @returns the transformed texture
  53429. */
  53430. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53431. /**
  53432. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53433. * @param rootUrl the url of the texture
  53434. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53435. * @returns the fallback texture
  53436. */
  53437. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53438. /**
  53439. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53440. * @param data contains the texture data
  53441. * @param texture defines the BabylonJS internal texture
  53442. * @param createPolynomials will be true if polynomials have been requested
  53443. * @param onLoad defines the callback to trigger once the texture is ready
  53444. * @param onError defines the callback to trigger in case of error
  53445. */
  53446. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53447. /**
  53448. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53449. * @param data contains the texture data
  53450. * @param texture defines the BabylonJS internal texture
  53451. * @param callback defines the method to call once ready to upload
  53452. */
  53453. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53454. }
  53455. }
  53456. declare module "babylonjs/Misc/basis" {
  53457. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53458. /**
  53459. * Info about the .basis files
  53460. */
  53461. class BasisFileInfo {
  53462. /**
  53463. * If the file has alpha
  53464. */
  53465. hasAlpha: boolean;
  53466. /**
  53467. * Info about each image of the basis file
  53468. */
  53469. images: Array<{
  53470. levels: Array<{
  53471. width: number;
  53472. height: number;
  53473. transcodedPixels: ArrayBufferView;
  53474. }>;
  53475. }>;
  53476. }
  53477. /**
  53478. * Result of transcoding a basis file
  53479. */
  53480. class TranscodeResult {
  53481. /**
  53482. * Info about the .basis file
  53483. */
  53484. fileInfo: BasisFileInfo;
  53485. /**
  53486. * Format to use when loading the file
  53487. */
  53488. format: number;
  53489. }
  53490. /**
  53491. * Configuration options for the Basis transcoder
  53492. */
  53493. export class BasisTranscodeConfiguration {
  53494. /**
  53495. * Supported compression formats used to determine the supported output format of the transcoder
  53496. */
  53497. supportedCompressionFormats?: {
  53498. /**
  53499. * etc1 compression format
  53500. */
  53501. etc1?: boolean;
  53502. /**
  53503. * s3tc compression format
  53504. */
  53505. s3tc?: boolean;
  53506. /**
  53507. * pvrtc compression format
  53508. */
  53509. pvrtc?: boolean;
  53510. /**
  53511. * etc2 compression format
  53512. */
  53513. etc2?: boolean;
  53514. };
  53515. /**
  53516. * If mipmap levels should be loaded for transcoded images (Default: true)
  53517. */
  53518. loadMipmapLevels?: boolean;
  53519. /**
  53520. * Index of a single image to load (Default: all images)
  53521. */
  53522. loadSingleImage?: number;
  53523. }
  53524. /**
  53525. * Used to load .Basis files
  53526. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53527. */
  53528. export class BasisTools {
  53529. private static _IgnoreSupportedFormats;
  53530. /**
  53531. * URL to use when loading the basis transcoder
  53532. */
  53533. static JSModuleURL: string;
  53534. /**
  53535. * URL to use when loading the wasm module for the transcoder
  53536. */
  53537. static WasmModuleURL: string;
  53538. /**
  53539. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53540. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53541. * @returns internal format corresponding to the Basis format
  53542. */
  53543. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53544. private static _WorkerPromise;
  53545. private static _Worker;
  53546. private static _actionId;
  53547. private static _CreateWorkerAsync;
  53548. /**
  53549. * Transcodes a loaded image file to compressed pixel data
  53550. * @param imageData image data to transcode
  53551. * @param config configuration options for the transcoding
  53552. * @returns a promise resulting in the transcoded image
  53553. */
  53554. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53555. /**
  53556. * Loads a texture from the transcode result
  53557. * @param texture texture load to
  53558. * @param transcodeResult the result of transcoding the basis file to load from
  53559. */
  53560. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53561. }
  53562. }
  53563. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53564. import { Nullable } from "babylonjs/types";
  53565. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53566. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53567. /**
  53568. * Loader for .basis file format
  53569. */
  53570. export class _BasisTextureLoader implements IInternalTextureLoader {
  53571. /**
  53572. * Defines whether the loader supports cascade loading the different faces.
  53573. */
  53574. readonly supportCascades: boolean;
  53575. /**
  53576. * This returns if the loader support the current file information.
  53577. * @param extension defines the file extension of the file being loaded
  53578. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53579. * @param fallback defines the fallback internal texture if any
  53580. * @param isBase64 defines whether the texture is encoded as a base64
  53581. * @param isBuffer defines whether the texture data are stored as a buffer
  53582. * @returns true if the loader can load the specified file
  53583. */
  53584. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53585. /**
  53586. * Transform the url before loading if required.
  53587. * @param rootUrl the url of the texture
  53588. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53589. * @returns the transformed texture
  53590. */
  53591. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53592. /**
  53593. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53594. * @param rootUrl the url of the texture
  53595. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53596. * @returns the fallback texture
  53597. */
  53598. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53599. /**
  53600. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53601. * @param data contains the texture data
  53602. * @param texture defines the BabylonJS internal texture
  53603. * @param createPolynomials will be true if polynomials have been requested
  53604. * @param onLoad defines the callback to trigger once the texture is ready
  53605. * @param onError defines the callback to trigger in case of error
  53606. */
  53607. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53608. /**
  53609. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53610. * @param data contains the texture data
  53611. * @param texture defines the BabylonJS internal texture
  53612. * @param callback defines the method to call once ready to upload
  53613. */
  53614. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53615. }
  53616. }
  53617. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53618. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53619. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53620. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53621. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53622. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53623. }
  53624. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53625. import { Scene } from "babylonjs/scene";
  53626. import { Texture } from "babylonjs/Materials/Textures/texture";
  53627. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53628. /**
  53629. * 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.
  53630. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53631. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53632. */
  53633. export class CustomProceduralTexture extends ProceduralTexture {
  53634. private _animate;
  53635. private _time;
  53636. private _config;
  53637. private _texturePath;
  53638. /**
  53639. * Instantiates a new Custom Procedural Texture.
  53640. * 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.
  53641. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53642. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53643. * @param name Define the name of the texture
  53644. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53645. * @param size Define the size of the texture to create
  53646. * @param scene Define the scene the texture belongs to
  53647. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53648. * @param generateMipMaps Define if the texture should creates mip maps or not
  53649. */
  53650. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53651. private _loadJson;
  53652. /**
  53653. * Is the texture ready to be used ? (rendered at least once)
  53654. * @returns true if ready, otherwise, false.
  53655. */
  53656. isReady(): boolean;
  53657. /**
  53658. * Render the texture to its associated render target.
  53659. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53660. */
  53661. render(useCameraPostProcess?: boolean): void;
  53662. /**
  53663. * Update the list of dependant textures samplers in the shader.
  53664. */
  53665. updateTextures(): void;
  53666. /**
  53667. * Update the uniform values of the procedural texture in the shader.
  53668. */
  53669. updateShaderUniforms(): void;
  53670. /**
  53671. * Define if the texture animates or not.
  53672. */
  53673. animate: boolean;
  53674. }
  53675. }
  53676. declare module "babylonjs/Shaders/noise.fragment" {
  53677. /** @hidden */
  53678. export var noisePixelShader: {
  53679. name: string;
  53680. shader: string;
  53681. };
  53682. }
  53683. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53684. import { Nullable } from "babylonjs/types";
  53685. import { Scene } from "babylonjs/scene";
  53686. import { Texture } from "babylonjs/Materials/Textures/texture";
  53687. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53688. import "babylonjs/Shaders/noise.fragment";
  53689. /**
  53690. * Class used to generate noise procedural textures
  53691. */
  53692. export class NoiseProceduralTexture extends ProceduralTexture {
  53693. private _time;
  53694. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53695. brightness: number;
  53696. /** Defines the number of octaves to process */
  53697. octaves: number;
  53698. /** Defines the level of persistence (0.8 by default) */
  53699. persistence: number;
  53700. /** Gets or sets animation speed factor (default is 1) */
  53701. animationSpeedFactor: number;
  53702. /**
  53703. * Creates a new NoiseProceduralTexture
  53704. * @param name defines the name fo the texture
  53705. * @param size defines the size of the texture (default is 256)
  53706. * @param scene defines the hosting scene
  53707. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53708. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53709. */
  53710. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53711. private _updateShaderUniforms;
  53712. protected _getDefines(): string;
  53713. /** Generate the current state of the procedural texture */
  53714. render(useCameraPostProcess?: boolean): void;
  53715. /**
  53716. * Serializes this noise procedural texture
  53717. * @returns a serialized noise procedural texture object
  53718. */
  53719. serialize(): any;
  53720. /**
  53721. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53722. * @param parsedTexture defines parsed texture data
  53723. * @param scene defines the current scene
  53724. * @param rootUrl defines the root URL containing noise procedural texture information
  53725. * @returns a parsed NoiseProceduralTexture
  53726. */
  53727. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53728. }
  53729. }
  53730. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53731. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53732. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53733. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53734. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53735. }
  53736. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53737. import { Nullable } from "babylonjs/types";
  53738. import { Scene } from "babylonjs/scene";
  53739. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53740. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53741. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53742. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53743. /**
  53744. * Raw cube texture where the raw buffers are passed in
  53745. */
  53746. export class RawCubeTexture extends CubeTexture {
  53747. /**
  53748. * Creates a cube texture where the raw buffers are passed in.
  53749. * @param scene defines the scene the texture is attached to
  53750. * @param data defines the array of data to use to create each face
  53751. * @param size defines the size of the textures
  53752. * @param format defines the format of the data
  53753. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53754. * @param generateMipMaps defines if the engine should generate the mip levels
  53755. * @param invertY defines if data must be stored with Y axis inverted
  53756. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53757. * @param compression defines the compression used (null by default)
  53758. */
  53759. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53760. /**
  53761. * Updates the raw cube texture.
  53762. * @param data defines the data to store
  53763. * @param format defines the data format
  53764. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53765. * @param invertY defines if data must be stored with Y axis inverted
  53766. * @param compression defines the compression used (null by default)
  53767. * @param level defines which level of the texture to update
  53768. */
  53769. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53770. /**
  53771. * Updates a raw cube texture with RGBD encoded data.
  53772. * @param data defines the array of data [mipmap][face] to use to create each face
  53773. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53774. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53775. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53776. * @returns a promsie that resolves when the operation is complete
  53777. */
  53778. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53779. /**
  53780. * Clones the raw cube texture.
  53781. * @return a new cube texture
  53782. */
  53783. clone(): CubeTexture;
  53784. /** @hidden */
  53785. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53786. }
  53787. }
  53788. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53789. import { Scene } from "babylonjs/scene";
  53790. import { Texture } from "babylonjs/Materials/Textures/texture";
  53791. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53792. /**
  53793. * Class used to store 3D textures containing user data
  53794. */
  53795. export class RawTexture3D extends Texture {
  53796. /** Gets or sets the texture format to use */
  53797. format: number;
  53798. private _engine;
  53799. /**
  53800. * Create a new RawTexture3D
  53801. * @param data defines the data of the texture
  53802. * @param width defines the width of the texture
  53803. * @param height defines the height of the texture
  53804. * @param depth defines the depth of the texture
  53805. * @param format defines the texture format to use
  53806. * @param scene defines the hosting scene
  53807. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53808. * @param invertY defines if texture must be stored with Y axis inverted
  53809. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53810. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53811. */
  53812. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53813. /** Gets or sets the texture format to use */
  53814. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53815. /**
  53816. * Update the texture with new data
  53817. * @param data defines the data to store in the texture
  53818. */
  53819. update(data: ArrayBufferView): void;
  53820. }
  53821. }
  53822. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53823. import { Scene } from "babylonjs/scene";
  53824. import { Plane } from "babylonjs/Maths/math.plane";
  53825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53826. /**
  53827. * Creates a refraction texture used by refraction channel of the standard material.
  53828. * It is like a mirror but to see through a material.
  53829. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53830. */
  53831. export class RefractionTexture extends RenderTargetTexture {
  53832. /**
  53833. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53834. * 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.
  53835. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53836. */
  53837. refractionPlane: Plane;
  53838. /**
  53839. * Define how deep under the surface we should see.
  53840. */
  53841. depth: number;
  53842. /**
  53843. * Creates a refraction texture used by refraction channel of the standard material.
  53844. * It is like a mirror but to see through a material.
  53845. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53846. * @param name Define the texture name
  53847. * @param size Define the size of the underlying texture
  53848. * @param scene Define the scene the refraction belongs to
  53849. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53850. */
  53851. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53852. /**
  53853. * Clone the refraction texture.
  53854. * @returns the cloned texture
  53855. */
  53856. clone(): RefractionTexture;
  53857. /**
  53858. * Serialize the texture to a JSON representation you could use in Parse later on
  53859. * @returns the serialized JSON representation
  53860. */
  53861. serialize(): any;
  53862. }
  53863. }
  53864. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53865. import { Nullable } from "babylonjs/types";
  53866. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53867. import { Matrix } from "babylonjs/Maths/math.vector";
  53868. import { Engine } from "babylonjs/Engines/engine";
  53869. import { Scene } from "babylonjs/scene";
  53870. /**
  53871. * Defines the options related to the creation of an HtmlElementTexture
  53872. */
  53873. export interface IHtmlElementTextureOptions {
  53874. /**
  53875. * Defines wether mip maps should be created or not.
  53876. */
  53877. generateMipMaps?: boolean;
  53878. /**
  53879. * Defines the sampling mode of the texture.
  53880. */
  53881. samplingMode?: number;
  53882. /**
  53883. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53884. */
  53885. engine: Nullable<Engine>;
  53886. /**
  53887. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53888. */
  53889. scene: Nullable<Scene>;
  53890. }
  53891. /**
  53892. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53893. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53894. * is automatically managed.
  53895. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53896. * in your application.
  53897. *
  53898. * As the update is not automatic, you need to call them manually.
  53899. */
  53900. export class HtmlElementTexture extends BaseTexture {
  53901. /**
  53902. * The texture URL.
  53903. */
  53904. element: HTMLVideoElement | HTMLCanvasElement;
  53905. private static readonly DefaultOptions;
  53906. private _textureMatrix;
  53907. private _engine;
  53908. private _isVideo;
  53909. private _generateMipMaps;
  53910. private _samplingMode;
  53911. /**
  53912. * Instantiates a HtmlElementTexture from the following parameters.
  53913. *
  53914. * @param name Defines the name of the texture
  53915. * @param element Defines the video or canvas the texture is filled with
  53916. * @param options Defines the other none mandatory texture creation options
  53917. */
  53918. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53919. private _createInternalTexture;
  53920. /**
  53921. * Returns the texture matrix used in most of the material.
  53922. */
  53923. getTextureMatrix(): Matrix;
  53924. /**
  53925. * Updates the content of the texture.
  53926. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53927. */
  53928. update(invertY?: Nullable<boolean>): void;
  53929. }
  53930. }
  53931. declare module "babylonjs/Materials/Textures/index" {
  53932. export * from "babylonjs/Materials/Textures/baseTexture";
  53933. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53934. export * from "babylonjs/Materials/Textures/cubeTexture";
  53935. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53936. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53937. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53938. export * from "babylonjs/Materials/Textures/internalTexture";
  53939. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53940. export * from "babylonjs/Materials/Textures/Loaders/index";
  53941. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53942. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53943. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53944. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53945. export * from "babylonjs/Materials/Textures/rawTexture";
  53946. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53947. export * from "babylonjs/Materials/Textures/refractionTexture";
  53948. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53949. export * from "babylonjs/Materials/Textures/texture";
  53950. export * from "babylonjs/Materials/Textures/videoTexture";
  53951. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53952. }
  53953. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53954. /**
  53955. * Enum used to define the target of a block
  53956. */
  53957. export enum NodeMaterialBlockTargets {
  53958. /** Vertex shader */
  53959. Vertex = 1,
  53960. /** Fragment shader */
  53961. Fragment = 2,
  53962. /** Neutral */
  53963. Neutral = 4,
  53964. /** Vertex and Fragment */
  53965. VertexAndFragment = 3
  53966. }
  53967. }
  53968. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53969. /**
  53970. * Defines the kind of connection point for node based material
  53971. */
  53972. export enum NodeMaterialBlockConnectionPointTypes {
  53973. /** Float */
  53974. Float = 1,
  53975. /** Int */
  53976. Int = 2,
  53977. /** Vector2 */
  53978. Vector2 = 4,
  53979. /** Vector3 */
  53980. Vector3 = 8,
  53981. /** Vector4 */
  53982. Vector4 = 16,
  53983. /** Color3 */
  53984. Color3 = 32,
  53985. /** Color4 */
  53986. Color4 = 64,
  53987. /** Matrix */
  53988. Matrix = 128,
  53989. /** Detect type based on connection */
  53990. AutoDetect = 1024,
  53991. /** Output type that will be defined by input type */
  53992. BasedOnInput = 2048
  53993. }
  53994. }
  53995. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53996. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53997. /**
  53998. * Root class for all node material optimizers
  53999. */
  54000. export class NodeMaterialOptimizer {
  54001. /**
  54002. * Function used to optimize a NodeMaterial graph
  54003. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54004. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54005. */
  54006. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54007. }
  54008. }
  54009. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54010. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54011. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54012. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54013. import { Scene } from "babylonjs/scene";
  54014. /**
  54015. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54016. */
  54017. export class TransformBlock extends NodeMaterialBlock {
  54018. /**
  54019. * Defines the value to use to complement W value to transform it to a Vector4
  54020. */
  54021. complementW: number;
  54022. /**
  54023. * Defines the value to use to complement z value to transform it to a Vector4
  54024. */
  54025. complementZ: number;
  54026. /**
  54027. * Creates a new TransformBlock
  54028. * @param name defines the block name
  54029. */
  54030. constructor(name: string);
  54031. /**
  54032. * Gets the current class name
  54033. * @returns the class name
  54034. */
  54035. getClassName(): string;
  54036. /**
  54037. * Gets the vector input
  54038. */
  54039. readonly vector: NodeMaterialConnectionPoint;
  54040. /**
  54041. * Gets the output component
  54042. */
  54043. readonly output: NodeMaterialConnectionPoint;
  54044. /**
  54045. * Gets the matrix transform input
  54046. */
  54047. readonly transform: NodeMaterialConnectionPoint;
  54048. protected _buildBlock(state: NodeMaterialBuildState): this;
  54049. serialize(): any;
  54050. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54051. }
  54052. }
  54053. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54054. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54055. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54056. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54057. /**
  54058. * Block used to output the vertex position
  54059. */
  54060. export class VertexOutputBlock extends NodeMaterialBlock {
  54061. /**
  54062. * Creates a new VertexOutputBlock
  54063. * @param name defines the block name
  54064. */
  54065. constructor(name: string);
  54066. /**
  54067. * Gets the current class name
  54068. * @returns the class name
  54069. */
  54070. getClassName(): string;
  54071. /**
  54072. * Gets the vector input component
  54073. */
  54074. readonly vector: NodeMaterialConnectionPoint;
  54075. protected _buildBlock(state: NodeMaterialBuildState): this;
  54076. }
  54077. }
  54078. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54079. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54080. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54081. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54082. /**
  54083. * Block used to output the final color
  54084. */
  54085. export class FragmentOutputBlock extends NodeMaterialBlock {
  54086. /**
  54087. * Create a new FragmentOutputBlock
  54088. * @param name defines the block name
  54089. */
  54090. constructor(name: string);
  54091. /**
  54092. * Gets the current class name
  54093. * @returns the class name
  54094. */
  54095. getClassName(): string;
  54096. /**
  54097. * Gets the rgba input component
  54098. */
  54099. readonly rgba: NodeMaterialConnectionPoint;
  54100. /**
  54101. * Gets the rgb input component
  54102. */
  54103. readonly rgb: NodeMaterialConnectionPoint;
  54104. /**
  54105. * Gets the a input component
  54106. */
  54107. readonly a: NodeMaterialConnectionPoint;
  54108. protected _buildBlock(state: NodeMaterialBuildState): this;
  54109. }
  54110. }
  54111. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54112. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54113. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54114. import { Scene } from "babylonjs/scene";
  54115. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54116. import { Matrix } from "babylonjs/Maths/math.vector";
  54117. import { Mesh } from "babylonjs/Meshes/mesh";
  54118. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54119. import { Observable } from "babylonjs/Misc/observable";
  54120. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54121. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54122. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54123. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54124. import { Nullable } from "babylonjs/types";
  54125. /**
  54126. * Interface used to configure the node material editor
  54127. */
  54128. export interface INodeMaterialEditorOptions {
  54129. /** Define the URl to load node editor script */
  54130. editorURL?: string;
  54131. }
  54132. /** @hidden */
  54133. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54134. /** BONES */
  54135. NUM_BONE_INFLUENCERS: number;
  54136. BonesPerMesh: number;
  54137. BONETEXTURE: boolean;
  54138. /** MORPH TARGETS */
  54139. MORPHTARGETS: boolean;
  54140. MORPHTARGETS_NORMAL: boolean;
  54141. MORPHTARGETS_TANGENT: boolean;
  54142. MORPHTARGETS_UV: boolean;
  54143. NUM_MORPH_INFLUENCERS: number;
  54144. /** IMAGE PROCESSING */
  54145. IMAGEPROCESSING: boolean;
  54146. VIGNETTE: boolean;
  54147. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54148. VIGNETTEBLENDMODEOPAQUE: boolean;
  54149. TONEMAPPING: boolean;
  54150. TONEMAPPING_ACES: boolean;
  54151. CONTRAST: boolean;
  54152. EXPOSURE: boolean;
  54153. COLORCURVES: boolean;
  54154. COLORGRADING: boolean;
  54155. COLORGRADING3D: boolean;
  54156. SAMPLER3DGREENDEPTH: boolean;
  54157. SAMPLER3DBGRMAP: boolean;
  54158. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54159. constructor();
  54160. setValue(name: string, value: boolean): void;
  54161. }
  54162. /**
  54163. * Class used to configure NodeMaterial
  54164. */
  54165. export interface INodeMaterialOptions {
  54166. /**
  54167. * Defines if blocks should emit comments
  54168. */
  54169. emitComments: boolean;
  54170. }
  54171. /**
  54172. * Class used to create a node based material built by assembling shader blocks
  54173. */
  54174. export class NodeMaterial extends PushMaterial {
  54175. private static _BuildIdGenerator;
  54176. private _options;
  54177. private _vertexCompilationState;
  54178. private _fragmentCompilationState;
  54179. private _sharedData;
  54180. private _buildId;
  54181. private _buildWasSuccessful;
  54182. private _cachedWorldViewMatrix;
  54183. private _cachedWorldViewProjectionMatrix;
  54184. private _optimizers;
  54185. private _animationFrame;
  54186. /** Define the URl to load node editor script */
  54187. static EditorURL: string;
  54188. private BJSNODEMATERIALEDITOR;
  54189. /** Get the inspector from bundle or global */
  54190. private _getGlobalNodeMaterialEditor;
  54191. /**
  54192. * 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)
  54193. */
  54194. ignoreAlpha: boolean;
  54195. /**
  54196. * Defines the maximum number of lights that can be used in the material
  54197. */
  54198. maxSimultaneousLights: number;
  54199. /**
  54200. * Observable raised when the material is built
  54201. */
  54202. onBuildObservable: Observable<NodeMaterial>;
  54203. /**
  54204. * Gets or sets the root nodes of the material vertex shader
  54205. */
  54206. _vertexOutputNodes: NodeMaterialBlock[];
  54207. /**
  54208. * Gets or sets the root nodes of the material fragment (pixel) shader
  54209. */
  54210. _fragmentOutputNodes: NodeMaterialBlock[];
  54211. /** Gets or sets options to control the node material overall behavior */
  54212. options: INodeMaterialOptions;
  54213. /**
  54214. * Default configuration related to image processing available in the standard Material.
  54215. */
  54216. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54217. /**
  54218. * Gets the image processing configuration used either in this material.
  54219. */
  54220. /**
  54221. * Sets the Default image processing configuration used either in the this material.
  54222. *
  54223. * If sets to null, the scene one is in use.
  54224. */
  54225. imageProcessingConfiguration: ImageProcessingConfiguration;
  54226. /**
  54227. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54228. */
  54229. attachedBlocks: NodeMaterialBlock[];
  54230. /**
  54231. * Create a new node based material
  54232. * @param name defines the material name
  54233. * @param scene defines the hosting scene
  54234. * @param options defines creation option
  54235. */
  54236. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54237. /**
  54238. * Gets the current class name of the material e.g. "NodeMaterial"
  54239. * @returns the class name
  54240. */
  54241. getClassName(): string;
  54242. /**
  54243. * Keep track of the image processing observer to allow dispose and replace.
  54244. */
  54245. private _imageProcessingObserver;
  54246. /**
  54247. * Attaches a new image processing configuration to the Standard Material.
  54248. * @param configuration
  54249. */
  54250. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54251. /**
  54252. * Adds a new optimizer to the list of optimizers
  54253. * @param optimizer defines the optimizers to add
  54254. * @returns the current material
  54255. */
  54256. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54257. /**
  54258. * Remove an optimizer from the list of optimizers
  54259. * @param optimizer defines the optimizers to remove
  54260. * @returns the current material
  54261. */
  54262. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54263. /**
  54264. * Add a new block to the list of output nodes
  54265. * @param node defines the node to add
  54266. * @returns the current material
  54267. */
  54268. addOutputNode(node: NodeMaterialBlock): this;
  54269. /**
  54270. * Remove a block from the list of root nodes
  54271. * @param node defines the node to remove
  54272. * @returns the current material
  54273. */
  54274. removeOutputNode(node: NodeMaterialBlock): this;
  54275. private _addVertexOutputNode;
  54276. private _removeVertexOutputNode;
  54277. private _addFragmentOutputNode;
  54278. private _removeFragmentOutputNode;
  54279. /**
  54280. * Specifies if the material will require alpha blending
  54281. * @returns a boolean specifying if alpha blending is needed
  54282. */
  54283. needAlphaBlending(): boolean;
  54284. /**
  54285. * Specifies if this material should be rendered in alpha test mode
  54286. * @returns a boolean specifying if an alpha test is needed.
  54287. */
  54288. needAlphaTesting(): boolean;
  54289. private _initializeBlock;
  54290. private _resetDualBlocks;
  54291. /**
  54292. * Build the material and generates the inner effect
  54293. * @param verbose defines if the build should log activity
  54294. */
  54295. build(verbose?: boolean): void;
  54296. /**
  54297. * Runs an otpimization phase to try to improve the shader code
  54298. */
  54299. optimize(): void;
  54300. private _prepareDefinesForAttributes;
  54301. /**
  54302. * Get if the submesh is ready to be used and all its information available.
  54303. * Child classes can use it to update shaders
  54304. * @param mesh defines the mesh to check
  54305. * @param subMesh defines which submesh to check
  54306. * @param useInstances specifies that instances should be used
  54307. * @returns a boolean indicating that the submesh is ready or not
  54308. */
  54309. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54310. /**
  54311. * Get a string representing the shaders built by the current node graph
  54312. */
  54313. readonly compiledShaders: string;
  54314. /**
  54315. * Binds the world matrix to the material
  54316. * @param world defines the world transformation matrix
  54317. */
  54318. bindOnlyWorldMatrix(world: Matrix): void;
  54319. /**
  54320. * Binds the submesh to this material by preparing the effect and shader to draw
  54321. * @param world defines the world transformation matrix
  54322. * @param mesh defines the mesh containing the submesh
  54323. * @param subMesh defines the submesh to bind the material to
  54324. */
  54325. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54326. /**
  54327. * Gets the active textures from the material
  54328. * @returns an array of textures
  54329. */
  54330. getActiveTextures(): BaseTexture[];
  54331. /**
  54332. * Specifies if the material uses a texture
  54333. * @param texture defines the texture to check against the material
  54334. * @returns a boolean specifying if the material uses the texture
  54335. */
  54336. hasTexture(texture: BaseTexture): boolean;
  54337. /**
  54338. * Disposes the material
  54339. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54340. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54341. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54342. */
  54343. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54344. /** Creates the node editor window. */
  54345. private _createNodeEditor;
  54346. /**
  54347. * Launch the node material editor
  54348. * @param config Define the configuration of the editor
  54349. * @return a promise fulfilled when the node editor is visible
  54350. */
  54351. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54352. /**
  54353. * Clear the current material
  54354. */
  54355. clear(): void;
  54356. /**
  54357. * Clear the current material and set it to a default state
  54358. */
  54359. setToDefault(): void;
  54360. private _gatherBlocks;
  54361. /**
  54362. * Serializes this material in a JSON representation
  54363. * @returns the serialized material object
  54364. */
  54365. serialize(): any;
  54366. /**
  54367. * Clear the current graph and load a new one from a serialization object
  54368. * @param source defines the JSON representation of the material
  54369. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54370. */
  54371. loadFromSerialization(source: any, rootUrl?: string): void;
  54372. /**
  54373. * Creates a node material from parsed material data
  54374. * @param source defines the JSON representation of the material
  54375. * @param scene defines the hosting scene
  54376. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54377. * @returns a new node material
  54378. */
  54379. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54380. }
  54381. }
  54382. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54383. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54384. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54385. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54386. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54387. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54388. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54389. import { Effect } from "babylonjs/Materials/effect";
  54390. import { Mesh } from "babylonjs/Meshes/mesh";
  54391. import { Nullable } from "babylonjs/types";
  54392. import { Scene } from "babylonjs/scene";
  54393. /**
  54394. * Block used to read a texture from a sampler
  54395. */
  54396. export class TextureBlock extends NodeMaterialBlock {
  54397. private _defineName;
  54398. private _samplerName;
  54399. private _transformedUVName;
  54400. private _textureTransformName;
  54401. private _textureInfoName;
  54402. private _mainUVName;
  54403. private _mainUVDefineName;
  54404. /**
  54405. * Gets or sets the texture associated with the node
  54406. */
  54407. texture: Nullable<BaseTexture>;
  54408. /**
  54409. * Create a new TextureBlock
  54410. * @param name defines the block name
  54411. */
  54412. constructor(name: string);
  54413. /**
  54414. * Gets the current class name
  54415. * @returns the class name
  54416. */
  54417. getClassName(): string;
  54418. /**
  54419. * Gets the uv input component
  54420. */
  54421. readonly uv: NodeMaterialConnectionPoint;
  54422. /**
  54423. * Gets the rgba output component
  54424. */
  54425. readonly rgba: NodeMaterialConnectionPoint;
  54426. /**
  54427. * Gets the rgb output component
  54428. */
  54429. readonly rgb: NodeMaterialConnectionPoint;
  54430. /**
  54431. * Gets the r output component
  54432. */
  54433. readonly r: NodeMaterialConnectionPoint;
  54434. /**
  54435. * Gets the g output component
  54436. */
  54437. readonly g: NodeMaterialConnectionPoint;
  54438. /**
  54439. * Gets the b output component
  54440. */
  54441. readonly b: NodeMaterialConnectionPoint;
  54442. /**
  54443. * Gets the a output component
  54444. */
  54445. readonly a: NodeMaterialConnectionPoint;
  54446. autoConfigure(): void;
  54447. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54448. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54449. isReady(): boolean;
  54450. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54451. private _injectVertexCode;
  54452. private _writeOutput;
  54453. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54454. serialize(): any;
  54455. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54456. }
  54457. }
  54458. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54459. /**
  54460. * Enum used to define well known values e.g. values automatically provided by the system
  54461. */
  54462. export enum NodeMaterialWellKnownValues {
  54463. /** World */
  54464. World = 1,
  54465. /** View */
  54466. View = 2,
  54467. /** Projection */
  54468. Projection = 3,
  54469. /** ViewProjection */
  54470. ViewProjection = 4,
  54471. /** WorldView */
  54472. WorldView = 5,
  54473. /** WorldViewProjection */
  54474. WorldViewProjection = 6,
  54475. /** CameraPosition */
  54476. CameraPosition = 7,
  54477. /** Fog Color */
  54478. FogColor = 8
  54479. }
  54480. }
  54481. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54482. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54483. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54484. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54485. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54486. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54487. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54488. import { Effect } from "babylonjs/Materials/effect";
  54489. import { Mesh } from "babylonjs/Meshes/mesh";
  54490. import { Nullable } from "babylonjs/types";
  54491. import { Scene } from "babylonjs/scene";
  54492. /**
  54493. * Block used to read a reflection texture from a sampler
  54494. */
  54495. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54496. private _define3DName;
  54497. private _defineCubicName;
  54498. private _defineExplicitName;
  54499. private _defineProjectionName;
  54500. private _defineLocalCubicName;
  54501. private _defineSphericalName;
  54502. private _definePlanarName;
  54503. private _defineEquirectangularName;
  54504. private _defineMirroredEquirectangularFixedName;
  54505. private _defineEquirectangularFixedName;
  54506. private _defineSkyboxName;
  54507. private _cubeSamplerName;
  54508. private _2DSamplerName;
  54509. private _positionUVWName;
  54510. private _directionWName;
  54511. private _reflectionCoordsName;
  54512. private _reflection2DCoordsName;
  54513. private _reflectionColorName;
  54514. private _reflectionMatrixName;
  54515. /**
  54516. * Gets or sets the texture associated with the node
  54517. */
  54518. texture: Nullable<BaseTexture>;
  54519. /**
  54520. * Create a new TextureBlock
  54521. * @param name defines the block name
  54522. */
  54523. constructor(name: string);
  54524. /**
  54525. * Gets the current class name
  54526. * @returns the class name
  54527. */
  54528. getClassName(): string;
  54529. /**
  54530. * Gets the world position input component
  54531. */
  54532. readonly position: NodeMaterialConnectionPoint;
  54533. /**
  54534. * Gets the world position input component
  54535. */
  54536. readonly worldPosition: NodeMaterialConnectionPoint;
  54537. /**
  54538. * Gets the world normal input component
  54539. */
  54540. readonly worldNormal: NodeMaterialConnectionPoint;
  54541. /**
  54542. * Gets the world input component
  54543. */
  54544. readonly world: NodeMaterialConnectionPoint;
  54545. /**
  54546. * Gets the camera (or eye) position component
  54547. */
  54548. readonly cameraPosition: NodeMaterialConnectionPoint;
  54549. /**
  54550. * Gets the view input component
  54551. */
  54552. readonly view: NodeMaterialConnectionPoint;
  54553. /**
  54554. * Gets the rgb output component
  54555. */
  54556. readonly rgb: NodeMaterialConnectionPoint;
  54557. /**
  54558. * Gets the r output component
  54559. */
  54560. readonly r: NodeMaterialConnectionPoint;
  54561. /**
  54562. * Gets the g output component
  54563. */
  54564. readonly g: NodeMaterialConnectionPoint;
  54565. /**
  54566. * Gets the b output component
  54567. */
  54568. readonly b: NodeMaterialConnectionPoint;
  54569. autoConfigure(): void;
  54570. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54571. isReady(): boolean;
  54572. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54573. private _injectVertexCode;
  54574. private _writeOutput;
  54575. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54576. serialize(): any;
  54577. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54578. }
  54579. }
  54580. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54581. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54582. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54583. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54584. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54585. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54586. /**
  54587. * Class used to store shared data between 2 NodeMaterialBuildState
  54588. */
  54589. export class NodeMaterialBuildStateSharedData {
  54590. /**
  54591. * Gets the list of emitted varyings
  54592. */
  54593. varyings: string[];
  54594. /**
  54595. * Gets the varying declaration string
  54596. */
  54597. varyingDeclaration: string;
  54598. /**
  54599. * Input blocks
  54600. */
  54601. inputBlocks: InputBlock[];
  54602. /**
  54603. * Input blocks
  54604. */
  54605. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  54606. /**
  54607. * Bindable blocks (Blocks that need to set data to the effect)
  54608. */
  54609. bindableBlocks: NodeMaterialBlock[];
  54610. /**
  54611. * List of blocks that can provide a compilation fallback
  54612. */
  54613. blocksWithFallbacks: NodeMaterialBlock[];
  54614. /**
  54615. * List of blocks that can provide a define update
  54616. */
  54617. blocksWithDefines: NodeMaterialBlock[];
  54618. /**
  54619. * List of blocks that can provide a repeatable content
  54620. */
  54621. repeatableContentBlocks: NodeMaterialBlock[];
  54622. /**
  54623. * List of blocks that can provide a dynamic list of uniforms
  54624. */
  54625. dynamicUniformBlocks: NodeMaterialBlock[];
  54626. /**
  54627. * List of blocks that can block the isReady function for the material
  54628. */
  54629. blockingBlocks: NodeMaterialBlock[];
  54630. /**
  54631. * Gets the list of animated inputs
  54632. */
  54633. animatedInputs: InputBlock[];
  54634. /**
  54635. * Build Id used to avoid multiple recompilations
  54636. */
  54637. buildId: number;
  54638. /** List of emitted variables */
  54639. variableNames: {
  54640. [key: string]: number;
  54641. };
  54642. /** List of emitted defines */
  54643. defineNames: {
  54644. [key: string]: number;
  54645. };
  54646. /** Should emit comments? */
  54647. emitComments: boolean;
  54648. /** Emit build activity */
  54649. verbose: boolean;
  54650. /**
  54651. * Gets the compilation hints emitted at compilation time
  54652. */
  54653. hints: {
  54654. needWorldViewMatrix: boolean;
  54655. needWorldViewProjectionMatrix: boolean;
  54656. needAlphaBlending: boolean;
  54657. needAlphaTesting: boolean;
  54658. };
  54659. /**
  54660. * List of compilation checks
  54661. */
  54662. checks: {
  54663. emitVertex: boolean;
  54664. emitFragment: boolean;
  54665. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54666. };
  54667. /** Creates a new shared data */
  54668. constructor();
  54669. /**
  54670. * Emits console errors and exceptions if there is a failing check
  54671. */
  54672. emitErrors(): void;
  54673. }
  54674. }
  54675. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54676. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54677. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54678. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54679. /**
  54680. * Class used to store node based material build state
  54681. */
  54682. export class NodeMaterialBuildState {
  54683. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54684. supportUniformBuffers: boolean;
  54685. /**
  54686. * Gets the list of emitted attributes
  54687. */
  54688. attributes: string[];
  54689. /**
  54690. * Gets the list of emitted uniforms
  54691. */
  54692. uniforms: string[];
  54693. /**
  54694. * Gets the list of emitted uniform buffers
  54695. */
  54696. uniformBuffers: string[];
  54697. /**
  54698. * Gets the list of emitted samplers
  54699. */
  54700. samplers: string[];
  54701. /**
  54702. * Gets the list of emitted functions
  54703. */
  54704. functions: {
  54705. [key: string]: string;
  54706. };
  54707. /**
  54708. * Gets the target of the compilation state
  54709. */
  54710. target: NodeMaterialBlockTargets;
  54711. /**
  54712. * Gets the list of emitted counters
  54713. */
  54714. counters: {
  54715. [key: string]: number;
  54716. };
  54717. /**
  54718. * Shared data between multiple NodeMaterialBuildState instances
  54719. */
  54720. sharedData: NodeMaterialBuildStateSharedData;
  54721. /** @hidden */
  54722. _vertexState: NodeMaterialBuildState;
  54723. /** @hidden */
  54724. _attributeDeclaration: string;
  54725. /** @hidden */
  54726. _uniformDeclaration: string;
  54727. /** @hidden */
  54728. _samplerDeclaration: string;
  54729. /** @hidden */
  54730. _varyingTransfer: string;
  54731. private _repeatableContentAnchorIndex;
  54732. /** @hidden */
  54733. _builtCompilationString: string;
  54734. /**
  54735. * Gets the emitted compilation strings
  54736. */
  54737. compilationString: string;
  54738. /**
  54739. * Finalize the compilation strings
  54740. * @param state defines the current compilation state
  54741. */
  54742. finalize(state: NodeMaterialBuildState): void;
  54743. /** @hidden */
  54744. readonly _repeatableContentAnchor: string;
  54745. /** @hidden */
  54746. _getFreeVariableName(prefix: string): string;
  54747. /** @hidden */
  54748. _getFreeDefineName(prefix: string): string;
  54749. /** @hidden */
  54750. _excludeVariableName(name: string): void;
  54751. /** @hidden */
  54752. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54753. /** @hidden */
  54754. _emitFunction(name: string, code: string, comments: string): void;
  54755. /** @hidden */
  54756. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54757. replaceStrings?: {
  54758. search: RegExp;
  54759. replace: string;
  54760. }[];
  54761. repeatKey?: string;
  54762. }): string;
  54763. /** @hidden */
  54764. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54765. repeatKey?: string;
  54766. removeAttributes?: boolean;
  54767. removeUniforms?: boolean;
  54768. removeVaryings?: boolean;
  54769. removeIfDef?: boolean;
  54770. replaceStrings?: {
  54771. search: RegExp;
  54772. replace: string;
  54773. }[];
  54774. }, storeKey?: string): void;
  54775. /** @hidden */
  54776. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54777. /** @hidden */
  54778. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54779. }
  54780. }
  54781. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54782. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54783. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54784. import { Nullable } from "babylonjs/types";
  54785. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54786. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54787. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54789. import { Mesh } from "babylonjs/Meshes/mesh";
  54790. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54791. import { Scene } from "babylonjs/scene";
  54792. /**
  54793. * Defines a block that can be used inside a node based material
  54794. */
  54795. export class NodeMaterialBlock {
  54796. private _buildId;
  54797. private _buildTarget;
  54798. private _target;
  54799. private _isFinalMerger;
  54800. private _isInput;
  54801. /** @hidden */
  54802. _inputs: NodeMaterialConnectionPoint[];
  54803. /** @hidden */
  54804. _outputs: NodeMaterialConnectionPoint[];
  54805. /**
  54806. * Gets or sets the name of the block
  54807. */
  54808. name: string;
  54809. /**
  54810. * Gets or sets the unique id of the node
  54811. */
  54812. uniqueId: number;
  54813. /**
  54814. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54815. */
  54816. readonly isFinalMerger: boolean;
  54817. /**
  54818. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54819. */
  54820. readonly isInput: boolean;
  54821. /**
  54822. * Gets or sets the build Id
  54823. */
  54824. buildId: number;
  54825. /**
  54826. * Gets or sets the target of the block
  54827. */
  54828. target: NodeMaterialBlockTargets;
  54829. /**
  54830. * Gets the list of input points
  54831. */
  54832. readonly inputs: NodeMaterialConnectionPoint[];
  54833. /** Gets the list of output points */
  54834. readonly outputs: NodeMaterialConnectionPoint[];
  54835. /**
  54836. * Find an input by its name
  54837. * @param name defines the name of the input to look for
  54838. * @returns the input or null if not found
  54839. */
  54840. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54841. /**
  54842. * Find an output by its name
  54843. * @param name defines the name of the outputto look for
  54844. * @returns the output or null if not found
  54845. */
  54846. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54847. /**
  54848. * Creates a new NodeMaterialBlock
  54849. * @param name defines the block name
  54850. * @param target defines the target of that block (Vertex by default)
  54851. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54852. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54853. */
  54854. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54855. /**
  54856. * Initialize the block and prepare the context for build
  54857. * @param state defines the state that will be used for the build
  54858. */
  54859. initialize(state: NodeMaterialBuildState): void;
  54860. /**
  54861. * Bind data to effect. Will only be called for blocks with isBindable === true
  54862. * @param effect defines the effect to bind data to
  54863. * @param nodeMaterial defines the hosting NodeMaterial
  54864. * @param mesh defines the mesh that will be rendered
  54865. */
  54866. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54867. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54868. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54869. protected _writeFloat(value: number): string;
  54870. /**
  54871. * Gets the current class name e.g. "NodeMaterialBlock"
  54872. * @returns the class name
  54873. */
  54874. getClassName(): string;
  54875. /**
  54876. * Register a new input. Must be called inside a block constructor
  54877. * @param name defines the connection point name
  54878. * @param type defines the connection point type
  54879. * @param isOptional defines a boolean indicating that this input can be omitted
  54880. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54881. * @returns the current block
  54882. */
  54883. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54884. /**
  54885. * Register a new output. Must be called inside a block constructor
  54886. * @param name defines the connection point name
  54887. * @param type defines the connection point type
  54888. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54889. * @returns the current block
  54890. */
  54891. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54892. /**
  54893. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54894. * @param forOutput defines an optional connection point to check compatibility with
  54895. * @returns the first available input or null
  54896. */
  54897. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54898. /**
  54899. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54900. * @param forBlock defines an optional block to check compatibility with
  54901. * @returns the first available input or null
  54902. */
  54903. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54904. /**
  54905. * Gets the sibling of the given output
  54906. * @param current defines the current output
  54907. * @returns the next output in the list or null
  54908. */
  54909. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  54910. /**
  54911. * Connect current block with another block
  54912. * @param other defines the block to connect with
  54913. * @param options define the various options to help pick the right connections
  54914. * @returns the current block
  54915. */
  54916. connectTo(other: NodeMaterialBlock, options?: {
  54917. input?: string;
  54918. output?: string;
  54919. outputSwizzle?: string;
  54920. }): this | undefined;
  54921. protected _buildBlock(state: NodeMaterialBuildState): void;
  54922. /**
  54923. * Add uniforms, samplers and uniform buffers at compilation time
  54924. * @param state defines the state to update
  54925. * @param nodeMaterial defines the node material requesting the update
  54926. * @param defines defines the material defines to update
  54927. */
  54928. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54929. /**
  54930. * Add potential fallbacks if shader compilation fails
  54931. * @param mesh defines the mesh to be rendered
  54932. * @param fallbacks defines the current prioritized list of fallbacks
  54933. */
  54934. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54935. /**
  54936. * Update defines for shader compilation
  54937. * @param mesh defines the mesh to be rendered
  54938. * @param nodeMaterial defines the node material requesting the update
  54939. * @param defines defines the material defines to update
  54940. * @param useInstances specifies that instances should be used
  54941. */
  54942. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54943. /**
  54944. * Initialize defines for shader compilation
  54945. * @param mesh defines the mesh to be rendered
  54946. * @param nodeMaterial defines the node material requesting the update
  54947. * @param defines defines the material defines to be prepared
  54948. * @param useInstances specifies that instances should be used
  54949. */
  54950. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54951. /**
  54952. * Lets the block try to connect some inputs automatically
  54953. */
  54954. autoConfigure(): void;
  54955. /**
  54956. * Function called when a block is declared as repeatable content generator
  54957. * @param vertexShaderState defines the current compilation state for the vertex shader
  54958. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54959. * @param mesh defines the mesh to be rendered
  54960. * @param defines defines the material defines to update
  54961. */
  54962. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54963. /**
  54964. * Checks if the block is ready
  54965. * @param mesh defines the mesh to be rendered
  54966. * @param nodeMaterial defines the node material requesting the update
  54967. * @param defines defines the material defines to update
  54968. * @param useInstances specifies that instances should be used
  54969. * @returns true if the block is ready
  54970. */
  54971. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54972. private _processBuild;
  54973. /**
  54974. * Compile the current node and generate the shader code
  54975. * @param state defines the current compilation state (uniforms, samplers, current string)
  54976. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54977. * @returns true if already built
  54978. */
  54979. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54980. /**
  54981. * Clone the current block to a new identical block
  54982. * @param scene defines the hosting scene
  54983. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54984. * @returns a copy of the current block
  54985. */
  54986. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  54987. /**
  54988. * Serializes this block in a JSON representation
  54989. * @returns the serialized block object
  54990. */
  54991. serialize(): any;
  54992. /** @hidden */
  54993. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54994. }
  54995. }
  54996. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54997. /**
  54998. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54999. */
  55000. export enum NodeMaterialBlockConnectionPointMode {
  55001. /** Value is an uniform */
  55002. Uniform = 0,
  55003. /** Value is a mesh attribute */
  55004. Attribute = 1,
  55005. /** Value is a varying between vertex and fragment shaders */
  55006. Varying = 2,
  55007. /** Mode is undefined */
  55008. Undefined = 3
  55009. }
  55010. }
  55011. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55012. /**
  55013. * Enum defining the type of animations supported by InputBlock
  55014. */
  55015. export enum AnimatedInputBlockTypes {
  55016. /** No animation */
  55017. None = 0,
  55018. /** Time based animation. Will only work for floats */
  55019. Time = 1
  55020. }
  55021. }
  55022. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55023. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55024. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55025. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55026. import { Nullable } from "babylonjs/types";
  55027. import { Effect } from "babylonjs/Materials/effect";
  55028. import { Matrix } from "babylonjs/Maths/math.vector";
  55029. import { Scene } from "babylonjs/scene";
  55030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55031. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55032. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55033. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55034. /**
  55035. * Block used to expose an input value
  55036. */
  55037. export class InputBlock extends NodeMaterialBlock {
  55038. private _mode;
  55039. private _associatedVariableName;
  55040. private _storedValue;
  55041. private _valueCallback;
  55042. private _type;
  55043. private _animationType;
  55044. /** @hidden */
  55045. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55046. /**
  55047. * Gets or sets the connection point type (default is float)
  55048. */
  55049. readonly type: NodeMaterialBlockConnectionPointTypes;
  55050. /**
  55051. * Creates a new InputBlock
  55052. * @param name defines the block name
  55053. * @param target defines the target of that block (Vertex by default)
  55054. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55055. */
  55056. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55057. /**
  55058. * Gets the output component
  55059. */
  55060. readonly output: NodeMaterialConnectionPoint;
  55061. /**
  55062. * Set the source of this connection point to a vertex attribute
  55063. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55064. * @returns the current connection point
  55065. */
  55066. setAsAttribute(attributeName?: string): InputBlock;
  55067. /**
  55068. * Set the source of this connection point to a well known value
  55069. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55070. * @returns the current connection point
  55071. */
  55072. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55073. /**
  55074. * Gets or sets the value of that point.
  55075. * Please note that this value will be ignored if valueCallback is defined
  55076. */
  55077. value: any;
  55078. /**
  55079. * Gets or sets a callback used to get the value of that point.
  55080. * Please note that setting this value will force the connection point to ignore the value property
  55081. */
  55082. valueCallback: () => any;
  55083. /**
  55084. * Gets or sets the associated variable name in the shader
  55085. */
  55086. associatedVariableName: string;
  55087. /** Gets or sets the type of animation applied to the input */
  55088. animationType: AnimatedInputBlockTypes;
  55089. /**
  55090. * Gets a boolean indicating that this connection point not defined yet
  55091. */
  55092. readonly isUndefined: boolean;
  55093. /**
  55094. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55095. * In this case the connection point name must be the name of the uniform to use.
  55096. * Can only be set on inputs
  55097. */
  55098. isUniform: boolean;
  55099. /**
  55100. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55101. * In this case the connection point name must be the name of the attribute to use
  55102. * Can only be set on inputs
  55103. */
  55104. isAttribute: boolean;
  55105. /**
  55106. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55107. * Can only be set on exit points
  55108. */
  55109. isVarying: boolean;
  55110. /**
  55111. * Gets a boolean indicating that the current connection point is a well known value
  55112. */
  55113. readonly isWellKnownValue: boolean;
  55114. /**
  55115. * Gets or sets the current well known value or null if not defined as well know value
  55116. */
  55117. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55118. /**
  55119. * Gets the current class name
  55120. * @returns the class name
  55121. */
  55122. getClassName(): string;
  55123. /**
  55124. * Animate the input if animationType !== None
  55125. * @param scene defines the rendering scene
  55126. */
  55127. animate(scene: Scene): void;
  55128. private _emitDefine;
  55129. /**
  55130. * Set the input block to its default value (based on its type)
  55131. */
  55132. setDefaultValue(): void;
  55133. private _emit;
  55134. /** @hidden */
  55135. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55136. /** @hidden */
  55137. _transmit(effect: Effect, scene: Scene): void;
  55138. protected _buildBlock(state: NodeMaterialBuildState): void;
  55139. serialize(): any;
  55140. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55141. }
  55142. }
  55143. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55144. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55145. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55146. import { Nullable } from "babylonjs/types";
  55147. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55148. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55149. /**
  55150. * Defines a connection point for a block
  55151. */
  55152. export class NodeMaterialConnectionPoint {
  55153. /** @hidden */
  55154. _ownerBlock: NodeMaterialBlock;
  55155. /** @hidden */
  55156. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55157. private _endpoints;
  55158. private _associatedVariableName;
  55159. /** @hidden */
  55160. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55161. private _type;
  55162. /** @hidden */
  55163. _enforceAssociatedVariableName: boolean;
  55164. /**
  55165. * Gets or sets the additional types supported byt this connection point
  55166. */
  55167. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55168. /**
  55169. * Gets or sets the associated variable name in the shader
  55170. */
  55171. associatedVariableName: string;
  55172. /**
  55173. * Gets or sets the connection point type (default is float)
  55174. */
  55175. type: NodeMaterialBlockConnectionPointTypes;
  55176. /**
  55177. * Gets or sets the connection point name
  55178. */
  55179. name: string;
  55180. /**
  55181. * Gets or sets a boolean indicating that this connection point can be omitted
  55182. */
  55183. isOptional: boolean;
  55184. /**
  55185. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55186. */
  55187. define: string;
  55188. /** Gets or sets the target of that connection point */
  55189. target: NodeMaterialBlockTargets;
  55190. /**
  55191. * Gets a boolean indicating that the current point is connected
  55192. */
  55193. readonly isConnected: boolean;
  55194. /**
  55195. * Gets a boolean indicating that the current point is connected to an input block
  55196. */
  55197. readonly isConnectedToInput: boolean;
  55198. /**
  55199. * Gets a the connected input block (if any)
  55200. */
  55201. readonly connectInputBlock: Nullable<InputBlock>;
  55202. /** Get the other side of the connection (if any) */
  55203. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55204. /** Get the block that owns this connection point */
  55205. readonly ownerBlock: NodeMaterialBlock;
  55206. /** Get the block connected on the other side of this connection (if any) */
  55207. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55208. /** Get the block connected on the endpoints of this connection (if any) */
  55209. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55210. /** Gets the list of connected endpoints */
  55211. readonly endpoints: NodeMaterialConnectionPoint[];
  55212. /**
  55213. * Creates a new connection point
  55214. * @param name defines the connection point name
  55215. * @param ownerBlock defines the block hosting this connection point
  55216. */
  55217. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55218. /**
  55219. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55220. * @returns the class name
  55221. */
  55222. getClassName(): string;
  55223. /**
  55224. * Gets an boolean indicating if the current point can be connected to another point
  55225. * @param connectionPoint defines the other connection point
  55226. * @returns true if the connection is possible
  55227. */
  55228. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55229. /**
  55230. * Connect this point to another connection point
  55231. * @param connectionPoint defines the other connection point
  55232. * @returns the current connection point
  55233. */
  55234. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55235. /**
  55236. * Disconnect this point from one of his endpoint
  55237. * @param endpoint defines the other connection point
  55238. * @returns the current connection point
  55239. */
  55240. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55241. /**
  55242. * Serializes this point in a JSON representation
  55243. * @returns the serialized point object
  55244. */
  55245. serialize(): any;
  55246. }
  55247. }
  55248. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55249. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55250. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55251. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55252. import { Mesh } from "babylonjs/Meshes/mesh";
  55253. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55254. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55255. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55256. /**
  55257. * Block used to add support for vertex skinning (bones)
  55258. */
  55259. export class BonesBlock extends NodeMaterialBlock {
  55260. /**
  55261. * Creates a new BonesBlock
  55262. * @param name defines the block name
  55263. */
  55264. constructor(name: string);
  55265. /**
  55266. * Initialize the block and prepare the context for build
  55267. * @param state defines the state that will be used for the build
  55268. */
  55269. initialize(state: NodeMaterialBuildState): void;
  55270. /**
  55271. * Gets the current class name
  55272. * @returns the class name
  55273. */
  55274. getClassName(): string;
  55275. /**
  55276. * Gets the matrix indices input component
  55277. */
  55278. readonly matricesIndices: NodeMaterialConnectionPoint;
  55279. /**
  55280. * Gets the matrix weights input component
  55281. */
  55282. readonly matricesWeights: NodeMaterialConnectionPoint;
  55283. /**
  55284. * Gets the extra matrix indices input component
  55285. */
  55286. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55287. /**
  55288. * Gets the extra matrix weights input component
  55289. */
  55290. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55291. /**
  55292. * Gets the world input component
  55293. */
  55294. readonly world: NodeMaterialConnectionPoint;
  55295. /**
  55296. * Gets the output component
  55297. */
  55298. readonly output: NodeMaterialConnectionPoint;
  55299. autoConfigure(): void;
  55300. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55301. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55302. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55303. protected _buildBlock(state: NodeMaterialBuildState): this;
  55304. }
  55305. }
  55306. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55307. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55308. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55309. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55310. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55311. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55312. /**
  55313. * Block used to add support for instances
  55314. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55315. */
  55316. export class InstancesBlock extends NodeMaterialBlock {
  55317. /**
  55318. * Creates a new InstancesBlock
  55319. * @param name defines the block name
  55320. */
  55321. constructor(name: string);
  55322. /**
  55323. * Gets the current class name
  55324. * @returns the class name
  55325. */
  55326. getClassName(): string;
  55327. /**
  55328. * Gets the first world row input component
  55329. */
  55330. readonly world0: NodeMaterialConnectionPoint;
  55331. /**
  55332. * Gets the second world row input component
  55333. */
  55334. readonly world1: NodeMaterialConnectionPoint;
  55335. /**
  55336. * Gets the third world row input component
  55337. */
  55338. readonly world2: NodeMaterialConnectionPoint;
  55339. /**
  55340. * Gets the forth world row input component
  55341. */
  55342. readonly world3: NodeMaterialConnectionPoint;
  55343. /**
  55344. * Gets the world input component
  55345. */
  55346. readonly world: NodeMaterialConnectionPoint;
  55347. /**
  55348. * Gets the output component
  55349. */
  55350. readonly output: NodeMaterialConnectionPoint;
  55351. autoConfigure(): void;
  55352. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55353. protected _buildBlock(state: NodeMaterialBuildState): this;
  55354. }
  55355. }
  55356. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55357. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55358. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55359. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55361. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55362. import { Effect } from "babylonjs/Materials/effect";
  55363. import { Mesh } from "babylonjs/Meshes/mesh";
  55364. /**
  55365. * Block used to add morph targets support to vertex shader
  55366. */
  55367. export class MorphTargetsBlock extends NodeMaterialBlock {
  55368. private _repeatableContentAnchor;
  55369. private _repeatebleContentGenerated;
  55370. /**
  55371. * Create a new MorphTargetsBlock
  55372. * @param name defines the block name
  55373. */
  55374. constructor(name: string);
  55375. /**
  55376. * Gets the current class name
  55377. * @returns the class name
  55378. */
  55379. getClassName(): string;
  55380. /**
  55381. * Gets the position input component
  55382. */
  55383. readonly position: NodeMaterialConnectionPoint;
  55384. /**
  55385. * Gets the normal input component
  55386. */
  55387. readonly normal: NodeMaterialConnectionPoint;
  55388. /**
  55389. * Gets the tangent input component
  55390. */
  55391. readonly tangent: NodeMaterialConnectionPoint;
  55392. /**
  55393. * Gets the tangent input component
  55394. */
  55395. readonly uv: NodeMaterialConnectionPoint;
  55396. /**
  55397. * Gets the position output component
  55398. */
  55399. readonly positionOutput: NodeMaterialConnectionPoint;
  55400. /**
  55401. * Gets the normal output component
  55402. */
  55403. readonly normalOutput: NodeMaterialConnectionPoint;
  55404. /**
  55405. * Gets the tangent output component
  55406. */
  55407. readonly tangentOutput: NodeMaterialConnectionPoint;
  55408. /**
  55409. * Gets the tangent output component
  55410. */
  55411. readonly uvOutput: NodeMaterialConnectionPoint;
  55412. initialize(state: NodeMaterialBuildState): void;
  55413. autoConfigure(): void;
  55414. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55415. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55416. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55417. protected _buildBlock(state: NodeMaterialBuildState): this;
  55418. }
  55419. }
  55420. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55421. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55422. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55423. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55424. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55425. }
  55426. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55427. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55428. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55429. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55430. /**
  55431. * Block used to add an alpha test in the fragment shader
  55432. */
  55433. export class AlphaTestBlock extends NodeMaterialBlock {
  55434. /**
  55435. * Gets or sets the alpha value where alpha testing happens
  55436. */
  55437. alphaCutOff: number;
  55438. /**
  55439. * Create a new AlphaTestBlock
  55440. * @param name defines the block name
  55441. */
  55442. constructor(name: string);
  55443. /**
  55444. * Gets the current class name
  55445. * @returns the class name
  55446. */
  55447. getClassName(): string;
  55448. /**
  55449. * Gets the color input component
  55450. */
  55451. readonly color: NodeMaterialConnectionPoint;
  55452. /**
  55453. * Gets the alpha input component
  55454. */
  55455. readonly alpha: NodeMaterialConnectionPoint;
  55456. protected _buildBlock(state: NodeMaterialBuildState): this;
  55457. }
  55458. }
  55459. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  55460. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55461. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55462. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55463. /**
  55464. * Block used to create a Color3/4 out of individual inputs (one for each component)
  55465. */
  55466. export class ColorMergerBlock extends NodeMaterialBlock {
  55467. /**
  55468. * Create a new ColorMergerBlock
  55469. * @param name defines the block name
  55470. */
  55471. constructor(name: string);
  55472. /**
  55473. * Gets the current class name
  55474. * @returns the class name
  55475. */
  55476. getClassName(): string;
  55477. /**
  55478. * Gets the r component (input)
  55479. */
  55480. readonly r: NodeMaterialConnectionPoint;
  55481. /**
  55482. * Gets the g component (input)
  55483. */
  55484. readonly g: NodeMaterialConnectionPoint;
  55485. /**
  55486. * Gets the b component (input)
  55487. */
  55488. readonly b: NodeMaterialConnectionPoint;
  55489. /**
  55490. * Gets the a component (input)
  55491. */
  55492. readonly a: NodeMaterialConnectionPoint;
  55493. /**
  55494. * Gets the rgba component (output)
  55495. */
  55496. readonly rgba: NodeMaterialConnectionPoint;
  55497. /**
  55498. * Gets the rgb component (output)
  55499. */
  55500. readonly rgb: NodeMaterialConnectionPoint;
  55501. protected _buildBlock(state: NodeMaterialBuildState): this;
  55502. }
  55503. }
  55504. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55505. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55506. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55507. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55508. /**
  55509. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55510. */
  55511. export class VectorMergerBlock extends NodeMaterialBlock {
  55512. /**
  55513. * Create a new VectorMergerBlock
  55514. * @param name defines the block name
  55515. */
  55516. constructor(name: string);
  55517. /**
  55518. * Gets the current class name
  55519. * @returns the class name
  55520. */
  55521. getClassName(): string;
  55522. /**
  55523. * Gets the x component (input)
  55524. */
  55525. readonly x: NodeMaterialConnectionPoint;
  55526. /**
  55527. * Gets the y component (input)
  55528. */
  55529. readonly y: NodeMaterialConnectionPoint;
  55530. /**
  55531. * Gets the z component (input)
  55532. */
  55533. readonly z: NodeMaterialConnectionPoint;
  55534. /**
  55535. * Gets the w component (input)
  55536. */
  55537. readonly w: NodeMaterialConnectionPoint;
  55538. /**
  55539. * Gets the xyzw component (output)
  55540. */
  55541. readonly xyzw: NodeMaterialConnectionPoint;
  55542. /**
  55543. * Gets the xyz component (output)
  55544. */
  55545. readonly xyz: NodeMaterialConnectionPoint;
  55546. /**
  55547. * Gets the xy component (output)
  55548. */
  55549. readonly xy: NodeMaterialConnectionPoint;
  55550. protected _buildBlock(state: NodeMaterialBuildState): this;
  55551. }
  55552. }
  55553. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55554. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55555. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55556. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55557. /**
  55558. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55559. */
  55560. export class ColorSplitterBlock extends NodeMaterialBlock {
  55561. /**
  55562. * Create a new ColorSplitterBlock
  55563. * @param name defines the block name
  55564. */
  55565. constructor(name: string);
  55566. /**
  55567. * Gets the current class name
  55568. * @returns the class name
  55569. */
  55570. getClassName(): string;
  55571. /**
  55572. * Gets the rgba component (input)
  55573. */
  55574. readonly rgba: NodeMaterialConnectionPoint;
  55575. /**
  55576. * Gets the rgb component (input)
  55577. */
  55578. readonly rgbIn: NodeMaterialConnectionPoint;
  55579. /**
  55580. * Gets the rgb component (output)
  55581. */
  55582. readonly rgbOut: NodeMaterialConnectionPoint;
  55583. /**
  55584. * Gets the r component (output)
  55585. */
  55586. readonly r: NodeMaterialConnectionPoint;
  55587. /**
  55588. * Gets the g component (output)
  55589. */
  55590. readonly g: NodeMaterialConnectionPoint;
  55591. /**
  55592. * Gets the b component (output)
  55593. */
  55594. readonly b: NodeMaterialConnectionPoint;
  55595. /**
  55596. * Gets the a component (output)
  55597. */
  55598. readonly a: NodeMaterialConnectionPoint;
  55599. protected _buildBlock(state: NodeMaterialBuildState): this;
  55600. }
  55601. }
  55602. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55603. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55604. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55605. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55606. /**
  55607. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55608. */
  55609. export class VectorSplitterBlock extends NodeMaterialBlock {
  55610. /**
  55611. * Create a new VectorSplitterBlock
  55612. * @param name defines the block name
  55613. */
  55614. constructor(name: string);
  55615. /**
  55616. * Gets the current class name
  55617. * @returns the class name
  55618. */
  55619. getClassName(): string;
  55620. /**
  55621. * Gets the xyzw component (input)
  55622. */
  55623. readonly xyzw: NodeMaterialConnectionPoint;
  55624. /**
  55625. * Gets the xyz component (input)
  55626. */
  55627. readonly xyzIn: NodeMaterialConnectionPoint;
  55628. /**
  55629. * Gets the xy component (input)
  55630. */
  55631. readonly xyIn: NodeMaterialConnectionPoint;
  55632. /**
  55633. * Gets the xyz component (output)
  55634. */
  55635. readonly xyzOut: NodeMaterialConnectionPoint;
  55636. /**
  55637. * Gets the xy component (output)
  55638. */
  55639. readonly xyOut: NodeMaterialConnectionPoint;
  55640. /**
  55641. * Gets the x component (output)
  55642. */
  55643. readonly x: NodeMaterialConnectionPoint;
  55644. /**
  55645. * Gets the y component (output)
  55646. */
  55647. readonly y: NodeMaterialConnectionPoint;
  55648. /**
  55649. * Gets the z component (output)
  55650. */
  55651. readonly z: NodeMaterialConnectionPoint;
  55652. /**
  55653. * Gets the w component (output)
  55654. */
  55655. readonly w: NodeMaterialConnectionPoint;
  55656. protected _buildBlock(state: NodeMaterialBuildState): this;
  55657. }
  55658. }
  55659. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55660. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55661. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55662. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55664. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55665. import { Effect } from "babylonjs/Materials/effect";
  55666. import { Mesh } from "babylonjs/Meshes/mesh";
  55667. /**
  55668. * Block used to add image processing support to fragment shader
  55669. */
  55670. export class ImageProcessingBlock extends NodeMaterialBlock {
  55671. /**
  55672. * Create a new ImageProcessingBlock
  55673. * @param name defines the block name
  55674. */
  55675. constructor(name: string);
  55676. /**
  55677. * Gets the current class name
  55678. * @returns the class name
  55679. */
  55680. getClassName(): string;
  55681. /**
  55682. * Gets the color input component
  55683. */
  55684. readonly color: NodeMaterialConnectionPoint;
  55685. /**
  55686. * Gets the output component
  55687. */
  55688. readonly output: NodeMaterialConnectionPoint;
  55689. /**
  55690. * Initialize the block and prepare the context for build
  55691. * @param state defines the state that will be used for the build
  55692. */
  55693. initialize(state: NodeMaterialBuildState): void;
  55694. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55695. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55696. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55697. protected _buildBlock(state: NodeMaterialBuildState): this;
  55698. }
  55699. }
  55700. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55701. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55702. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55703. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55704. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55705. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55706. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55707. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55708. }
  55709. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55710. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55711. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55712. import { Mesh } from "babylonjs/Meshes/mesh";
  55713. import { Effect } from "babylonjs/Materials/effect";
  55714. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55715. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55716. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55717. /**
  55718. * Block used to add support for scene fog
  55719. */
  55720. export class FogBlock extends NodeMaterialBlock {
  55721. private _fogDistanceName;
  55722. private _fogParameters;
  55723. /**
  55724. * Create a new FogBlock
  55725. * @param name defines the block name
  55726. */
  55727. constructor(name: string);
  55728. /**
  55729. * Gets the current class name
  55730. * @returns the class name
  55731. */
  55732. getClassName(): string;
  55733. /**
  55734. * Gets the world position input component
  55735. */
  55736. readonly worldPosition: NodeMaterialConnectionPoint;
  55737. /**
  55738. * Gets the view input component
  55739. */
  55740. readonly view: NodeMaterialConnectionPoint;
  55741. /**
  55742. * Gets the color input component
  55743. */
  55744. readonly color: NodeMaterialConnectionPoint;
  55745. /**
  55746. * Gets the fog color input component
  55747. */
  55748. readonly fogColor: NodeMaterialConnectionPoint;
  55749. /**
  55750. * Gets the output component
  55751. */
  55752. readonly output: NodeMaterialConnectionPoint;
  55753. autoConfigure(): void;
  55754. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55755. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55756. protected _buildBlock(state: NodeMaterialBuildState): this;
  55757. }
  55758. }
  55759. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55760. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55761. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55762. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55763. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55764. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55765. import { Effect } from "babylonjs/Materials/effect";
  55766. import { Mesh } from "babylonjs/Meshes/mesh";
  55767. import { Light } from "babylonjs/Lights/light";
  55768. import { Nullable } from "babylonjs/types";
  55769. import { Scene } from "babylonjs/scene";
  55770. /**
  55771. * Block used to add light in the fragment shader
  55772. */
  55773. export class LightBlock extends NodeMaterialBlock {
  55774. private _lightId;
  55775. /**
  55776. * Gets or sets the light associated with this block
  55777. */
  55778. light: Nullable<Light>;
  55779. /**
  55780. * Create a new LightBlock
  55781. * @param name defines the block name
  55782. */
  55783. constructor(name: string);
  55784. /**
  55785. * Gets the current class name
  55786. * @returns the class name
  55787. */
  55788. getClassName(): string;
  55789. /**
  55790. * Gets the world position input component
  55791. */
  55792. readonly worldPosition: NodeMaterialConnectionPoint;
  55793. /**
  55794. * Gets the world normal input component
  55795. */
  55796. readonly worldNormal: NodeMaterialConnectionPoint;
  55797. /**
  55798. * Gets the camera (or eye) position component
  55799. */
  55800. readonly cameraPosition: NodeMaterialConnectionPoint;
  55801. /**
  55802. * Gets the diffuse output component
  55803. */
  55804. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55805. /**
  55806. * Gets the specular output component
  55807. */
  55808. readonly specularOutput: NodeMaterialConnectionPoint;
  55809. autoConfigure(): void;
  55810. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55811. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55812. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55813. private _injectVertexCode;
  55814. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55815. serialize(): any;
  55816. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55817. }
  55818. }
  55819. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55820. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55821. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55822. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55823. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55824. }
  55825. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55826. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55827. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55828. }
  55829. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55830. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55831. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55832. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55833. /**
  55834. * Block used to multiply 2 values
  55835. */
  55836. export class MultiplyBlock extends NodeMaterialBlock {
  55837. /**
  55838. * Creates a new MultiplyBlock
  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 left operand input component
  55849. */
  55850. readonly left: NodeMaterialConnectionPoint;
  55851. /**
  55852. * Gets the right operand input component
  55853. */
  55854. readonly right: NodeMaterialConnectionPoint;
  55855. /**
  55856. * Gets the output component
  55857. */
  55858. readonly output: NodeMaterialConnectionPoint;
  55859. protected _buildBlock(state: NodeMaterialBuildState): this;
  55860. }
  55861. }
  55862. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55863. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55864. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55865. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55866. /**
  55867. * Block used to add 2 vectors
  55868. */
  55869. export class AddBlock extends NodeMaterialBlock {
  55870. /**
  55871. * Creates a new AddBlock
  55872. * @param name defines the block name
  55873. */
  55874. constructor(name: string);
  55875. /**
  55876. * Gets the current class name
  55877. * @returns the class name
  55878. */
  55879. getClassName(): string;
  55880. /**
  55881. * Gets the left operand input component
  55882. */
  55883. readonly left: NodeMaterialConnectionPoint;
  55884. /**
  55885. * Gets the right operand input component
  55886. */
  55887. readonly right: NodeMaterialConnectionPoint;
  55888. /**
  55889. * Gets the output component
  55890. */
  55891. readonly output: NodeMaterialConnectionPoint;
  55892. protected _buildBlock(state: NodeMaterialBuildState): this;
  55893. }
  55894. }
  55895. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  55896. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55897. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55898. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55899. /**
  55900. * Block used to scale a vector by a float
  55901. */
  55902. export class ScaleBlock extends NodeMaterialBlock {
  55903. /**
  55904. * Creates a new ScaleBlock
  55905. * @param name defines the block name
  55906. */
  55907. constructor(name: string);
  55908. /**
  55909. * Gets the current class name
  55910. * @returns the class name
  55911. */
  55912. getClassName(): string;
  55913. /**
  55914. * Gets the input component
  55915. */
  55916. readonly input: NodeMaterialConnectionPoint;
  55917. /**
  55918. * Gets the factor input component
  55919. */
  55920. readonly factor: NodeMaterialConnectionPoint;
  55921. /**
  55922. * Gets the output component
  55923. */
  55924. readonly output: NodeMaterialConnectionPoint;
  55925. protected _buildBlock(state: NodeMaterialBuildState): this;
  55926. }
  55927. }
  55928. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55929. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55930. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55931. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55932. /**
  55933. * Block used to clamp a float
  55934. */
  55935. export class ClampBlock extends NodeMaterialBlock {
  55936. /** Gets or sets the minimum range */
  55937. minimum: number;
  55938. /** Gets or sets the maximum range */
  55939. maximum: number;
  55940. /**
  55941. * Creates a new ClampBlock
  55942. * @param name defines the block name
  55943. */
  55944. constructor(name: string);
  55945. /**
  55946. * Gets the current class name
  55947. * @returns the class name
  55948. */
  55949. getClassName(): string;
  55950. /**
  55951. * Gets the value input component
  55952. */
  55953. readonly value: NodeMaterialConnectionPoint;
  55954. /**
  55955. * Gets the output component
  55956. */
  55957. readonly output: NodeMaterialConnectionPoint;
  55958. protected _buildBlock(state: NodeMaterialBuildState): this;
  55959. }
  55960. }
  55961. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55962. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55963. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55964. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55965. /**
  55966. * Block used to apply a cross product between 2 vectors
  55967. */
  55968. export class CrossBlock extends NodeMaterialBlock {
  55969. /**
  55970. * Creates a new CrossBlock
  55971. * @param name defines the block name
  55972. */
  55973. constructor(name: string);
  55974. /**
  55975. * Gets the current class name
  55976. * @returns the class name
  55977. */
  55978. getClassName(): string;
  55979. /**
  55980. * Gets the left operand input component
  55981. */
  55982. readonly left: NodeMaterialConnectionPoint;
  55983. /**
  55984. * Gets the right operand input component
  55985. */
  55986. readonly right: NodeMaterialConnectionPoint;
  55987. /**
  55988. * Gets the output component
  55989. */
  55990. readonly output: NodeMaterialConnectionPoint;
  55991. protected _buildBlock(state: NodeMaterialBuildState): this;
  55992. }
  55993. }
  55994. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55995. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55996. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55997. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55998. /**
  55999. * Block used to apply a dot product between 2 vectors
  56000. */
  56001. export class DotBlock extends NodeMaterialBlock {
  56002. /**
  56003. * Creates a new DotBlock
  56004. * @param name defines the block name
  56005. */
  56006. constructor(name: string);
  56007. /**
  56008. * Gets the current class name
  56009. * @returns the class name
  56010. */
  56011. getClassName(): string;
  56012. /**
  56013. * Gets the left operand input component
  56014. */
  56015. readonly left: NodeMaterialConnectionPoint;
  56016. /**
  56017. * Gets the right operand input component
  56018. */
  56019. readonly right: NodeMaterialConnectionPoint;
  56020. /**
  56021. * Gets the output component
  56022. */
  56023. readonly output: NodeMaterialConnectionPoint;
  56024. protected _buildBlock(state: NodeMaterialBuildState): this;
  56025. }
  56026. }
  56027. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56028. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56029. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56031. import { Vector2 } from "babylonjs/Maths/math.vector";
  56032. /**
  56033. * Block used to remap a float from a range to a new one
  56034. */
  56035. export class RemapBlock extends NodeMaterialBlock {
  56036. /**
  56037. * Gets or sets the source range
  56038. */
  56039. sourceRange: Vector2;
  56040. /**
  56041. * Gets or sets the target range
  56042. */
  56043. targetRange: Vector2;
  56044. /**
  56045. * Creates a new RemapBlock
  56046. * @param name defines the block name
  56047. */
  56048. constructor(name: string);
  56049. /**
  56050. * Gets the current class name
  56051. * @returns the class name
  56052. */
  56053. getClassName(): string;
  56054. /**
  56055. * Gets the input component
  56056. */
  56057. readonly input: NodeMaterialConnectionPoint;
  56058. /**
  56059. * Gets the output component
  56060. */
  56061. readonly output: NodeMaterialConnectionPoint;
  56062. protected _buildBlock(state: NodeMaterialBuildState): this;
  56063. }
  56064. }
  56065. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56066. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56067. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56068. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56069. /**
  56070. * Block used to normalize a vector
  56071. */
  56072. export class NormalizeBlock extends NodeMaterialBlock {
  56073. /**
  56074. * Creates a new NormalizeBlock
  56075. * @param name defines the block name
  56076. */
  56077. constructor(name: string);
  56078. /**
  56079. * Gets the current class name
  56080. * @returns the class name
  56081. */
  56082. getClassName(): string;
  56083. /**
  56084. * Gets the input component
  56085. */
  56086. readonly input: NodeMaterialConnectionPoint;
  56087. /**
  56088. * Gets the output component
  56089. */
  56090. readonly output: NodeMaterialConnectionPoint;
  56091. protected _buildBlock(state: NodeMaterialBuildState): this;
  56092. }
  56093. }
  56094. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56095. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56096. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56097. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56098. /**
  56099. * Operations supported by the Trigonometry block
  56100. */
  56101. export enum TrigonometryBlockOperations {
  56102. /** Cos */
  56103. Cos = 0,
  56104. /** Sin */
  56105. Sin = 1,
  56106. /** Abs */
  56107. Abs = 2
  56108. }
  56109. /**
  56110. * Block used to apply trigonometry operation to floats
  56111. */
  56112. export class TrigonometryBlock extends NodeMaterialBlock {
  56113. /**
  56114. * Gets or sets the operation applied by the block
  56115. */
  56116. operation: TrigonometryBlockOperations;
  56117. /**
  56118. * Creates a new TrigonometryBlock
  56119. * @param name defines the block name
  56120. */
  56121. constructor(name: string);
  56122. /**
  56123. * Gets the current class name
  56124. * @returns the class name
  56125. */
  56126. getClassName(): string;
  56127. /**
  56128. * Gets the input component
  56129. */
  56130. readonly input: NodeMaterialConnectionPoint;
  56131. /**
  56132. * Gets the output component
  56133. */
  56134. readonly output: NodeMaterialConnectionPoint;
  56135. protected _buildBlock(state: NodeMaterialBuildState): this;
  56136. }
  56137. }
  56138. declare module "babylonjs/Materials/Node/Blocks/index" {
  56139. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56140. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56141. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56142. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56143. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56144. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56145. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56146. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56147. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56148. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56149. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56150. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56151. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56152. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  56153. }
  56154. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56155. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56156. }
  56157. declare module "babylonjs/Materials/Node/index" {
  56158. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56159. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56160. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56161. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56162. export * from "babylonjs/Materials/Node/nodeMaterial";
  56163. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56164. export * from "babylonjs/Materials/Node/Blocks/index";
  56165. export * from "babylonjs/Materials/Node/Optimizers/index";
  56166. }
  56167. declare module "babylonjs/Materials/effectRenderer" {
  56168. import { Nullable } from "babylonjs/types";
  56169. import { Texture } from "babylonjs/Materials/Textures/texture";
  56170. import { Engine } from "babylonjs/Engines/engine";
  56171. import { Viewport } from "babylonjs/Maths/math.viewport";
  56172. import { Observable } from "babylonjs/Misc/observable";
  56173. import { Effect } from "babylonjs/Materials/effect";
  56174. import "babylonjs/Shaders/postprocess.vertex";
  56175. /**
  56176. * Effect Render Options
  56177. */
  56178. export interface IEffectRendererOptions {
  56179. /**
  56180. * Defines the vertices positions.
  56181. */
  56182. positions?: number[];
  56183. /**
  56184. * Defines the indices.
  56185. */
  56186. indices?: number[];
  56187. }
  56188. /**
  56189. * Helper class to render one or more effects
  56190. */
  56191. export class EffectRenderer {
  56192. private engine;
  56193. private static _DefaultOptions;
  56194. private _vertexBuffers;
  56195. private _indexBuffer;
  56196. private _ringBufferIndex;
  56197. private _ringScreenBuffer;
  56198. private _fullscreenViewport;
  56199. private _getNextFrameBuffer;
  56200. /**
  56201. * Creates an effect renderer
  56202. * @param engine the engine to use for rendering
  56203. * @param options defines the options of the effect renderer
  56204. */
  56205. constructor(engine: Engine, options?: IEffectRendererOptions);
  56206. /**
  56207. * Sets the current viewport in normalized coordinates 0-1
  56208. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56209. */
  56210. setViewport(viewport?: Viewport): void;
  56211. /**
  56212. * Sets the current effect wrapper to use during draw.
  56213. * The effect needs to be ready before calling this api.
  56214. * This also sets the default full screen position attribute.
  56215. * @param effectWrapper Defines the effect to draw with
  56216. */
  56217. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56218. /**
  56219. * Draws a full screen quad.
  56220. */
  56221. draw(): void;
  56222. /**
  56223. * renders one or more effects to a specified texture
  56224. * @param effectWrappers list of effects to renderer
  56225. * @param outputTexture texture to draw to, if null it will render to the screen
  56226. */
  56227. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56228. /**
  56229. * Disposes of the effect renderer
  56230. */
  56231. dispose(): void;
  56232. }
  56233. /**
  56234. * Options to create an EffectWrapper
  56235. */
  56236. interface EffectWrapperCreationOptions {
  56237. /**
  56238. * Engine to use to create the effect
  56239. */
  56240. engine: Engine;
  56241. /**
  56242. * Fragment shader for the effect
  56243. */
  56244. fragmentShader: string;
  56245. /**
  56246. * Vertex shader for the effect
  56247. */
  56248. vertexShader?: string;
  56249. /**
  56250. * Attributes to use in the shader
  56251. */
  56252. attributeNames?: Array<string>;
  56253. /**
  56254. * Uniforms to use in the shader
  56255. */
  56256. uniformNames?: Array<string>;
  56257. /**
  56258. * Texture sampler names to use in the shader
  56259. */
  56260. samplerNames?: Array<string>;
  56261. /**
  56262. * The friendly name of the effect displayed in Spector.
  56263. */
  56264. name?: string;
  56265. }
  56266. /**
  56267. * Wraps an effect to be used for rendering
  56268. */
  56269. export class EffectWrapper {
  56270. /**
  56271. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56272. */
  56273. onApplyObservable: Observable<{}>;
  56274. /**
  56275. * The underlying effect
  56276. */
  56277. effect: Effect;
  56278. /**
  56279. * Creates an effect to be renderer
  56280. * @param creationOptions options to create the effect
  56281. */
  56282. constructor(creationOptions: EffectWrapperCreationOptions);
  56283. /**
  56284. * Disposes of the effect wrapper
  56285. */
  56286. dispose(): void;
  56287. }
  56288. }
  56289. declare module "babylonjs/Materials/index" {
  56290. export * from "babylonjs/Materials/Background/index";
  56291. export * from "babylonjs/Materials/colorCurves";
  56292. export * from "babylonjs/Materials/effect";
  56293. export * from "babylonjs/Materials/fresnelParameters";
  56294. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56295. export * from "babylonjs/Materials/material";
  56296. export * from "babylonjs/Materials/materialDefines";
  56297. export * from "babylonjs/Materials/materialHelper";
  56298. export * from "babylonjs/Materials/multiMaterial";
  56299. export * from "babylonjs/Materials/PBR/index";
  56300. export * from "babylonjs/Materials/pushMaterial";
  56301. export * from "babylonjs/Materials/shaderMaterial";
  56302. export * from "babylonjs/Materials/standardMaterial";
  56303. export * from "babylonjs/Materials/Textures/index";
  56304. export * from "babylonjs/Materials/uniformBuffer";
  56305. export * from "babylonjs/Materials/materialFlags";
  56306. export * from "babylonjs/Materials/Node/index";
  56307. export * from "babylonjs/Materials/effectRenderer";
  56308. }
  56309. declare module "babylonjs/Maths/index" {
  56310. export * from "babylonjs/Maths/math.scalar";
  56311. export * from "babylonjs/Maths/math";
  56312. export * from "babylonjs/Maths/sphericalPolynomial";
  56313. }
  56314. declare module "babylonjs/Misc/workerPool" {
  56315. import { IDisposable } from "babylonjs/scene";
  56316. /**
  56317. * Helper class to push actions to a pool of workers.
  56318. */
  56319. export class WorkerPool implements IDisposable {
  56320. private _workerInfos;
  56321. private _pendingActions;
  56322. /**
  56323. * Constructor
  56324. * @param workers Array of workers to use for actions
  56325. */
  56326. constructor(workers: Array<Worker>);
  56327. /**
  56328. * Terminates all workers and clears any pending actions.
  56329. */
  56330. dispose(): void;
  56331. /**
  56332. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56333. * pended until a worker has completed its action.
  56334. * @param action The action to perform. Call onComplete when the action is complete.
  56335. */
  56336. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56337. private _execute;
  56338. }
  56339. }
  56340. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56341. import { IDisposable } from "babylonjs/scene";
  56342. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56343. /**
  56344. * Configuration for Draco compression
  56345. */
  56346. export interface IDracoCompressionConfiguration {
  56347. /**
  56348. * Configuration for the decoder.
  56349. */
  56350. decoder: {
  56351. /**
  56352. * The url to the WebAssembly module.
  56353. */
  56354. wasmUrl?: string;
  56355. /**
  56356. * The url to the WebAssembly binary.
  56357. */
  56358. wasmBinaryUrl?: string;
  56359. /**
  56360. * The url to the fallback JavaScript module.
  56361. */
  56362. fallbackUrl?: string;
  56363. };
  56364. }
  56365. /**
  56366. * Draco compression (https://google.github.io/draco/)
  56367. *
  56368. * This class wraps the Draco module.
  56369. *
  56370. * **Encoder**
  56371. *
  56372. * The encoder is not currently implemented.
  56373. *
  56374. * **Decoder**
  56375. *
  56376. * 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.
  56377. *
  56378. * To update the configuration, use the following code:
  56379. * ```javascript
  56380. * DracoCompression.Configuration = {
  56381. * decoder: {
  56382. * wasmUrl: "<url to the WebAssembly library>",
  56383. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56384. * fallbackUrl: "<url to the fallback JavaScript library>",
  56385. * }
  56386. * };
  56387. * ```
  56388. *
  56389. * 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.
  56390. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56391. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56392. *
  56393. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56394. * ```javascript
  56395. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56396. * ```
  56397. *
  56398. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56399. */
  56400. export class DracoCompression implements IDisposable {
  56401. private _workerPoolPromise?;
  56402. private _decoderModulePromise?;
  56403. /**
  56404. * The configuration. Defaults to the following urls:
  56405. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56406. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56407. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56408. */
  56409. static Configuration: IDracoCompressionConfiguration;
  56410. /**
  56411. * Returns true if the decoder configuration is available.
  56412. */
  56413. static readonly DecoderAvailable: boolean;
  56414. /**
  56415. * Default number of workers to create when creating the draco compression object.
  56416. */
  56417. static DefaultNumWorkers: number;
  56418. private static GetDefaultNumWorkers;
  56419. private static _Default;
  56420. /**
  56421. * Default instance for the draco compression object.
  56422. */
  56423. static readonly Default: DracoCompression;
  56424. /**
  56425. * Constructor
  56426. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56427. */
  56428. constructor(numWorkers?: number);
  56429. /**
  56430. * Stop all async operations and release resources.
  56431. */
  56432. dispose(): void;
  56433. /**
  56434. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56435. * @returns a promise that resolves when ready
  56436. */
  56437. whenReadyAsync(): Promise<void>;
  56438. /**
  56439. * Decode Draco compressed mesh data to vertex data.
  56440. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56441. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56442. * @returns A promise that resolves with the decoded vertex data
  56443. */
  56444. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56445. [kind: string]: number;
  56446. }): Promise<VertexData>;
  56447. }
  56448. }
  56449. declare module "babylonjs/Meshes/Compression/index" {
  56450. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56451. }
  56452. declare module "babylonjs/Meshes/csg" {
  56453. import { Nullable } from "babylonjs/types";
  56454. import { Scene } from "babylonjs/scene";
  56455. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56456. import { Mesh } from "babylonjs/Meshes/mesh";
  56457. import { Material } from "babylonjs/Materials/material";
  56458. /**
  56459. * Class for building Constructive Solid Geometry
  56460. */
  56461. export class CSG {
  56462. private polygons;
  56463. /**
  56464. * The world matrix
  56465. */
  56466. matrix: Matrix;
  56467. /**
  56468. * Stores the position
  56469. */
  56470. position: Vector3;
  56471. /**
  56472. * Stores the rotation
  56473. */
  56474. rotation: Vector3;
  56475. /**
  56476. * Stores the rotation quaternion
  56477. */
  56478. rotationQuaternion: Nullable<Quaternion>;
  56479. /**
  56480. * Stores the scaling vector
  56481. */
  56482. scaling: Vector3;
  56483. /**
  56484. * Convert the Mesh to CSG
  56485. * @param mesh The Mesh to convert to CSG
  56486. * @returns A new CSG from the Mesh
  56487. */
  56488. static FromMesh(mesh: Mesh): CSG;
  56489. /**
  56490. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56491. * @param polygons Polygons used to construct a CSG solid
  56492. */
  56493. private static FromPolygons;
  56494. /**
  56495. * Clones, or makes a deep copy, of the CSG
  56496. * @returns A new CSG
  56497. */
  56498. clone(): CSG;
  56499. /**
  56500. * Unions this CSG with another CSG
  56501. * @param csg The CSG to union against this CSG
  56502. * @returns The unioned CSG
  56503. */
  56504. union(csg: CSG): CSG;
  56505. /**
  56506. * Unions this CSG with another CSG in place
  56507. * @param csg The CSG to union against this CSG
  56508. */
  56509. unionInPlace(csg: CSG): void;
  56510. /**
  56511. * Subtracts this CSG with another CSG
  56512. * @param csg The CSG to subtract against this CSG
  56513. * @returns A new CSG
  56514. */
  56515. subtract(csg: CSG): CSG;
  56516. /**
  56517. * Subtracts this CSG with another CSG in place
  56518. * @param csg The CSG to subtact against this CSG
  56519. */
  56520. subtractInPlace(csg: CSG): void;
  56521. /**
  56522. * Intersect this CSG with another CSG
  56523. * @param csg The CSG to intersect against this CSG
  56524. * @returns A new CSG
  56525. */
  56526. intersect(csg: CSG): CSG;
  56527. /**
  56528. * Intersects this CSG with another CSG in place
  56529. * @param csg The CSG to intersect against this CSG
  56530. */
  56531. intersectInPlace(csg: CSG): void;
  56532. /**
  56533. * Return a new CSG solid with solid and empty space switched. This solid is
  56534. * not modified.
  56535. * @returns A new CSG solid with solid and empty space switched
  56536. */
  56537. inverse(): CSG;
  56538. /**
  56539. * Inverses the CSG in place
  56540. */
  56541. inverseInPlace(): void;
  56542. /**
  56543. * This is used to keep meshes transformations so they can be restored
  56544. * when we build back a Babylon Mesh
  56545. * NB : All CSG operations are performed in world coordinates
  56546. * @param csg The CSG to copy the transform attributes from
  56547. * @returns This CSG
  56548. */
  56549. copyTransformAttributes(csg: CSG): CSG;
  56550. /**
  56551. * Build Raw mesh from CSG
  56552. * Coordinates here are in world space
  56553. * @param name The name of the mesh geometry
  56554. * @param scene The Scene
  56555. * @param keepSubMeshes Specifies if the submeshes should be kept
  56556. * @returns A new Mesh
  56557. */
  56558. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  56559. /**
  56560. * Build Mesh from CSG taking material and transforms into account
  56561. * @param name The name of the Mesh
  56562. * @param material The material of the Mesh
  56563. * @param scene The Scene
  56564. * @param keepSubMeshes Specifies if submeshes should be kept
  56565. * @returns The new Mesh
  56566. */
  56567. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56568. }
  56569. }
  56570. declare module "babylonjs/Meshes/trailMesh" {
  56571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56572. import { Mesh } from "babylonjs/Meshes/mesh";
  56573. import { Scene } from "babylonjs/scene";
  56574. /**
  56575. * Class used to create a trail following a mesh
  56576. */
  56577. export class TrailMesh extends Mesh {
  56578. private _generator;
  56579. private _autoStart;
  56580. private _running;
  56581. private _diameter;
  56582. private _length;
  56583. private _sectionPolygonPointsCount;
  56584. private _sectionVectors;
  56585. private _sectionNormalVectors;
  56586. private _beforeRenderObserver;
  56587. /**
  56588. * @constructor
  56589. * @param name The value used by scene.getMeshByName() to do a lookup.
  56590. * @param generator The mesh to generate a trail.
  56591. * @param scene The scene to add this mesh to.
  56592. * @param diameter Diameter of trailing mesh. Default is 1.
  56593. * @param length Length of trailing mesh. Default is 60.
  56594. * @param autoStart Automatically start trailing mesh. Default true.
  56595. */
  56596. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56597. /**
  56598. * "TrailMesh"
  56599. * @returns "TrailMesh"
  56600. */
  56601. getClassName(): string;
  56602. private _createMesh;
  56603. /**
  56604. * Start trailing mesh.
  56605. */
  56606. start(): void;
  56607. /**
  56608. * Stop trailing mesh.
  56609. */
  56610. stop(): void;
  56611. /**
  56612. * Update trailing mesh geometry.
  56613. */
  56614. update(): void;
  56615. /**
  56616. * Returns a new TrailMesh object.
  56617. * @param name is a string, the name given to the new mesh
  56618. * @param newGenerator use new generator object for cloned trail mesh
  56619. * @returns a new mesh
  56620. */
  56621. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56622. /**
  56623. * Serializes this trail mesh
  56624. * @param serializationObject object to write serialization to
  56625. */
  56626. serialize(serializationObject: any): void;
  56627. /**
  56628. * Parses a serialized trail mesh
  56629. * @param parsedMesh the serialized mesh
  56630. * @param scene the scene to create the trail mesh in
  56631. * @returns the created trail mesh
  56632. */
  56633. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56634. }
  56635. }
  56636. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56637. import { Nullable } from "babylonjs/types";
  56638. import { Scene } from "babylonjs/scene";
  56639. import { Vector4 } from "babylonjs/Maths/math.vector";
  56640. import { Color4 } from "babylonjs/Maths/math.color";
  56641. import { Mesh } from "babylonjs/Meshes/mesh";
  56642. /**
  56643. * Class containing static functions to help procedurally build meshes
  56644. */
  56645. export class TiledBoxBuilder {
  56646. /**
  56647. * Creates a box mesh
  56648. * 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)
  56649. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56650. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56651. * * If you create a double-sided mesh, you can choose what parts of 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
  56652. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56653. * @param name defines the name of the mesh
  56654. * @param options defines the options used to create the mesh
  56655. * @param scene defines the hosting scene
  56656. * @returns the box mesh
  56657. */
  56658. static CreateTiledBox(name: string, options: {
  56659. pattern?: number;
  56660. width?: number;
  56661. height?: number;
  56662. depth?: number;
  56663. tileSize?: number;
  56664. tileWidth?: number;
  56665. tileHeight?: number;
  56666. alignHorizontal?: number;
  56667. alignVertical?: number;
  56668. faceUV?: Vector4[];
  56669. faceColors?: Color4[];
  56670. sideOrientation?: number;
  56671. updatable?: boolean;
  56672. }, scene?: Nullable<Scene>): Mesh;
  56673. }
  56674. }
  56675. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56676. import { Vector4 } from "babylonjs/Maths/math.vector";
  56677. import { Mesh } from "babylonjs/Meshes/mesh";
  56678. /**
  56679. * Class containing static functions to help procedurally build meshes
  56680. */
  56681. export class TorusKnotBuilder {
  56682. /**
  56683. * Creates a torus knot mesh
  56684. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56685. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56686. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56687. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56688. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56689. * * If you create a double-sided mesh, you can choose what parts of 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
  56690. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56691. * @param name defines the name of the mesh
  56692. * @param options defines the options used to create the mesh
  56693. * @param scene defines the hosting scene
  56694. * @returns the torus knot mesh
  56695. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56696. */
  56697. static CreateTorusKnot(name: string, options: {
  56698. radius?: number;
  56699. tube?: number;
  56700. radialSegments?: number;
  56701. tubularSegments?: number;
  56702. p?: number;
  56703. q?: number;
  56704. updatable?: boolean;
  56705. sideOrientation?: number;
  56706. frontUVs?: Vector4;
  56707. backUVs?: Vector4;
  56708. }, scene: any): Mesh;
  56709. }
  56710. }
  56711. declare module "babylonjs/Meshes/polygonMesh" {
  56712. import { Scene } from "babylonjs/scene";
  56713. import { Vector2 } from "babylonjs/Maths/math.vector";
  56714. import { Mesh } from "babylonjs/Meshes/mesh";
  56715. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56716. import { Path2 } from "babylonjs/Maths/math.path";
  56717. /**
  56718. * Polygon
  56719. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56720. */
  56721. export class Polygon {
  56722. /**
  56723. * Creates a rectangle
  56724. * @param xmin bottom X coord
  56725. * @param ymin bottom Y coord
  56726. * @param xmax top X coord
  56727. * @param ymax top Y coord
  56728. * @returns points that make the resulting rectation
  56729. */
  56730. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56731. /**
  56732. * Creates a circle
  56733. * @param radius radius of circle
  56734. * @param cx scale in x
  56735. * @param cy scale in y
  56736. * @param numberOfSides number of sides that make up the circle
  56737. * @returns points that make the resulting circle
  56738. */
  56739. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56740. /**
  56741. * Creates a polygon from input string
  56742. * @param input Input polygon data
  56743. * @returns the parsed points
  56744. */
  56745. static Parse(input: string): Vector2[];
  56746. /**
  56747. * Starts building a polygon from x and y coordinates
  56748. * @param x x coordinate
  56749. * @param y y coordinate
  56750. * @returns the started path2
  56751. */
  56752. static StartingAt(x: number, y: number): Path2;
  56753. }
  56754. /**
  56755. * Builds a polygon
  56756. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56757. */
  56758. export class PolygonMeshBuilder {
  56759. private _points;
  56760. private _outlinepoints;
  56761. private _holes;
  56762. private _name;
  56763. private _scene;
  56764. private _epoints;
  56765. private _eholes;
  56766. private _addToepoint;
  56767. /**
  56768. * Babylon reference to the earcut plugin.
  56769. */
  56770. bjsEarcut: any;
  56771. /**
  56772. * Creates a PolygonMeshBuilder
  56773. * @param name name of the builder
  56774. * @param contours Path of the polygon
  56775. * @param scene scene to add to when creating the mesh
  56776. * @param earcutInjection can be used to inject your own earcut reference
  56777. */
  56778. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56779. /**
  56780. * Adds a whole within the polygon
  56781. * @param hole Array of points defining the hole
  56782. * @returns this
  56783. */
  56784. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56785. /**
  56786. * Creates the polygon
  56787. * @param updatable If the mesh should be updatable
  56788. * @param depth The depth of the mesh created
  56789. * @returns the created mesh
  56790. */
  56791. build(updatable?: boolean, depth?: number): Mesh;
  56792. /**
  56793. * Creates the polygon
  56794. * @param depth The depth of the mesh created
  56795. * @returns the created VertexData
  56796. */
  56797. buildVertexData(depth?: number): VertexData;
  56798. /**
  56799. * Adds a side to the polygon
  56800. * @param positions points that make the polygon
  56801. * @param normals normals of the polygon
  56802. * @param uvs uvs of the polygon
  56803. * @param indices indices of the polygon
  56804. * @param bounds bounds of the polygon
  56805. * @param points points of the polygon
  56806. * @param depth depth of the polygon
  56807. * @param flip flip of the polygon
  56808. */
  56809. private addSide;
  56810. }
  56811. }
  56812. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56813. import { Scene } from "babylonjs/scene";
  56814. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56815. import { Color4 } from "babylonjs/Maths/math.color";
  56816. import { Mesh } from "babylonjs/Meshes/mesh";
  56817. import { Nullable } from "babylonjs/types";
  56818. /**
  56819. * Class containing static functions to help procedurally build meshes
  56820. */
  56821. export class PolygonBuilder {
  56822. /**
  56823. * Creates a polygon mesh
  56824. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56825. * * 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
  56826. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56828. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56829. * * Remember you can only change the shape positions, not their number when updating a polygon
  56830. * @param name defines the name of the mesh
  56831. * @param options defines the options used to create the mesh
  56832. * @param scene defines the hosting scene
  56833. * @param earcutInjection can be used to inject your own earcut reference
  56834. * @returns the polygon mesh
  56835. */
  56836. static CreatePolygon(name: string, options: {
  56837. shape: Vector3[];
  56838. holes?: Vector3[][];
  56839. depth?: number;
  56840. faceUV?: Vector4[];
  56841. faceColors?: Color4[];
  56842. updatable?: boolean;
  56843. sideOrientation?: number;
  56844. frontUVs?: Vector4;
  56845. backUVs?: Vector4;
  56846. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56847. /**
  56848. * Creates an extruded polygon mesh, with depth in the Y direction.
  56849. * * 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)
  56850. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56851. * @param name defines the name of the mesh
  56852. * @param options defines the options used to create the mesh
  56853. * @param scene defines the hosting scene
  56854. * @param earcutInjection can be used to inject your own earcut reference
  56855. * @returns the polygon mesh
  56856. */
  56857. static ExtrudePolygon(name: string, options: {
  56858. shape: Vector3[];
  56859. holes?: Vector3[][];
  56860. depth?: number;
  56861. faceUV?: Vector4[];
  56862. faceColors?: Color4[];
  56863. updatable?: boolean;
  56864. sideOrientation?: number;
  56865. frontUVs?: Vector4;
  56866. backUVs?: Vector4;
  56867. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56868. }
  56869. }
  56870. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56871. import { Scene } from "babylonjs/scene";
  56872. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56873. import { Mesh } from "babylonjs/Meshes/mesh";
  56874. import { Nullable } from "babylonjs/types";
  56875. /**
  56876. * Class containing static functions to help procedurally build meshes
  56877. */
  56878. export class LatheBuilder {
  56879. /**
  56880. * Creates lathe mesh.
  56881. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56882. * * 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
  56883. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56884. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56885. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56886. * * 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
  56887. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56888. * * 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
  56889. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56890. * * If you create a double-sided mesh, you can choose what parts of 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
  56891. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56893. * @param name defines the name of the mesh
  56894. * @param options defines the options used to create the mesh
  56895. * @param scene defines the hosting scene
  56896. * @returns the lathe mesh
  56897. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56898. */
  56899. static CreateLathe(name: string, options: {
  56900. shape: Vector3[];
  56901. radius?: number;
  56902. tessellation?: number;
  56903. clip?: number;
  56904. arc?: number;
  56905. closed?: boolean;
  56906. updatable?: boolean;
  56907. sideOrientation?: number;
  56908. frontUVs?: Vector4;
  56909. backUVs?: Vector4;
  56910. cap?: number;
  56911. invertUV?: boolean;
  56912. }, scene?: Nullable<Scene>): Mesh;
  56913. }
  56914. }
  56915. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56916. import { Nullable } from "babylonjs/types";
  56917. import { Scene } from "babylonjs/scene";
  56918. import { Vector4 } from "babylonjs/Maths/math.vector";
  56919. import { Mesh } from "babylonjs/Meshes/mesh";
  56920. /**
  56921. * Class containing static functions to help procedurally build meshes
  56922. */
  56923. export class TiledPlaneBuilder {
  56924. /**
  56925. * Creates a tiled plane mesh
  56926. * * The parameter `pattern` will, depending on value, do nothing or
  56927. * * * flip (reflect about central vertical) alternate tiles across and up
  56928. * * * flip every tile on alternate rows
  56929. * * * rotate (180 degs) alternate tiles across and up
  56930. * * * rotate every tile on alternate rows
  56931. * * * flip and rotate alternate tiles across and up
  56932. * * * flip and rotate every tile on alternate rows
  56933. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56934. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56935. * * If you create a double-sided mesh, you can choose what parts of 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
  56936. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56937. * * 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)
  56938. * * 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)
  56939. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56940. * @param name defines the name of the mesh
  56941. * @param options defines the options used to create the mesh
  56942. * @param scene defines the hosting scene
  56943. * @returns the box mesh
  56944. */
  56945. static CreateTiledPlane(name: string, options: {
  56946. pattern?: number;
  56947. tileSize?: number;
  56948. tileWidth?: number;
  56949. tileHeight?: number;
  56950. size?: number;
  56951. width?: number;
  56952. height?: number;
  56953. alignHorizontal?: number;
  56954. alignVertical?: number;
  56955. sideOrientation?: number;
  56956. frontUVs?: Vector4;
  56957. backUVs?: Vector4;
  56958. updatable?: boolean;
  56959. }, scene?: Nullable<Scene>): Mesh;
  56960. }
  56961. }
  56962. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56963. import { Nullable } from "babylonjs/types";
  56964. import { Scene } from "babylonjs/scene";
  56965. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56966. import { Mesh } from "babylonjs/Meshes/mesh";
  56967. /**
  56968. * Class containing static functions to help procedurally build meshes
  56969. */
  56970. export class TubeBuilder {
  56971. /**
  56972. * Creates a tube mesh.
  56973. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56974. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56975. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56976. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56977. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56978. * * 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)
  56979. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56980. * * 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
  56981. * * 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
  56982. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56983. * * If you create a double-sided mesh, you can choose what parts of 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
  56984. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56985. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56986. * @param name defines the name of the mesh
  56987. * @param options defines the options used to create the mesh
  56988. * @param scene defines the hosting scene
  56989. * @returns the tube mesh
  56990. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56991. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56992. */
  56993. static CreateTube(name: string, options: {
  56994. path: Vector3[];
  56995. radius?: number;
  56996. tessellation?: number;
  56997. radiusFunction?: {
  56998. (i: number, distance: number): number;
  56999. };
  57000. cap?: number;
  57001. arc?: number;
  57002. updatable?: boolean;
  57003. sideOrientation?: number;
  57004. frontUVs?: Vector4;
  57005. backUVs?: Vector4;
  57006. instance?: Mesh;
  57007. invertUV?: boolean;
  57008. }, scene?: Nullable<Scene>): Mesh;
  57009. }
  57010. }
  57011. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57012. import { Scene } from "babylonjs/scene";
  57013. import { Vector4 } from "babylonjs/Maths/math.vector";
  57014. import { Mesh } from "babylonjs/Meshes/mesh";
  57015. import { Nullable } from "babylonjs/types";
  57016. /**
  57017. * Class containing static functions to help procedurally build meshes
  57018. */
  57019. export class IcoSphereBuilder {
  57020. /**
  57021. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57022. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57023. * * 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`)
  57024. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57025. * * 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
  57026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57027. * * If you create a double-sided mesh, you can choose what parts of 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
  57028. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57029. * @param name defines the name of the mesh
  57030. * @param options defines the options used to create the mesh
  57031. * @param scene defines the hosting scene
  57032. * @returns the icosahedron mesh
  57033. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57034. */
  57035. static CreateIcoSphere(name: string, options: {
  57036. radius?: number;
  57037. radiusX?: number;
  57038. radiusY?: number;
  57039. radiusZ?: number;
  57040. flat?: boolean;
  57041. subdivisions?: number;
  57042. sideOrientation?: number;
  57043. frontUVs?: Vector4;
  57044. backUVs?: Vector4;
  57045. updatable?: boolean;
  57046. }, scene?: Nullable<Scene>): Mesh;
  57047. }
  57048. }
  57049. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57050. import { Vector3 } from "babylonjs/Maths/math.vector";
  57051. import { Mesh } from "babylonjs/Meshes/mesh";
  57052. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57053. /**
  57054. * Class containing static functions to help procedurally build meshes
  57055. */
  57056. export class DecalBuilder {
  57057. /**
  57058. * Creates a decal mesh.
  57059. * 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
  57060. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57061. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57062. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57063. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57064. * @param name defines the name of the mesh
  57065. * @param sourceMesh defines the mesh where the decal must be applied
  57066. * @param options defines the options used to create the mesh
  57067. * @param scene defines the hosting scene
  57068. * @returns the decal mesh
  57069. * @see https://doc.babylonjs.com/how_to/decals
  57070. */
  57071. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57072. position?: Vector3;
  57073. normal?: Vector3;
  57074. size?: Vector3;
  57075. angle?: number;
  57076. }): Mesh;
  57077. }
  57078. }
  57079. declare module "babylonjs/Meshes/meshBuilder" {
  57080. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57081. import { Nullable } from "babylonjs/types";
  57082. import { Scene } from "babylonjs/scene";
  57083. import { Mesh } from "babylonjs/Meshes/mesh";
  57084. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57085. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57087. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57088. import { Plane } from "babylonjs/Maths/math.plane";
  57089. /**
  57090. * Class containing static functions to help procedurally build meshes
  57091. */
  57092. export class MeshBuilder {
  57093. /**
  57094. * Creates a box mesh
  57095. * * The parameter `size` sets the size (float) of each box side (default 1)
  57096. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57097. * * 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)
  57098. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57099. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57100. * * If you create a double-sided mesh, you can choose what parts of 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
  57101. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57102. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57103. * @param name defines the name of the mesh
  57104. * @param options defines the options used to create the mesh
  57105. * @param scene defines the hosting scene
  57106. * @returns the box mesh
  57107. */
  57108. static CreateBox(name: string, options: {
  57109. size?: number;
  57110. width?: number;
  57111. height?: number;
  57112. depth?: number;
  57113. faceUV?: Vector4[];
  57114. faceColors?: Color4[];
  57115. sideOrientation?: number;
  57116. frontUVs?: Vector4;
  57117. backUVs?: Vector4;
  57118. updatable?: boolean;
  57119. }, scene?: Nullable<Scene>): Mesh;
  57120. /**
  57121. * Creates a tiled box mesh
  57122. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57124. * @param name defines the name of the mesh
  57125. * @param options defines the options used to create the mesh
  57126. * @param scene defines the hosting scene
  57127. * @returns the tiled box mesh
  57128. */
  57129. static CreateTiledBox(name: string, options: {
  57130. pattern?: number;
  57131. size?: number;
  57132. width?: number;
  57133. height?: number;
  57134. depth: number;
  57135. tileSize?: number;
  57136. tileWidth?: number;
  57137. tileHeight?: number;
  57138. faceUV?: Vector4[];
  57139. faceColors?: Color4[];
  57140. alignHorizontal?: number;
  57141. alignVertical?: number;
  57142. sideOrientation?: number;
  57143. updatable?: boolean;
  57144. }, scene?: Nullable<Scene>): Mesh;
  57145. /**
  57146. * Creates a sphere mesh
  57147. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  57148. * * 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`)
  57149. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57150. * * 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
  57151. * * 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)
  57152. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57153. * * If you create a double-sided mesh, you can choose what parts of 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
  57154. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57155. * @param name defines the name of the mesh
  57156. * @param options defines the options used to create the mesh
  57157. * @param scene defines the hosting scene
  57158. * @returns the sphere mesh
  57159. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57160. */
  57161. static CreateSphere(name: string, options: {
  57162. segments?: number;
  57163. diameter?: number;
  57164. diameterX?: number;
  57165. diameterY?: number;
  57166. diameterZ?: number;
  57167. arc?: number;
  57168. slice?: number;
  57169. sideOrientation?: number;
  57170. frontUVs?: Vector4;
  57171. backUVs?: Vector4;
  57172. updatable?: boolean;
  57173. }, scene?: Nullable<Scene>): Mesh;
  57174. /**
  57175. * Creates a plane polygonal mesh. By default, this is a disc
  57176. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57177. * * 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
  57178. * * 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
  57179. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57180. * * If you create a double-sided mesh, you can choose what parts of 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
  57181. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57182. * @param name defines the name of the mesh
  57183. * @param options defines the options used to create the mesh
  57184. * @param scene defines the hosting scene
  57185. * @returns the plane polygonal mesh
  57186. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57187. */
  57188. static CreateDisc(name: string, options: {
  57189. radius?: number;
  57190. tessellation?: number;
  57191. arc?: number;
  57192. updatable?: boolean;
  57193. sideOrientation?: number;
  57194. frontUVs?: Vector4;
  57195. backUVs?: Vector4;
  57196. }, scene?: Nullable<Scene>): Mesh;
  57197. /**
  57198. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57199. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57200. * * 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`)
  57201. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57202. * * 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
  57203. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57204. * * If you create a double-sided mesh, you can choose what parts of 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
  57205. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57206. * @param name defines the name of the mesh
  57207. * @param options defines the options used to create the mesh
  57208. * @param scene defines the hosting scene
  57209. * @returns the icosahedron mesh
  57210. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57211. */
  57212. static CreateIcoSphere(name: string, options: {
  57213. radius?: number;
  57214. radiusX?: number;
  57215. radiusY?: number;
  57216. radiusZ?: number;
  57217. flat?: boolean;
  57218. subdivisions?: number;
  57219. sideOrientation?: number;
  57220. frontUVs?: Vector4;
  57221. backUVs?: Vector4;
  57222. updatable?: boolean;
  57223. }, scene?: Nullable<Scene>): Mesh;
  57224. /**
  57225. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57226. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57227. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57228. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57229. * * 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
  57230. * * 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
  57231. * * 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
  57232. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57233. * * If you create a double-sided mesh, you can choose what parts of 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
  57234. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57235. * * 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
  57236. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57237. * * 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
  57238. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57239. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57240. * @param name defines the name of the mesh
  57241. * @param options defines the options used to create the mesh
  57242. * @param scene defines the hosting scene
  57243. * @returns the ribbon mesh
  57244. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57245. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57246. */
  57247. static CreateRibbon(name: string, options: {
  57248. pathArray: Vector3[][];
  57249. closeArray?: boolean;
  57250. closePath?: boolean;
  57251. offset?: number;
  57252. updatable?: boolean;
  57253. sideOrientation?: number;
  57254. frontUVs?: Vector4;
  57255. backUVs?: Vector4;
  57256. instance?: Mesh;
  57257. invertUV?: boolean;
  57258. uvs?: Vector2[];
  57259. colors?: Color4[];
  57260. }, scene?: Nullable<Scene>): Mesh;
  57261. /**
  57262. * Creates a cylinder or a cone mesh
  57263. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57264. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57265. * * 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.
  57266. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57267. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57268. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57269. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57270. * * 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).
  57271. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57272. * * 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).
  57273. * * 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
  57274. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57275. * * 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
  57276. * * 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.
  57277. * * If `enclose` is false, a ring surface is one element.
  57278. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57279. * * 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
  57280. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57281. * * If you create a double-sided mesh, you can choose what parts of 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
  57282. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57283. * @param name defines the name of the mesh
  57284. * @param options defines the options used to create the mesh
  57285. * @param scene defines the hosting scene
  57286. * @returns the cylinder mesh
  57287. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57288. */
  57289. static CreateCylinder(name: string, options: {
  57290. height?: number;
  57291. diameterTop?: number;
  57292. diameterBottom?: number;
  57293. diameter?: number;
  57294. tessellation?: number;
  57295. subdivisions?: number;
  57296. arc?: number;
  57297. faceColors?: Color4[];
  57298. faceUV?: Vector4[];
  57299. updatable?: boolean;
  57300. hasRings?: boolean;
  57301. enclose?: boolean;
  57302. cap?: number;
  57303. sideOrientation?: number;
  57304. frontUVs?: Vector4;
  57305. backUVs?: Vector4;
  57306. }, scene?: Nullable<Scene>): Mesh;
  57307. /**
  57308. * Creates a torus mesh
  57309. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57310. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57311. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57312. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57313. * * If you create a double-sided mesh, you can choose what parts of 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
  57314. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57315. * @param name defines the name of the mesh
  57316. * @param options defines the options used to create the mesh
  57317. * @param scene defines the hosting scene
  57318. * @returns the torus mesh
  57319. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57320. */
  57321. static CreateTorus(name: string, options: {
  57322. diameter?: number;
  57323. thickness?: number;
  57324. tessellation?: number;
  57325. updatable?: boolean;
  57326. sideOrientation?: number;
  57327. frontUVs?: Vector4;
  57328. backUVs?: Vector4;
  57329. }, scene?: Nullable<Scene>): Mesh;
  57330. /**
  57331. * Creates a torus knot mesh
  57332. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57333. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57334. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57335. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57336. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57337. * * If you create a double-sided mesh, you can choose what parts of 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
  57338. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57339. * @param name defines the name of the mesh
  57340. * @param options defines the options used to create the mesh
  57341. * @param scene defines the hosting scene
  57342. * @returns the torus knot mesh
  57343. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57344. */
  57345. static CreateTorusKnot(name: string, options: {
  57346. radius?: number;
  57347. tube?: number;
  57348. radialSegments?: number;
  57349. tubularSegments?: number;
  57350. p?: number;
  57351. q?: number;
  57352. updatable?: boolean;
  57353. sideOrientation?: number;
  57354. frontUVs?: Vector4;
  57355. backUVs?: Vector4;
  57356. }, scene?: Nullable<Scene>): Mesh;
  57357. /**
  57358. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57359. * * 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
  57360. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57361. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57362. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57363. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57364. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57365. * * 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
  57366. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57367. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57368. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57369. * @param name defines the name of the new line system
  57370. * @param options defines the options used to create the line system
  57371. * @param scene defines the hosting scene
  57372. * @returns a new line system mesh
  57373. */
  57374. static CreateLineSystem(name: string, options: {
  57375. lines: Vector3[][];
  57376. updatable?: boolean;
  57377. instance?: Nullable<LinesMesh>;
  57378. colors?: Nullable<Color4[][]>;
  57379. useVertexAlpha?: boolean;
  57380. }, scene: Nullable<Scene>): LinesMesh;
  57381. /**
  57382. * Creates a line mesh
  57383. * 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
  57384. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57385. * * The parameter `points` is an array successive Vector3
  57386. * * 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
  57387. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57388. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57389. * * When updating an instance, remember that only point positions can change, not the number of points
  57390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57391. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57392. * @param name defines the name of the new line system
  57393. * @param options defines the options used to create the line system
  57394. * @param scene defines the hosting scene
  57395. * @returns a new line mesh
  57396. */
  57397. static CreateLines(name: string, options: {
  57398. points: Vector3[];
  57399. updatable?: boolean;
  57400. instance?: Nullable<LinesMesh>;
  57401. colors?: Color4[];
  57402. useVertexAlpha?: boolean;
  57403. }, scene?: Nullable<Scene>): LinesMesh;
  57404. /**
  57405. * Creates a dashed line mesh
  57406. * * 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
  57407. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57408. * * The parameter `points` is an array successive Vector3
  57409. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57410. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57411. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57412. * * 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
  57413. * * When updating an instance, remember that only point positions can change, not the number of points
  57414. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57415. * @param name defines the name of the mesh
  57416. * @param options defines the options used to create the mesh
  57417. * @param scene defines the hosting scene
  57418. * @returns the dashed line mesh
  57419. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57420. */
  57421. static CreateDashedLines(name: string, options: {
  57422. points: Vector3[];
  57423. dashSize?: number;
  57424. gapSize?: number;
  57425. dashNb?: number;
  57426. updatable?: boolean;
  57427. instance?: LinesMesh;
  57428. }, scene?: Nullable<Scene>): LinesMesh;
  57429. /**
  57430. * 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.
  57431. * * 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.
  57432. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57433. * * 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.
  57434. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57435. * * 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
  57436. * * 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
  57437. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57438. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57439. * * If you create a double-sided mesh, you can choose what parts of 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
  57440. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57441. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57442. * @param name defines the name of the mesh
  57443. * @param options defines the options used to create the mesh
  57444. * @param scene defines the hosting scene
  57445. * @returns the extruded shape mesh
  57446. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57447. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57448. */
  57449. static ExtrudeShape(name: string, options: {
  57450. shape: Vector3[];
  57451. path: Vector3[];
  57452. scale?: number;
  57453. rotation?: number;
  57454. cap?: number;
  57455. updatable?: boolean;
  57456. sideOrientation?: number;
  57457. frontUVs?: Vector4;
  57458. backUVs?: Vector4;
  57459. instance?: Mesh;
  57460. invertUV?: boolean;
  57461. }, scene?: Nullable<Scene>): Mesh;
  57462. /**
  57463. * Creates an custom extruded shape mesh.
  57464. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57465. * * 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.
  57466. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57467. * * 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
  57468. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57469. * * 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
  57470. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57471. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57472. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57473. * * 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
  57474. * * 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
  57475. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57477. * * If you create a double-sided mesh, you can choose what parts of 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
  57478. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57479. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57480. * @param name defines the name of the mesh
  57481. * @param options defines the options used to create the mesh
  57482. * @param scene defines the hosting scene
  57483. * @returns the custom extruded shape mesh
  57484. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57485. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57486. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57487. */
  57488. static ExtrudeShapeCustom(name: string, options: {
  57489. shape: Vector3[];
  57490. path: Vector3[];
  57491. scaleFunction?: any;
  57492. rotationFunction?: any;
  57493. ribbonCloseArray?: boolean;
  57494. ribbonClosePath?: boolean;
  57495. cap?: number;
  57496. updatable?: boolean;
  57497. sideOrientation?: number;
  57498. frontUVs?: Vector4;
  57499. backUVs?: Vector4;
  57500. instance?: Mesh;
  57501. invertUV?: boolean;
  57502. }, scene?: Nullable<Scene>): Mesh;
  57503. /**
  57504. * Creates lathe mesh.
  57505. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57506. * * 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
  57507. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57508. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57509. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57510. * * 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
  57511. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57512. * * 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
  57513. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57514. * * If you create a double-sided mesh, you can choose what parts of 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
  57515. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57517. * @param name defines the name of the mesh
  57518. * @param options defines the options used to create the mesh
  57519. * @param scene defines the hosting scene
  57520. * @returns the lathe mesh
  57521. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57522. */
  57523. static CreateLathe(name: string, options: {
  57524. shape: Vector3[];
  57525. radius?: number;
  57526. tessellation?: number;
  57527. clip?: number;
  57528. arc?: number;
  57529. closed?: boolean;
  57530. updatable?: boolean;
  57531. sideOrientation?: number;
  57532. frontUVs?: Vector4;
  57533. backUVs?: Vector4;
  57534. cap?: number;
  57535. invertUV?: boolean;
  57536. }, scene?: Nullable<Scene>): Mesh;
  57537. /**
  57538. * Creates a tiled plane mesh
  57539. * * You can set a limited pattern arrangement with the tiles
  57540. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57541. * * If you create a double-sided mesh, you can choose what parts of 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
  57542. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57543. * @param name defines the name of the mesh
  57544. * @param options defines the options used to create the mesh
  57545. * @param scene defines the hosting scene
  57546. * @returns the plane mesh
  57547. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57548. */
  57549. static CreateTiledPlane(name: string, options: {
  57550. pattern?: number;
  57551. tileSize?: number;
  57552. tileWidth?: number;
  57553. tileHeight?: number;
  57554. size?: number;
  57555. width?: number;
  57556. height?: number;
  57557. alignHorizontal?: number;
  57558. alignVertical?: number;
  57559. sideOrientation?: number;
  57560. frontUVs?: Vector4;
  57561. backUVs?: Vector4;
  57562. updatable?: boolean;
  57563. }, scene?: Nullable<Scene>): Mesh;
  57564. /**
  57565. * Creates a plane mesh
  57566. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57567. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57568. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57569. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57570. * * If you create a double-sided mesh, you can choose what parts of 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
  57571. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57572. * @param name defines the name of the mesh
  57573. * @param options defines the options used to create the mesh
  57574. * @param scene defines the hosting scene
  57575. * @returns the plane mesh
  57576. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57577. */
  57578. static CreatePlane(name: string, options: {
  57579. size?: number;
  57580. width?: number;
  57581. height?: number;
  57582. sideOrientation?: number;
  57583. frontUVs?: Vector4;
  57584. backUVs?: Vector4;
  57585. updatable?: boolean;
  57586. sourcePlane?: Plane;
  57587. }, scene?: Nullable<Scene>): Mesh;
  57588. /**
  57589. * Creates a ground mesh
  57590. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57591. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57593. * @param name defines the name of the mesh
  57594. * @param options defines the options used to create the mesh
  57595. * @param scene defines the hosting scene
  57596. * @returns the ground mesh
  57597. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57598. */
  57599. static CreateGround(name: string, options: {
  57600. width?: number;
  57601. height?: number;
  57602. subdivisions?: number;
  57603. subdivisionsX?: number;
  57604. subdivisionsY?: number;
  57605. updatable?: boolean;
  57606. }, scene?: Nullable<Scene>): Mesh;
  57607. /**
  57608. * Creates a tiled ground mesh
  57609. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57610. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57611. * * 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
  57612. * * 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
  57613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57614. * @param name defines the name of the mesh
  57615. * @param options defines the options used to create the mesh
  57616. * @param scene defines the hosting scene
  57617. * @returns the tiled ground mesh
  57618. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57619. */
  57620. static CreateTiledGround(name: string, options: {
  57621. xmin: number;
  57622. zmin: number;
  57623. xmax: number;
  57624. zmax: number;
  57625. subdivisions?: {
  57626. w: number;
  57627. h: number;
  57628. };
  57629. precision?: {
  57630. w: number;
  57631. h: number;
  57632. };
  57633. updatable?: boolean;
  57634. }, scene?: Nullable<Scene>): Mesh;
  57635. /**
  57636. * Creates a ground mesh from a height map
  57637. * * The parameter `url` sets the URL of the height map image resource.
  57638. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57639. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57640. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57641. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57642. * * 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.
  57643. * * 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).
  57644. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57646. * @param name defines the name of the mesh
  57647. * @param url defines the url to the height map
  57648. * @param options defines the options used to create the mesh
  57649. * @param scene defines the hosting scene
  57650. * @returns the ground mesh
  57651. * @see https://doc.babylonjs.com/babylon101/height_map
  57652. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57653. */
  57654. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57655. width?: number;
  57656. height?: number;
  57657. subdivisions?: number;
  57658. minHeight?: number;
  57659. maxHeight?: number;
  57660. colorFilter?: Color3;
  57661. alphaFilter?: number;
  57662. updatable?: boolean;
  57663. onReady?: (mesh: GroundMesh) => void;
  57664. }, scene?: Nullable<Scene>): GroundMesh;
  57665. /**
  57666. * Creates a polygon mesh
  57667. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57668. * * 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
  57669. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57670. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57671. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57672. * * Remember you can only change the shape positions, not their number when updating a polygon
  57673. * @param name defines the name of the mesh
  57674. * @param options defines the options used to create the mesh
  57675. * @param scene defines the hosting scene
  57676. * @param earcutInjection can be used to inject your own earcut reference
  57677. * @returns the polygon mesh
  57678. */
  57679. static CreatePolygon(name: string, options: {
  57680. shape: Vector3[];
  57681. holes?: Vector3[][];
  57682. depth?: number;
  57683. faceUV?: Vector4[];
  57684. faceColors?: Color4[];
  57685. updatable?: boolean;
  57686. sideOrientation?: number;
  57687. frontUVs?: Vector4;
  57688. backUVs?: Vector4;
  57689. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57690. /**
  57691. * Creates an extruded polygon mesh, with depth in the Y direction.
  57692. * * 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)
  57693. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57694. * @param name defines the name of the mesh
  57695. * @param options defines the options used to create the mesh
  57696. * @param scene defines the hosting scene
  57697. * @param earcutInjection can be used to inject your own earcut reference
  57698. * @returns the polygon mesh
  57699. */
  57700. static ExtrudePolygon(name: string, options: {
  57701. shape: Vector3[];
  57702. holes?: Vector3[][];
  57703. depth?: number;
  57704. faceUV?: Vector4[];
  57705. faceColors?: Color4[];
  57706. updatable?: boolean;
  57707. sideOrientation?: number;
  57708. frontUVs?: Vector4;
  57709. backUVs?: Vector4;
  57710. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57711. /**
  57712. * Creates a tube mesh.
  57713. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57714. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57715. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57716. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57717. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57718. * * 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)
  57719. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57720. * * 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
  57721. * * 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
  57722. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57723. * * If you create a double-sided mesh, you can choose what parts of 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
  57724. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57726. * @param name defines the name of the mesh
  57727. * @param options defines the options used to create the mesh
  57728. * @param scene defines the hosting scene
  57729. * @returns the tube mesh
  57730. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57731. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57732. */
  57733. static CreateTube(name: string, options: {
  57734. path: Vector3[];
  57735. radius?: number;
  57736. tessellation?: number;
  57737. radiusFunction?: {
  57738. (i: number, distance: number): number;
  57739. };
  57740. cap?: number;
  57741. arc?: number;
  57742. updatable?: boolean;
  57743. sideOrientation?: number;
  57744. frontUVs?: Vector4;
  57745. backUVs?: Vector4;
  57746. instance?: Mesh;
  57747. invertUV?: boolean;
  57748. }, scene?: Nullable<Scene>): Mesh;
  57749. /**
  57750. * Creates a polyhedron mesh
  57751. * * 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
  57752. * * The parameter `size` (positive float, default 1) sets the polygon size
  57753. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57754. * * 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`
  57755. * * 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
  57756. * * 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)`)
  57757. * * 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
  57758. * * 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
  57759. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57760. * * If you create a double-sided mesh, you can choose what parts of 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
  57761. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57762. * @param name defines the name of the mesh
  57763. * @param options defines the options used to create the mesh
  57764. * @param scene defines the hosting scene
  57765. * @returns the polyhedron mesh
  57766. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57767. */
  57768. static CreatePolyhedron(name: string, options: {
  57769. type?: number;
  57770. size?: number;
  57771. sizeX?: number;
  57772. sizeY?: number;
  57773. sizeZ?: number;
  57774. custom?: any;
  57775. faceUV?: Vector4[];
  57776. faceColors?: Color4[];
  57777. flat?: boolean;
  57778. updatable?: boolean;
  57779. sideOrientation?: number;
  57780. frontUVs?: Vector4;
  57781. backUVs?: Vector4;
  57782. }, scene?: Nullable<Scene>): Mesh;
  57783. /**
  57784. * Creates a decal mesh.
  57785. * 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
  57786. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57787. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57788. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57789. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57790. * @param name defines the name of the mesh
  57791. * @param sourceMesh defines the mesh where the decal must be applied
  57792. * @param options defines the options used to create the mesh
  57793. * @param scene defines the hosting scene
  57794. * @returns the decal mesh
  57795. * @see https://doc.babylonjs.com/how_to/decals
  57796. */
  57797. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57798. position?: Vector3;
  57799. normal?: Vector3;
  57800. size?: Vector3;
  57801. angle?: number;
  57802. }): Mesh;
  57803. }
  57804. }
  57805. declare module "babylonjs/Meshes/meshSimplification" {
  57806. import { Mesh } from "babylonjs/Meshes/mesh";
  57807. /**
  57808. * A simplifier interface for future simplification implementations
  57809. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57810. */
  57811. export interface ISimplifier {
  57812. /**
  57813. * Simplification of a given mesh according to the given settings.
  57814. * Since this requires computation, it is assumed that the function runs async.
  57815. * @param settings The settings of the simplification, including quality and distance
  57816. * @param successCallback A callback that will be called after the mesh was simplified.
  57817. * @param errorCallback in case of an error, this callback will be called. optional.
  57818. */
  57819. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57820. }
  57821. /**
  57822. * Expected simplification settings.
  57823. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57824. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57825. */
  57826. export interface ISimplificationSettings {
  57827. /**
  57828. * Gets or sets the expected quality
  57829. */
  57830. quality: number;
  57831. /**
  57832. * Gets or sets the distance when this optimized version should be used
  57833. */
  57834. distance: number;
  57835. /**
  57836. * Gets an already optimized mesh
  57837. */
  57838. optimizeMesh?: boolean;
  57839. }
  57840. /**
  57841. * Class used to specify simplification options
  57842. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57843. */
  57844. export class SimplificationSettings implements ISimplificationSettings {
  57845. /** expected quality */
  57846. quality: number;
  57847. /** distance when this optimized version should be used */
  57848. distance: number;
  57849. /** already optimized mesh */
  57850. optimizeMesh?: boolean | undefined;
  57851. /**
  57852. * Creates a SimplificationSettings
  57853. * @param quality expected quality
  57854. * @param distance distance when this optimized version should be used
  57855. * @param optimizeMesh already optimized mesh
  57856. */
  57857. constructor(
  57858. /** expected quality */
  57859. quality: number,
  57860. /** distance when this optimized version should be used */
  57861. distance: number,
  57862. /** already optimized mesh */
  57863. optimizeMesh?: boolean | undefined);
  57864. }
  57865. /**
  57866. * Interface used to define a simplification task
  57867. */
  57868. export interface ISimplificationTask {
  57869. /**
  57870. * Array of settings
  57871. */
  57872. settings: Array<ISimplificationSettings>;
  57873. /**
  57874. * Simplification type
  57875. */
  57876. simplificationType: SimplificationType;
  57877. /**
  57878. * Mesh to simplify
  57879. */
  57880. mesh: Mesh;
  57881. /**
  57882. * Callback called on success
  57883. */
  57884. successCallback?: () => void;
  57885. /**
  57886. * Defines if parallel processing can be used
  57887. */
  57888. parallelProcessing: boolean;
  57889. }
  57890. /**
  57891. * Queue used to order the simplification tasks
  57892. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57893. */
  57894. export class SimplificationQueue {
  57895. private _simplificationArray;
  57896. /**
  57897. * Gets a boolean indicating that the process is still running
  57898. */
  57899. running: boolean;
  57900. /**
  57901. * Creates a new queue
  57902. */
  57903. constructor();
  57904. /**
  57905. * Adds a new simplification task
  57906. * @param task defines a task to add
  57907. */
  57908. addTask(task: ISimplificationTask): void;
  57909. /**
  57910. * Execute next task
  57911. */
  57912. executeNext(): void;
  57913. /**
  57914. * Execute a simplification task
  57915. * @param task defines the task to run
  57916. */
  57917. runSimplification(task: ISimplificationTask): void;
  57918. private getSimplifier;
  57919. }
  57920. /**
  57921. * The implemented types of simplification
  57922. * At the moment only Quadratic Error Decimation is implemented
  57923. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57924. */
  57925. export enum SimplificationType {
  57926. /** Quadratic error decimation */
  57927. QUADRATIC = 0
  57928. }
  57929. }
  57930. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57931. import { Scene } from "babylonjs/scene";
  57932. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57933. import { ISceneComponent } from "babylonjs/sceneComponent";
  57934. module "babylonjs/scene" {
  57935. interface Scene {
  57936. /** @hidden (Backing field) */
  57937. _simplificationQueue: SimplificationQueue;
  57938. /**
  57939. * Gets or sets the simplification queue attached to the scene
  57940. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57941. */
  57942. simplificationQueue: SimplificationQueue;
  57943. }
  57944. }
  57945. module "babylonjs/Meshes/mesh" {
  57946. interface Mesh {
  57947. /**
  57948. * Simplify the mesh according to the given array of settings.
  57949. * Function will return immediately and will simplify async
  57950. * @param settings a collection of simplification settings
  57951. * @param parallelProcessing should all levels calculate parallel or one after the other
  57952. * @param simplificationType the type of simplification to run
  57953. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57954. * @returns the current mesh
  57955. */
  57956. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57957. }
  57958. }
  57959. /**
  57960. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57961. * created in a scene
  57962. */
  57963. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57964. /**
  57965. * The component name helpfull to identify the component in the list of scene components.
  57966. */
  57967. readonly name: string;
  57968. /**
  57969. * The scene the component belongs to.
  57970. */
  57971. scene: Scene;
  57972. /**
  57973. * Creates a new instance of the component for the given scene
  57974. * @param scene Defines the scene to register the component in
  57975. */
  57976. constructor(scene: Scene);
  57977. /**
  57978. * Registers the component in a given scene
  57979. */
  57980. register(): void;
  57981. /**
  57982. * Rebuilds the elements related to this component in case of
  57983. * context lost for instance.
  57984. */
  57985. rebuild(): void;
  57986. /**
  57987. * Disposes the component and the associated ressources
  57988. */
  57989. dispose(): void;
  57990. private _beforeCameraUpdate;
  57991. }
  57992. }
  57993. declare module "babylonjs/Meshes/Builders/index" {
  57994. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57995. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57996. export * from "babylonjs/Meshes/Builders/discBuilder";
  57997. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57998. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57999. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58000. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58001. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58002. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58003. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58004. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58005. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58006. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58007. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58008. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58009. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58010. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58011. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58012. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58013. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58014. }
  58015. declare module "babylonjs/Meshes/index" {
  58016. export * from "babylonjs/Meshes/abstractMesh";
  58017. export * from "babylonjs/Meshes/buffer";
  58018. export * from "babylonjs/Meshes/Compression/index";
  58019. export * from "babylonjs/Meshes/csg";
  58020. export * from "babylonjs/Meshes/geometry";
  58021. export * from "babylonjs/Meshes/groundMesh";
  58022. export * from "babylonjs/Meshes/trailMesh";
  58023. export * from "babylonjs/Meshes/instancedMesh";
  58024. export * from "babylonjs/Meshes/linesMesh";
  58025. export * from "babylonjs/Meshes/mesh";
  58026. export * from "babylonjs/Meshes/mesh.vertexData";
  58027. export * from "babylonjs/Meshes/meshBuilder";
  58028. export * from "babylonjs/Meshes/meshSimplification";
  58029. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58030. export * from "babylonjs/Meshes/polygonMesh";
  58031. export * from "babylonjs/Meshes/subMesh";
  58032. export * from "babylonjs/Meshes/meshLODLevel";
  58033. export * from "babylonjs/Meshes/transformNode";
  58034. export * from "babylonjs/Meshes/Builders/index";
  58035. export * from "babylonjs/Meshes/dataBuffer";
  58036. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58037. }
  58038. declare module "babylonjs/Morph/index" {
  58039. export * from "babylonjs/Morph/morphTarget";
  58040. export * from "babylonjs/Morph/morphTargetManager";
  58041. }
  58042. declare module "babylonjs/Navigation/INavigationEngine" {
  58043. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58044. import { Vector3 } from "babylonjs/Maths/math";
  58045. import { Mesh } from "babylonjs/Meshes/mesh";
  58046. import { Scene } from "babylonjs/scene";
  58047. /**
  58048. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58049. */
  58050. export interface INavigationEnginePlugin {
  58051. /**
  58052. * plugin name
  58053. */
  58054. name: string;
  58055. /**
  58056. * Creates a navigation mesh
  58057. * @param meshes array of all the geometry used to compute the navigatio mesh
  58058. * @param parameters bunch of parameters used to filter geometry
  58059. */
  58060. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58061. /**
  58062. * Create a navigation mesh debug mesh
  58063. * @param scene is where the mesh will be added
  58064. * @returns debug display mesh
  58065. */
  58066. createDebugNavMesh(scene: Scene): Mesh;
  58067. /**
  58068. * Get a navigation mesh constrained position, closest to the parameter position
  58069. * @param position world position
  58070. * @returns the closest point to position constrained by the navigation mesh
  58071. */
  58072. getClosestPoint(position: Vector3): Vector3;
  58073. /**
  58074. * Get a navigation mesh constrained position, within a particular radius
  58075. * @param position world position
  58076. * @param maxRadius the maximum distance to the constrained world position
  58077. * @returns the closest point to position constrained by the navigation mesh
  58078. */
  58079. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58080. /**
  58081. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58082. * @param start world position
  58083. * @param end world position
  58084. * @returns array containing world position composing the path
  58085. */
  58086. computePath(start: Vector3, end: Vector3): Vector3[];
  58087. /**
  58088. * If this plugin is supported
  58089. * @returns true if plugin is supported
  58090. */
  58091. isSupported(): boolean;
  58092. /**
  58093. * Create a new Crowd so you can add agents
  58094. * @param maxAgents the maximum agent count in the crowd
  58095. * @param maxAgentRadius the maximum radius an agent can have
  58096. * @param scene to attach the crowd to
  58097. * @returns the crowd you can add agents to
  58098. */
  58099. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58100. /**
  58101. * Release all resources
  58102. */
  58103. dispose(): void;
  58104. }
  58105. /**
  58106. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58107. */
  58108. export interface ICrowd {
  58109. /**
  58110. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58111. * You can attach anything to that node. The node position is updated in the scene update tick.
  58112. * @param pos world position that will be constrained by the navigation mesh
  58113. * @param parameters agent parameters
  58114. * @param transform hooked to the agent that will be update by the scene
  58115. * @returns agent index
  58116. */
  58117. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58118. /**
  58119. * Returns the agent position in world space
  58120. * @param index agent index returned by addAgent
  58121. * @returns world space position
  58122. */
  58123. getAgentPosition(index: number): Vector3;
  58124. /**
  58125. * Gets the agent velocity in world space
  58126. * @param index agent index returned by addAgent
  58127. * @returns world space velocity
  58128. */
  58129. getAgentVelocity(index: number): Vector3;
  58130. /**
  58131. * remove a particular agent previously created
  58132. * @param index agent index returned by addAgent
  58133. */
  58134. removeAgent(index: number): void;
  58135. /**
  58136. * get the list of all agents attached to this crowd
  58137. * @returns list of agent indices
  58138. */
  58139. getAgents(): number[];
  58140. /**
  58141. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58142. * @param deltaTime in seconds
  58143. */
  58144. update(deltaTime: number): void;
  58145. /**
  58146. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58147. * @param index agent index returned by addAgent
  58148. * @param destination targeted world position
  58149. */
  58150. agentGoto(index: number, destination: Vector3): void;
  58151. /**
  58152. * Release all resources
  58153. */
  58154. dispose(): void;
  58155. }
  58156. /**
  58157. * Configures an agent
  58158. */
  58159. export interface IAgentParameters {
  58160. /**
  58161. * Agent radius. [Limit: >= 0]
  58162. */
  58163. radius: number;
  58164. /**
  58165. * Agent height. [Limit: > 0]
  58166. */
  58167. height: number;
  58168. /**
  58169. * Maximum allowed acceleration. [Limit: >= 0]
  58170. */
  58171. maxAcceleration: number;
  58172. /**
  58173. * Maximum allowed speed. [Limit: >= 0]
  58174. */
  58175. maxSpeed: number;
  58176. /**
  58177. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58178. */
  58179. collisionQueryRange: number;
  58180. /**
  58181. * The path visibility optimization range. [Limit: > 0]
  58182. */
  58183. pathOptimizationRange: number;
  58184. /**
  58185. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58186. */
  58187. separationWeight: number;
  58188. }
  58189. /**
  58190. * Configures the navigation mesh creation
  58191. */
  58192. export interface INavMeshParameters {
  58193. /**
  58194. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58195. */
  58196. cs: number;
  58197. /**
  58198. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58199. */
  58200. ch: number;
  58201. /**
  58202. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58203. */
  58204. walkableSlopeAngle: number;
  58205. /**
  58206. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58207. * be considered walkable. [Limit: >= 3] [Units: vx]
  58208. */
  58209. walkableHeight: number;
  58210. /**
  58211. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58212. */
  58213. walkableClimb: number;
  58214. /**
  58215. * The distance to erode/shrink the walkable area of the heightfield away from
  58216. * obstructions. [Limit: >=0] [Units: vx]
  58217. */
  58218. walkableRadius: number;
  58219. /**
  58220. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58221. */
  58222. maxEdgeLen: number;
  58223. /**
  58224. * The maximum distance a simplfied contour's border edges should deviate
  58225. * the original raw contour. [Limit: >=0] [Units: vx]
  58226. */
  58227. maxSimplificationError: number;
  58228. /**
  58229. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58230. */
  58231. minRegionArea: number;
  58232. /**
  58233. * Any regions with a span count smaller than this value will, if possible,
  58234. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58235. */
  58236. mergeRegionArea: number;
  58237. /**
  58238. * The maximum number of vertices allowed for polygons generated during the
  58239. * contour to polygon conversion process. [Limit: >= 3]
  58240. */
  58241. maxVertsPerPoly: number;
  58242. /**
  58243. * Sets the sampling distance to use when generating the detail mesh.
  58244. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58245. */
  58246. detailSampleDist: number;
  58247. /**
  58248. * The maximum distance the detail mesh surface should deviate from heightfield
  58249. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58250. */
  58251. detailSampleMaxError: number;
  58252. }
  58253. }
  58254. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58255. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58256. import { Mesh } from "babylonjs/Meshes/mesh";
  58257. import { Scene } from "babylonjs/scene";
  58258. import { Vector3 } from "babylonjs/Maths/math";
  58259. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58260. /**
  58261. * RecastJS navigation plugin
  58262. */
  58263. export class RecastJSPlugin implements INavigationEnginePlugin {
  58264. /**
  58265. * Reference to the Recast library
  58266. */
  58267. bjsRECAST: any;
  58268. /**
  58269. * plugin name
  58270. */
  58271. name: string;
  58272. /**
  58273. * the first navmesh created. We might extend this to support multiple navmeshes
  58274. */
  58275. navMesh: any;
  58276. /**
  58277. * Initializes the recastJS plugin
  58278. * @param recastInjection can be used to inject your own recast reference
  58279. */
  58280. constructor(recastInjection?: any);
  58281. /**
  58282. * Creates a navigation mesh
  58283. * @param meshes array of all the geometry used to compute the navigatio mesh
  58284. * @param parameters bunch of parameters used to filter geometry
  58285. */
  58286. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58287. /**
  58288. * Create a navigation mesh debug mesh
  58289. * @param scene is where the mesh will be added
  58290. * @returns debug display mesh
  58291. */
  58292. createDebugNavMesh(scene: Scene): Mesh;
  58293. /**
  58294. * Get a navigation mesh constrained position, closest to the parameter position
  58295. * @param position world position
  58296. * @returns the closest point to position constrained by the navigation mesh
  58297. */
  58298. getClosestPoint(position: Vector3): Vector3;
  58299. /**
  58300. * Get a navigation mesh constrained position, within a particular radius
  58301. * @param position world position
  58302. * @param maxRadius the maximum distance to the constrained world position
  58303. * @returns the closest point to position constrained by the navigation mesh
  58304. */
  58305. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58306. /**
  58307. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58308. * @param start world position
  58309. * @param end world position
  58310. * @returns array containing world position composing the path
  58311. */
  58312. computePath(start: Vector3, end: Vector3): Vector3[];
  58313. /**
  58314. * Create a new Crowd so you can add agents
  58315. * @param maxAgents the maximum agent count in the crowd
  58316. * @param maxAgentRadius the maximum radius an agent can have
  58317. * @param scene to attach the crowd to
  58318. * @returns the crowd you can add agents to
  58319. */
  58320. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58321. /**
  58322. * Disposes
  58323. */
  58324. dispose(): void;
  58325. /**
  58326. * If this plugin is supported
  58327. * @returns true if plugin is supported
  58328. */
  58329. isSupported(): boolean;
  58330. }
  58331. /**
  58332. * Recast detour crowd implementation
  58333. */
  58334. export class RecastJSCrowd implements ICrowd {
  58335. /**
  58336. * Recast/detour plugin
  58337. */
  58338. bjsRECASTPlugin: RecastJSPlugin;
  58339. /**
  58340. * Link to the detour crowd
  58341. */
  58342. recastCrowd: any;
  58343. /**
  58344. * One transform per agent
  58345. */
  58346. transforms: TransformNode[];
  58347. /**
  58348. * All agents created
  58349. */
  58350. agents: number[];
  58351. /**
  58352. * Link to the scene is kept to unregister the crowd from the scene
  58353. */
  58354. private _scene;
  58355. /**
  58356. * Observer for crowd updates
  58357. */
  58358. private _onBeforeAnimationsObserver;
  58359. /**
  58360. * Constructor
  58361. * @param plugin recastJS plugin
  58362. * @param maxAgents the maximum agent count in the crowd
  58363. * @param maxAgentRadius the maximum radius an agent can have
  58364. * @param scene to attach the crowd to
  58365. * @returns the crowd you can add agents to
  58366. */
  58367. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58368. /**
  58369. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58370. * You can attach anything to that node. The node position is updated in the scene update tick.
  58371. * @param pos world position that will be constrained by the navigation mesh
  58372. * @param parameters agent parameters
  58373. * @param transform hooked to the agent that will be update by the scene
  58374. * @returns agent index
  58375. */
  58376. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58377. /**
  58378. * Returns the agent position in world space
  58379. * @param index agent index returned by addAgent
  58380. * @returns world space position
  58381. */
  58382. getAgentPosition(index: number): Vector3;
  58383. /**
  58384. * Returns the agent velocity in world space
  58385. * @param index agent index returned by addAgent
  58386. * @returns world space velocity
  58387. */
  58388. getAgentVelocity(index: number): Vector3;
  58389. /**
  58390. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58391. * @param index agent index returned by addAgent
  58392. * @param destination targeted world position
  58393. */
  58394. agentGoto(index: number, destination: Vector3): void;
  58395. /**
  58396. * remove a particular agent previously created
  58397. * @param index agent index returned by addAgent
  58398. */
  58399. removeAgent(index: number): void;
  58400. /**
  58401. * get the list of all agents attached to this crowd
  58402. * @returns list of agent indices
  58403. */
  58404. getAgents(): number[];
  58405. /**
  58406. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58407. * @param deltaTime in seconds
  58408. */
  58409. update(deltaTime: number): void;
  58410. /**
  58411. * Release all resources
  58412. */
  58413. dispose(): void;
  58414. }
  58415. }
  58416. declare module "babylonjs/Navigation/Plugins/index" {
  58417. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58418. }
  58419. declare module "babylonjs/Navigation/index" {
  58420. export * from "babylonjs/Navigation/INavigationEngine";
  58421. export * from "babylonjs/Navigation/Plugins/index";
  58422. }
  58423. declare module "babylonjs/Offline/database" {
  58424. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58425. /**
  58426. * Class used to enable access to IndexedDB
  58427. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58428. */
  58429. export class Database implements IOfflineProvider {
  58430. private _callbackManifestChecked;
  58431. private _currentSceneUrl;
  58432. private _db;
  58433. private _enableSceneOffline;
  58434. private _enableTexturesOffline;
  58435. private _manifestVersionFound;
  58436. private _mustUpdateRessources;
  58437. private _hasReachedQuota;
  58438. private _isSupported;
  58439. private _idbFactory;
  58440. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58441. private static IsUASupportingBlobStorage;
  58442. /**
  58443. * Gets a boolean indicating if Database storate is enabled (off by default)
  58444. */
  58445. static IDBStorageEnabled: boolean;
  58446. /**
  58447. * Gets a boolean indicating if scene must be saved in the database
  58448. */
  58449. readonly enableSceneOffline: boolean;
  58450. /**
  58451. * Gets a boolean indicating if textures must be saved in the database
  58452. */
  58453. readonly enableTexturesOffline: boolean;
  58454. /**
  58455. * Creates a new Database
  58456. * @param urlToScene defines the url to load the scene
  58457. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58458. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58459. */
  58460. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58461. private static _ParseURL;
  58462. private static _ReturnFullUrlLocation;
  58463. private _checkManifestFile;
  58464. /**
  58465. * Open the database and make it available
  58466. * @param successCallback defines the callback to call on success
  58467. * @param errorCallback defines the callback to call on error
  58468. */
  58469. open(successCallback: () => void, errorCallback: () => void): void;
  58470. /**
  58471. * Loads an image from the database
  58472. * @param url defines the url to load from
  58473. * @param image defines the target DOM image
  58474. */
  58475. loadImage(url: string, image: HTMLImageElement): void;
  58476. private _loadImageFromDBAsync;
  58477. private _saveImageIntoDBAsync;
  58478. private _checkVersionFromDB;
  58479. private _loadVersionFromDBAsync;
  58480. private _saveVersionIntoDBAsync;
  58481. /**
  58482. * Loads a file from database
  58483. * @param url defines the URL to load from
  58484. * @param sceneLoaded defines a callback to call on success
  58485. * @param progressCallBack defines a callback to call when progress changed
  58486. * @param errorCallback defines a callback to call on error
  58487. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58488. */
  58489. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58490. private _loadFileAsync;
  58491. private _saveFileAsync;
  58492. /**
  58493. * Validates if xhr data is correct
  58494. * @param xhr defines the request to validate
  58495. * @param dataType defines the expected data type
  58496. * @returns true if data is correct
  58497. */
  58498. private static _ValidateXHRData;
  58499. }
  58500. }
  58501. declare module "babylonjs/Offline/index" {
  58502. export * from "babylonjs/Offline/database";
  58503. export * from "babylonjs/Offline/IOfflineProvider";
  58504. }
  58505. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58506. /** @hidden */
  58507. export var gpuUpdateParticlesPixelShader: {
  58508. name: string;
  58509. shader: string;
  58510. };
  58511. }
  58512. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58513. /** @hidden */
  58514. export var gpuUpdateParticlesVertexShader: {
  58515. name: string;
  58516. shader: string;
  58517. };
  58518. }
  58519. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58520. /** @hidden */
  58521. export var clipPlaneFragmentDeclaration2: {
  58522. name: string;
  58523. shader: string;
  58524. };
  58525. }
  58526. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58527. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58528. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58529. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58530. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58531. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58532. /** @hidden */
  58533. export var gpuRenderParticlesPixelShader: {
  58534. name: string;
  58535. shader: string;
  58536. };
  58537. }
  58538. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58539. /** @hidden */
  58540. export var clipPlaneVertexDeclaration2: {
  58541. name: string;
  58542. shader: string;
  58543. };
  58544. }
  58545. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58546. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58547. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58548. /** @hidden */
  58549. export var gpuRenderParticlesVertexShader: {
  58550. name: string;
  58551. shader: string;
  58552. };
  58553. }
  58554. declare module "babylonjs/Particles/gpuParticleSystem" {
  58555. import { Nullable } from "babylonjs/types";
  58556. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58557. import { Observable } from "babylonjs/Misc/observable";
  58558. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58559. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58560. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58561. import { Scene, IDisposable } from "babylonjs/scene";
  58562. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58563. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58564. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58565. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58566. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58567. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58568. /**
  58569. * This represents a GPU particle system in Babylon
  58570. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58571. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58572. */
  58573. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58574. /**
  58575. * The layer mask we are rendering the particles through.
  58576. */
  58577. layerMask: number;
  58578. private _capacity;
  58579. private _activeCount;
  58580. private _currentActiveCount;
  58581. private _accumulatedCount;
  58582. private _renderEffect;
  58583. private _updateEffect;
  58584. private _buffer0;
  58585. private _buffer1;
  58586. private _spriteBuffer;
  58587. private _updateVAO;
  58588. private _renderVAO;
  58589. private _targetIndex;
  58590. private _sourceBuffer;
  58591. private _targetBuffer;
  58592. private _engine;
  58593. private _currentRenderId;
  58594. private _started;
  58595. private _stopped;
  58596. private _timeDelta;
  58597. private _randomTexture;
  58598. private _randomTexture2;
  58599. private _attributesStrideSize;
  58600. private _updateEffectOptions;
  58601. private _randomTextureSize;
  58602. private _actualFrame;
  58603. private readonly _rawTextureWidth;
  58604. /**
  58605. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58606. */
  58607. static readonly IsSupported: boolean;
  58608. /**
  58609. * An event triggered when the system is disposed.
  58610. */
  58611. onDisposeObservable: Observable<GPUParticleSystem>;
  58612. /**
  58613. * Gets the maximum number of particles active at the same time.
  58614. * @returns The max number of active particles.
  58615. */
  58616. getCapacity(): number;
  58617. /**
  58618. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58619. * to override the particles.
  58620. */
  58621. forceDepthWrite: boolean;
  58622. /**
  58623. * Gets or set the number of active particles
  58624. */
  58625. activeParticleCount: number;
  58626. private _preWarmDone;
  58627. /**
  58628. * Is this system ready to be used/rendered
  58629. * @return true if the system is ready
  58630. */
  58631. isReady(): boolean;
  58632. /**
  58633. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58634. * @returns True if it has been started, otherwise false.
  58635. */
  58636. isStarted(): boolean;
  58637. /**
  58638. * Starts the particle system and begins to emit
  58639. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58640. */
  58641. start(delay?: number): void;
  58642. /**
  58643. * Stops the particle system.
  58644. */
  58645. stop(): void;
  58646. /**
  58647. * Remove all active particles
  58648. */
  58649. reset(): void;
  58650. /**
  58651. * Returns the string "GPUParticleSystem"
  58652. * @returns a string containing the class name
  58653. */
  58654. getClassName(): string;
  58655. private _colorGradientsTexture;
  58656. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58657. /**
  58658. * Adds a new color gradient
  58659. * @param gradient defines the gradient to use (between 0 and 1)
  58660. * @param color1 defines the color to affect to the specified gradient
  58661. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58662. * @returns the current particle system
  58663. */
  58664. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58665. /**
  58666. * Remove a specific color gradient
  58667. * @param gradient defines the gradient to remove
  58668. * @returns the current particle system
  58669. */
  58670. removeColorGradient(gradient: number): GPUParticleSystem;
  58671. private _angularSpeedGradientsTexture;
  58672. private _sizeGradientsTexture;
  58673. private _velocityGradientsTexture;
  58674. private _limitVelocityGradientsTexture;
  58675. private _dragGradientsTexture;
  58676. private _addFactorGradient;
  58677. /**
  58678. * Adds a new size gradient
  58679. * @param gradient defines the gradient to use (between 0 and 1)
  58680. * @param factor defines the size factor to affect to the specified gradient
  58681. * @returns the current particle system
  58682. */
  58683. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58684. /**
  58685. * Remove a specific size gradient
  58686. * @param gradient defines the gradient to remove
  58687. * @returns the current particle system
  58688. */
  58689. removeSizeGradient(gradient: number): GPUParticleSystem;
  58690. /**
  58691. * Adds a new angular speed gradient
  58692. * @param gradient defines the gradient to use (between 0 and 1)
  58693. * @param factor defines the angular speed to affect to the specified gradient
  58694. * @returns the current particle system
  58695. */
  58696. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58697. /**
  58698. * Remove a specific angular speed gradient
  58699. * @param gradient defines the gradient to remove
  58700. * @returns the current particle system
  58701. */
  58702. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58703. /**
  58704. * Adds a new velocity gradient
  58705. * @param gradient defines the gradient to use (between 0 and 1)
  58706. * @param factor defines the velocity to affect to the specified gradient
  58707. * @returns the current particle system
  58708. */
  58709. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58710. /**
  58711. * Remove a specific velocity gradient
  58712. * @param gradient defines the gradient to remove
  58713. * @returns the current particle system
  58714. */
  58715. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58716. /**
  58717. * Adds a new limit velocity gradient
  58718. * @param gradient defines the gradient to use (between 0 and 1)
  58719. * @param factor defines the limit velocity value to affect to the specified gradient
  58720. * @returns the current particle system
  58721. */
  58722. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58723. /**
  58724. * Remove a specific limit velocity gradient
  58725. * @param gradient defines the gradient to remove
  58726. * @returns the current particle system
  58727. */
  58728. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58729. /**
  58730. * Adds a new drag gradient
  58731. * @param gradient defines the gradient to use (between 0 and 1)
  58732. * @param factor defines the drag value to affect to the specified gradient
  58733. * @returns the current particle system
  58734. */
  58735. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58736. /**
  58737. * Remove a specific drag gradient
  58738. * @param gradient defines the gradient to remove
  58739. * @returns the current particle system
  58740. */
  58741. removeDragGradient(gradient: number): GPUParticleSystem;
  58742. /**
  58743. * Not supported by GPUParticleSystem
  58744. * @param gradient defines the gradient to use (between 0 and 1)
  58745. * @param factor defines the emit rate value to affect to the specified gradient
  58746. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58747. * @returns the current particle system
  58748. */
  58749. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58750. /**
  58751. * Not supported by GPUParticleSystem
  58752. * @param gradient defines the gradient to remove
  58753. * @returns the current particle system
  58754. */
  58755. removeEmitRateGradient(gradient: number): IParticleSystem;
  58756. /**
  58757. * Not supported by GPUParticleSystem
  58758. * @param gradient defines the gradient to use (between 0 and 1)
  58759. * @param factor defines the start size value to affect to the specified gradient
  58760. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58761. * @returns the current particle system
  58762. */
  58763. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58764. /**
  58765. * Not supported by GPUParticleSystem
  58766. * @param gradient defines the gradient to remove
  58767. * @returns the current particle system
  58768. */
  58769. removeStartSizeGradient(gradient: number): IParticleSystem;
  58770. /**
  58771. * Not supported by GPUParticleSystem
  58772. * @param gradient defines the gradient to use (between 0 and 1)
  58773. * @param min defines the color remap minimal range
  58774. * @param max defines the color remap maximal range
  58775. * @returns the current particle system
  58776. */
  58777. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58778. /**
  58779. * Not supported by GPUParticleSystem
  58780. * @param gradient defines the gradient to remove
  58781. * @returns the current particle system
  58782. */
  58783. removeColorRemapGradient(): IParticleSystem;
  58784. /**
  58785. * Not supported by GPUParticleSystem
  58786. * @param gradient defines the gradient to use (between 0 and 1)
  58787. * @param min defines the alpha remap minimal range
  58788. * @param max defines the alpha remap maximal range
  58789. * @returns the current particle system
  58790. */
  58791. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58792. /**
  58793. * Not supported by GPUParticleSystem
  58794. * @param gradient defines the gradient to remove
  58795. * @returns the current particle system
  58796. */
  58797. removeAlphaRemapGradient(): IParticleSystem;
  58798. /**
  58799. * Not supported by GPUParticleSystem
  58800. * @param gradient defines the gradient to use (between 0 and 1)
  58801. * @param color defines the color to affect to the specified gradient
  58802. * @returns the current particle system
  58803. */
  58804. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58805. /**
  58806. * Not supported by GPUParticleSystem
  58807. * @param gradient defines the gradient to remove
  58808. * @returns the current particle system
  58809. */
  58810. removeRampGradient(): IParticleSystem;
  58811. /**
  58812. * Not supported by GPUParticleSystem
  58813. * @returns the list of ramp gradients
  58814. */
  58815. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58816. /**
  58817. * Not supported by GPUParticleSystem
  58818. * Gets or sets a boolean indicating that ramp gradients must be used
  58819. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58820. */
  58821. useRampGradients: boolean;
  58822. /**
  58823. * Not supported by GPUParticleSystem
  58824. * @param gradient defines the gradient to use (between 0 and 1)
  58825. * @param factor defines the life time factor to affect to the specified gradient
  58826. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58827. * @returns the current particle system
  58828. */
  58829. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58830. /**
  58831. * Not supported by GPUParticleSystem
  58832. * @param gradient defines the gradient to remove
  58833. * @returns the current particle system
  58834. */
  58835. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58836. /**
  58837. * Instantiates a GPU particle system.
  58838. * 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.
  58839. * @param name The name of the particle system
  58840. * @param options The options used to create the system
  58841. * @param scene The scene the particle system belongs to
  58842. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58843. */
  58844. constructor(name: string, options: Partial<{
  58845. capacity: number;
  58846. randomTextureSize: number;
  58847. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58848. protected _reset(): void;
  58849. private _createUpdateVAO;
  58850. private _createRenderVAO;
  58851. private _initialize;
  58852. /** @hidden */
  58853. _recreateUpdateEffect(): void;
  58854. /** @hidden */
  58855. _recreateRenderEffect(): void;
  58856. /**
  58857. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58858. * @param preWarm defines if we are in the pre-warmimg phase
  58859. */
  58860. animate(preWarm?: boolean): void;
  58861. private _createFactorGradientTexture;
  58862. private _createSizeGradientTexture;
  58863. private _createAngularSpeedGradientTexture;
  58864. private _createVelocityGradientTexture;
  58865. private _createLimitVelocityGradientTexture;
  58866. private _createDragGradientTexture;
  58867. private _createColorGradientTexture;
  58868. /**
  58869. * Renders the particle system in its current state
  58870. * @param preWarm defines if the system should only update the particles but not render them
  58871. * @returns the current number of particles
  58872. */
  58873. render(preWarm?: boolean): number;
  58874. /**
  58875. * Rebuilds the particle system
  58876. */
  58877. rebuild(): void;
  58878. private _releaseBuffers;
  58879. private _releaseVAOs;
  58880. /**
  58881. * Disposes the particle system and free the associated resources
  58882. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58883. */
  58884. dispose(disposeTexture?: boolean): void;
  58885. /**
  58886. * Clones the particle system.
  58887. * @param name The name of the cloned object
  58888. * @param newEmitter The new emitter to use
  58889. * @returns the cloned particle system
  58890. */
  58891. clone(name: string, newEmitter: any): GPUParticleSystem;
  58892. /**
  58893. * Serializes the particle system to a JSON object.
  58894. * @returns the JSON object
  58895. */
  58896. serialize(): any;
  58897. /**
  58898. * Parses a JSON object to create a GPU particle system.
  58899. * @param parsedParticleSystem The JSON object to parse
  58900. * @param scene The scene to create the particle system in
  58901. * @param rootUrl The root url to use to load external dependencies like texture
  58902. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58903. * @returns the parsed GPU particle system
  58904. */
  58905. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58906. }
  58907. }
  58908. declare module "babylonjs/Particles/particleSystemSet" {
  58909. import { Nullable } from "babylonjs/types";
  58910. import { Color3 } from "babylonjs/Maths/math.color";
  58911. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58913. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58914. import { Scene, IDisposable } from "babylonjs/scene";
  58915. /**
  58916. * Represents a set of particle systems working together to create a specific effect
  58917. */
  58918. export class ParticleSystemSet implements IDisposable {
  58919. private _emitterCreationOptions;
  58920. private _emitterNode;
  58921. /**
  58922. * Gets the particle system list
  58923. */
  58924. systems: IParticleSystem[];
  58925. /**
  58926. * Gets the emitter node used with this set
  58927. */
  58928. readonly emitterNode: Nullable<TransformNode>;
  58929. /**
  58930. * Creates a new emitter mesh as a sphere
  58931. * @param options defines the options used to create the sphere
  58932. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58933. * @param scene defines the hosting scene
  58934. */
  58935. setEmitterAsSphere(options: {
  58936. diameter: number;
  58937. segments: number;
  58938. color: Color3;
  58939. }, renderingGroupId: number, scene: Scene): void;
  58940. /**
  58941. * Starts all particle systems of the set
  58942. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58943. */
  58944. start(emitter?: AbstractMesh): void;
  58945. /**
  58946. * Release all associated resources
  58947. */
  58948. dispose(): void;
  58949. /**
  58950. * Serialize the set into a JSON compatible object
  58951. * @returns a JSON compatible representation of the set
  58952. */
  58953. serialize(): any;
  58954. /**
  58955. * Parse a new ParticleSystemSet from a serialized source
  58956. * @param data defines a JSON compatible representation of the set
  58957. * @param scene defines the hosting scene
  58958. * @param gpu defines if we want GPU particles or CPU particles
  58959. * @returns a new ParticleSystemSet
  58960. */
  58961. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58962. }
  58963. }
  58964. declare module "babylonjs/Particles/particleHelper" {
  58965. import { Nullable } from "babylonjs/types";
  58966. import { Scene } from "babylonjs/scene";
  58967. import { Vector3 } from "babylonjs/Maths/math.vector";
  58968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58969. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58970. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58971. /**
  58972. * This class is made for on one-liner static method to help creating particle system set.
  58973. */
  58974. export class ParticleHelper {
  58975. /**
  58976. * Gets or sets base Assets URL
  58977. */
  58978. static BaseAssetsUrl: string;
  58979. /**
  58980. * Create a default particle system that you can tweak
  58981. * @param emitter defines the emitter to use
  58982. * @param capacity defines the system capacity (default is 500 particles)
  58983. * @param scene defines the hosting scene
  58984. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58985. * @returns the new Particle system
  58986. */
  58987. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58988. /**
  58989. * This is the main static method (one-liner) of this helper to create different particle systems
  58990. * @param type This string represents the type to the particle system to create
  58991. * @param scene The scene where the particle system should live
  58992. * @param gpu If the system will use gpu
  58993. * @returns the ParticleSystemSet created
  58994. */
  58995. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58996. /**
  58997. * Static function used to export a particle system to a ParticleSystemSet variable.
  58998. * Please note that the emitter shape is not exported
  58999. * @param systems defines the particle systems to export
  59000. * @returns the created particle system set
  59001. */
  59002. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59003. }
  59004. }
  59005. declare module "babylonjs/Particles/particleSystemComponent" {
  59006. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59007. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59008. import "babylonjs/Shaders/particles.vertex";
  59009. module "babylonjs/Engines/engine" {
  59010. interface Engine {
  59011. /**
  59012. * Create an effect to use with particle systems.
  59013. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59014. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59015. * @param uniformsNames defines a list of attribute names
  59016. * @param samplers defines an array of string used to represent textures
  59017. * @param defines defines the string containing the defines to use to compile the shaders
  59018. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59019. * @param onCompiled defines a function to call when the effect creation is successful
  59020. * @param onError defines a function to call when the effect creation has failed
  59021. * @returns the new Effect
  59022. */
  59023. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59024. }
  59025. }
  59026. module "babylonjs/Meshes/mesh" {
  59027. interface Mesh {
  59028. /**
  59029. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59030. * @returns an array of IParticleSystem
  59031. */
  59032. getEmittedParticleSystems(): IParticleSystem[];
  59033. /**
  59034. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59035. * @returns an array of IParticleSystem
  59036. */
  59037. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59038. }
  59039. }
  59040. /**
  59041. * @hidden
  59042. */
  59043. export var _IDoNeedToBeInTheBuild: number;
  59044. }
  59045. declare module "babylonjs/Particles/index" {
  59046. export * from "babylonjs/Particles/baseParticleSystem";
  59047. export * from "babylonjs/Particles/EmitterTypes/index";
  59048. export * from "babylonjs/Particles/gpuParticleSystem";
  59049. export * from "babylonjs/Particles/IParticleSystem";
  59050. export * from "babylonjs/Particles/particle";
  59051. export * from "babylonjs/Particles/particleHelper";
  59052. export * from "babylonjs/Particles/particleSystem";
  59053. export * from "babylonjs/Particles/particleSystemComponent";
  59054. export * from "babylonjs/Particles/particleSystemSet";
  59055. export * from "babylonjs/Particles/solidParticle";
  59056. export * from "babylonjs/Particles/solidParticleSystem";
  59057. export * from "babylonjs/Particles/subEmitter";
  59058. }
  59059. declare module "babylonjs/Physics/physicsEngineComponent" {
  59060. import { Nullable } from "babylonjs/types";
  59061. import { Observable, Observer } from "babylonjs/Misc/observable";
  59062. import { Vector3 } from "babylonjs/Maths/math.vector";
  59063. import { Mesh } from "babylonjs/Meshes/mesh";
  59064. import { ISceneComponent } from "babylonjs/sceneComponent";
  59065. import { Scene } from "babylonjs/scene";
  59066. import { Node } from "babylonjs/node";
  59067. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59068. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59069. module "babylonjs/scene" {
  59070. interface Scene {
  59071. /** @hidden (Backing field) */
  59072. _physicsEngine: Nullable<IPhysicsEngine>;
  59073. /**
  59074. * Gets the current physics engine
  59075. * @returns a IPhysicsEngine or null if none attached
  59076. */
  59077. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  59078. /**
  59079. * Enables physics to the current scene
  59080. * @param gravity defines the scene's gravity for the physics engine
  59081. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  59082. * @return a boolean indicating if the physics engine was initialized
  59083. */
  59084. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  59085. /**
  59086. * Disables and disposes the physics engine associated with the scene
  59087. */
  59088. disablePhysicsEngine(): void;
  59089. /**
  59090. * Gets a boolean indicating if there is an active physics engine
  59091. * @returns a boolean indicating if there is an active physics engine
  59092. */
  59093. isPhysicsEnabled(): boolean;
  59094. /**
  59095. * Deletes a physics compound impostor
  59096. * @param compound defines the compound to delete
  59097. */
  59098. deleteCompoundImpostor(compound: any): void;
  59099. /**
  59100. * An event triggered when physic simulation is about to be run
  59101. */
  59102. onBeforePhysicsObservable: Observable<Scene>;
  59103. /**
  59104. * An event triggered when physic simulation has been done
  59105. */
  59106. onAfterPhysicsObservable: Observable<Scene>;
  59107. }
  59108. }
  59109. module "babylonjs/Meshes/abstractMesh" {
  59110. interface AbstractMesh {
  59111. /** @hidden */
  59112. _physicsImpostor: Nullable<PhysicsImpostor>;
  59113. /**
  59114. * Gets or sets impostor used for physic simulation
  59115. * @see http://doc.babylonjs.com/features/physics_engine
  59116. */
  59117. physicsImpostor: Nullable<PhysicsImpostor>;
  59118. /**
  59119. * Gets the current physics impostor
  59120. * @see http://doc.babylonjs.com/features/physics_engine
  59121. * @returns a physics impostor or null
  59122. */
  59123. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  59124. /** Apply a physic impulse to the mesh
  59125. * @param force defines the force to apply
  59126. * @param contactPoint defines where to apply the force
  59127. * @returns the current mesh
  59128. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  59129. */
  59130. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  59131. /**
  59132. * Creates a physic joint between two meshes
  59133. * @param otherMesh defines the other mesh to use
  59134. * @param pivot1 defines the pivot to use on this mesh
  59135. * @param pivot2 defines the pivot to use on the other mesh
  59136. * @param options defines additional options (can be plugin dependent)
  59137. * @returns the current mesh
  59138. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  59139. */
  59140. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  59141. /** @hidden */
  59142. _disposePhysicsObserver: Nullable<Observer<Node>>;
  59143. }
  59144. }
  59145. /**
  59146. * Defines the physics engine scene component responsible to manage a physics engine
  59147. */
  59148. export class PhysicsEngineSceneComponent implements ISceneComponent {
  59149. /**
  59150. * The component name helpful to identify the component in the list of scene components.
  59151. */
  59152. readonly name: string;
  59153. /**
  59154. * The scene the component belongs to.
  59155. */
  59156. scene: Scene;
  59157. /**
  59158. * Creates a new instance of the component for the given scene
  59159. * @param scene Defines the scene to register the component in
  59160. */
  59161. constructor(scene: Scene);
  59162. /**
  59163. * Registers the component in a given scene
  59164. */
  59165. register(): void;
  59166. /**
  59167. * Rebuilds the elements related to this component in case of
  59168. * context lost for instance.
  59169. */
  59170. rebuild(): void;
  59171. /**
  59172. * Disposes the component and the associated ressources
  59173. */
  59174. dispose(): void;
  59175. }
  59176. }
  59177. declare module "babylonjs/Physics/physicsHelper" {
  59178. import { Nullable } from "babylonjs/types";
  59179. import { Vector3 } from "babylonjs/Maths/math.vector";
  59180. import { Mesh } from "babylonjs/Meshes/mesh";
  59181. import { Scene } from "babylonjs/scene";
  59182. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59183. /**
  59184. * A helper for physics simulations
  59185. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59186. */
  59187. export class PhysicsHelper {
  59188. private _scene;
  59189. private _physicsEngine;
  59190. /**
  59191. * Initializes the Physics helper
  59192. * @param scene Babylon.js scene
  59193. */
  59194. constructor(scene: Scene);
  59195. /**
  59196. * Applies a radial explosion impulse
  59197. * @param origin the origin of the explosion
  59198. * @param radiusOrEventOptions the radius or the options of radial explosion
  59199. * @param strength the explosion strength
  59200. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59201. * @returns A physics radial explosion event, or null
  59202. */
  59203. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59204. /**
  59205. * Applies a radial explosion force
  59206. * @param origin the origin of the explosion
  59207. * @param radiusOrEventOptions the radius or the options of radial explosion
  59208. * @param strength the explosion strength
  59209. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59210. * @returns A physics radial explosion event, or null
  59211. */
  59212. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59213. /**
  59214. * Creates a gravitational field
  59215. * @param origin the origin of the explosion
  59216. * @param radiusOrEventOptions the radius or the options of radial explosion
  59217. * @param strength the explosion strength
  59218. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59219. * @returns A physics gravitational field event, or null
  59220. */
  59221. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59222. /**
  59223. * Creates a physics updraft event
  59224. * @param origin the origin of the updraft
  59225. * @param radiusOrEventOptions the radius or the options of the updraft
  59226. * @param strength the strength of the updraft
  59227. * @param height the height of the updraft
  59228. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59229. * @returns A physics updraft event, or null
  59230. */
  59231. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59232. /**
  59233. * Creates a physics vortex event
  59234. * @param origin the of the vortex
  59235. * @param radiusOrEventOptions the radius or the options of the vortex
  59236. * @param strength the strength of the vortex
  59237. * @param height the height of the vortex
  59238. * @returns a Physics vortex event, or null
  59239. * A physics vortex event or null
  59240. */
  59241. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59242. }
  59243. /**
  59244. * Represents a physics radial explosion event
  59245. */
  59246. class PhysicsRadialExplosionEvent {
  59247. private _scene;
  59248. private _options;
  59249. private _sphere;
  59250. private _dataFetched;
  59251. /**
  59252. * Initializes a radial explosioin event
  59253. * @param _scene BabylonJS scene
  59254. * @param _options The options for the vortex event
  59255. */
  59256. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59257. /**
  59258. * Returns the data related to the radial explosion event (sphere).
  59259. * @returns The radial explosion event data
  59260. */
  59261. getData(): PhysicsRadialExplosionEventData;
  59262. /**
  59263. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59264. * @param impostor A physics imposter
  59265. * @param origin the origin of the explosion
  59266. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59267. */
  59268. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59269. /**
  59270. * Triggers affecterd impostors callbacks
  59271. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59272. */
  59273. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59274. /**
  59275. * Disposes the sphere.
  59276. * @param force Specifies if the sphere should be disposed by force
  59277. */
  59278. dispose(force?: boolean): void;
  59279. /*** Helpers ***/
  59280. private _prepareSphere;
  59281. private _intersectsWithSphere;
  59282. }
  59283. /**
  59284. * Represents a gravitational field event
  59285. */
  59286. class PhysicsGravitationalFieldEvent {
  59287. private _physicsHelper;
  59288. private _scene;
  59289. private _origin;
  59290. private _options;
  59291. private _tickCallback;
  59292. private _sphere;
  59293. private _dataFetched;
  59294. /**
  59295. * Initializes the physics gravitational field event
  59296. * @param _physicsHelper A physics helper
  59297. * @param _scene BabylonJS scene
  59298. * @param _origin The origin position of the gravitational field event
  59299. * @param _options The options for the vortex event
  59300. */
  59301. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59302. /**
  59303. * Returns the data related to the gravitational field event (sphere).
  59304. * @returns A gravitational field event
  59305. */
  59306. getData(): PhysicsGravitationalFieldEventData;
  59307. /**
  59308. * Enables the gravitational field.
  59309. */
  59310. enable(): void;
  59311. /**
  59312. * Disables the gravitational field.
  59313. */
  59314. disable(): void;
  59315. /**
  59316. * Disposes the sphere.
  59317. * @param force The force to dispose from the gravitational field event
  59318. */
  59319. dispose(force?: boolean): void;
  59320. private _tick;
  59321. }
  59322. /**
  59323. * Represents a physics updraft event
  59324. */
  59325. class PhysicsUpdraftEvent {
  59326. private _scene;
  59327. private _origin;
  59328. private _options;
  59329. private _physicsEngine;
  59330. private _originTop;
  59331. private _originDirection;
  59332. private _tickCallback;
  59333. private _cylinder;
  59334. private _cylinderPosition;
  59335. private _dataFetched;
  59336. /**
  59337. * Initializes the physics updraft event
  59338. * @param _scene BabylonJS scene
  59339. * @param _origin The origin position of the updraft
  59340. * @param _options The options for the updraft event
  59341. */
  59342. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59343. /**
  59344. * Returns the data related to the updraft event (cylinder).
  59345. * @returns A physics updraft event
  59346. */
  59347. getData(): PhysicsUpdraftEventData;
  59348. /**
  59349. * Enables the updraft.
  59350. */
  59351. enable(): void;
  59352. /**
  59353. * Disables the updraft.
  59354. */
  59355. disable(): void;
  59356. /**
  59357. * Disposes the cylinder.
  59358. * @param force Specifies if the updraft should be disposed by force
  59359. */
  59360. dispose(force?: boolean): void;
  59361. private getImpostorHitData;
  59362. private _tick;
  59363. /*** Helpers ***/
  59364. private _prepareCylinder;
  59365. private _intersectsWithCylinder;
  59366. }
  59367. /**
  59368. * Represents a physics vortex event
  59369. */
  59370. class PhysicsVortexEvent {
  59371. private _scene;
  59372. private _origin;
  59373. private _options;
  59374. private _physicsEngine;
  59375. private _originTop;
  59376. private _tickCallback;
  59377. private _cylinder;
  59378. private _cylinderPosition;
  59379. private _dataFetched;
  59380. /**
  59381. * Initializes the physics vortex event
  59382. * @param _scene The BabylonJS scene
  59383. * @param _origin The origin position of the vortex
  59384. * @param _options The options for the vortex event
  59385. */
  59386. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59387. /**
  59388. * Returns the data related to the vortex event (cylinder).
  59389. * @returns The physics vortex event data
  59390. */
  59391. getData(): PhysicsVortexEventData;
  59392. /**
  59393. * Enables the vortex.
  59394. */
  59395. enable(): void;
  59396. /**
  59397. * Disables the cortex.
  59398. */
  59399. disable(): void;
  59400. /**
  59401. * Disposes the sphere.
  59402. * @param force
  59403. */
  59404. dispose(force?: boolean): void;
  59405. private getImpostorHitData;
  59406. private _tick;
  59407. /*** Helpers ***/
  59408. private _prepareCylinder;
  59409. private _intersectsWithCylinder;
  59410. }
  59411. /**
  59412. * Options fot the radial explosion event
  59413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59414. */
  59415. export class PhysicsRadialExplosionEventOptions {
  59416. /**
  59417. * The radius of the sphere for the radial explosion.
  59418. */
  59419. radius: number;
  59420. /**
  59421. * The strenth of the explosion.
  59422. */
  59423. strength: number;
  59424. /**
  59425. * The strenght of the force in correspondence to the distance of the affected object
  59426. */
  59427. falloff: PhysicsRadialImpulseFalloff;
  59428. /**
  59429. * Sphere options for the radial explosion.
  59430. */
  59431. sphere: {
  59432. segments: number;
  59433. diameter: number;
  59434. };
  59435. /**
  59436. * Sphere options for the radial explosion.
  59437. */
  59438. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59439. }
  59440. /**
  59441. * Options fot the updraft event
  59442. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59443. */
  59444. export class PhysicsUpdraftEventOptions {
  59445. /**
  59446. * The radius of the cylinder for the vortex
  59447. */
  59448. radius: number;
  59449. /**
  59450. * The strenth of the updraft.
  59451. */
  59452. strength: number;
  59453. /**
  59454. * The height of the cylinder for the updraft.
  59455. */
  59456. height: number;
  59457. /**
  59458. * The mode for the the updraft.
  59459. */
  59460. updraftMode: PhysicsUpdraftMode;
  59461. }
  59462. /**
  59463. * Options fot the vortex event
  59464. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59465. */
  59466. export class PhysicsVortexEventOptions {
  59467. /**
  59468. * The radius of the cylinder for the vortex
  59469. */
  59470. radius: number;
  59471. /**
  59472. * The strenth of the vortex.
  59473. */
  59474. strength: number;
  59475. /**
  59476. * The height of the cylinder for the vortex.
  59477. */
  59478. height: number;
  59479. /**
  59480. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59481. */
  59482. centripetalForceThreshold: number;
  59483. /**
  59484. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59485. */
  59486. centripetalForceMultiplier: number;
  59487. /**
  59488. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59489. */
  59490. centrifugalForceMultiplier: number;
  59491. /**
  59492. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59493. */
  59494. updraftForceMultiplier: number;
  59495. }
  59496. /**
  59497. * The strenght of the force in correspondence to the distance of the affected object
  59498. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59499. */
  59500. export enum PhysicsRadialImpulseFalloff {
  59501. /** Defines that impulse is constant in strength across it's whole radius */
  59502. Constant = 0,
  59503. /** Defines that impulse gets weaker if it's further from the origin */
  59504. Linear = 1
  59505. }
  59506. /**
  59507. * The strength of the force in correspondence to the distance of the affected object
  59508. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59509. */
  59510. export enum PhysicsUpdraftMode {
  59511. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59512. Center = 0,
  59513. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59514. Perpendicular = 1
  59515. }
  59516. /**
  59517. * Interface for a physics hit data
  59518. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59519. */
  59520. export interface PhysicsHitData {
  59521. /**
  59522. * The force applied at the contact point
  59523. */
  59524. force: Vector3;
  59525. /**
  59526. * The contact point
  59527. */
  59528. contactPoint: Vector3;
  59529. /**
  59530. * The distance from the origin to the contact point
  59531. */
  59532. distanceFromOrigin: number;
  59533. }
  59534. /**
  59535. * Interface for radial explosion event data
  59536. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59537. */
  59538. export interface PhysicsRadialExplosionEventData {
  59539. /**
  59540. * A sphere used for the radial explosion event
  59541. */
  59542. sphere: Mesh;
  59543. }
  59544. /**
  59545. * Interface for gravitational field event data
  59546. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59547. */
  59548. export interface PhysicsGravitationalFieldEventData {
  59549. /**
  59550. * A sphere mesh used for the gravitational field event
  59551. */
  59552. sphere: Mesh;
  59553. }
  59554. /**
  59555. * Interface for updraft event data
  59556. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59557. */
  59558. export interface PhysicsUpdraftEventData {
  59559. /**
  59560. * A cylinder used for the updraft event
  59561. */
  59562. cylinder: Mesh;
  59563. }
  59564. /**
  59565. * Interface for vortex event data
  59566. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59567. */
  59568. export interface PhysicsVortexEventData {
  59569. /**
  59570. * A cylinder used for the vortex event
  59571. */
  59572. cylinder: Mesh;
  59573. }
  59574. /**
  59575. * Interface for an affected physics impostor
  59576. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59577. */
  59578. export interface PhysicsAffectedImpostorWithData {
  59579. /**
  59580. * The impostor affected by the effect
  59581. */
  59582. impostor: PhysicsImpostor;
  59583. /**
  59584. * The data about the hit/horce from the explosion
  59585. */
  59586. hitData: PhysicsHitData;
  59587. }
  59588. }
  59589. declare module "babylonjs/Physics/Plugins/index" {
  59590. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59591. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59592. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59593. }
  59594. declare module "babylonjs/Physics/index" {
  59595. export * from "babylonjs/Physics/IPhysicsEngine";
  59596. export * from "babylonjs/Physics/physicsEngine";
  59597. export * from "babylonjs/Physics/physicsEngineComponent";
  59598. export * from "babylonjs/Physics/physicsHelper";
  59599. export * from "babylonjs/Physics/physicsImpostor";
  59600. export * from "babylonjs/Physics/physicsJoint";
  59601. export * from "babylonjs/Physics/Plugins/index";
  59602. }
  59603. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59604. /** @hidden */
  59605. export var blackAndWhitePixelShader: {
  59606. name: string;
  59607. shader: string;
  59608. };
  59609. }
  59610. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59611. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59612. import { Camera } from "babylonjs/Cameras/camera";
  59613. import { Engine } from "babylonjs/Engines/engine";
  59614. import "babylonjs/Shaders/blackAndWhite.fragment";
  59615. /**
  59616. * Post process used to render in black and white
  59617. */
  59618. export class BlackAndWhitePostProcess extends PostProcess {
  59619. /**
  59620. * Linear about to convert he result to black and white (default: 1)
  59621. */
  59622. degree: number;
  59623. /**
  59624. * Creates a black and white post process
  59625. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59626. * @param name The name of the effect.
  59627. * @param options The required width/height ratio to downsize to before computing the render pass.
  59628. * @param camera The camera to apply the render pass to.
  59629. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59630. * @param engine The engine which the post process will be applied. (default: current engine)
  59631. * @param reusable If the post process can be reused on the same frame. (default: false)
  59632. */
  59633. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59634. }
  59635. }
  59636. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59637. import { Nullable } from "babylonjs/types";
  59638. import { Camera } from "babylonjs/Cameras/camera";
  59639. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59640. import { Engine } from "babylonjs/Engines/engine";
  59641. /**
  59642. * This represents a set of one or more post processes in Babylon.
  59643. * A post process can be used to apply a shader to a texture after it is rendered.
  59644. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59645. */
  59646. export class PostProcessRenderEffect {
  59647. private _postProcesses;
  59648. private _getPostProcesses;
  59649. private _singleInstance;
  59650. private _cameras;
  59651. private _indicesForCamera;
  59652. /**
  59653. * Name of the effect
  59654. * @hidden
  59655. */
  59656. _name: string;
  59657. /**
  59658. * Instantiates a post process render effect.
  59659. * A post process can be used to apply a shader to a texture after it is rendered.
  59660. * @param engine The engine the effect is tied to
  59661. * @param name The name of the effect
  59662. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59663. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59664. */
  59665. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59666. /**
  59667. * Checks if all the post processes in the effect are supported.
  59668. */
  59669. readonly isSupported: boolean;
  59670. /**
  59671. * Updates the current state of the effect
  59672. * @hidden
  59673. */
  59674. _update(): void;
  59675. /**
  59676. * Attaches the effect on cameras
  59677. * @param cameras The camera to attach to.
  59678. * @hidden
  59679. */
  59680. _attachCameras(cameras: Camera): void;
  59681. /**
  59682. * Attaches the effect on cameras
  59683. * @param cameras The camera to attach to.
  59684. * @hidden
  59685. */
  59686. _attachCameras(cameras: Camera[]): void;
  59687. /**
  59688. * Detaches the effect on cameras
  59689. * @param cameras The camera to detatch from.
  59690. * @hidden
  59691. */
  59692. _detachCameras(cameras: Camera): void;
  59693. /**
  59694. * Detatches the effect on cameras
  59695. * @param cameras The camera to detatch from.
  59696. * @hidden
  59697. */
  59698. _detachCameras(cameras: Camera[]): void;
  59699. /**
  59700. * Enables the effect on given cameras
  59701. * @param cameras The camera to enable.
  59702. * @hidden
  59703. */
  59704. _enable(cameras: Camera): void;
  59705. /**
  59706. * Enables the effect on given cameras
  59707. * @param cameras The camera to enable.
  59708. * @hidden
  59709. */
  59710. _enable(cameras: Nullable<Camera[]>): void;
  59711. /**
  59712. * Disables the effect on the given cameras
  59713. * @param cameras The camera to disable.
  59714. * @hidden
  59715. */
  59716. _disable(cameras: Camera): void;
  59717. /**
  59718. * Disables the effect on the given cameras
  59719. * @param cameras The camera to disable.
  59720. * @hidden
  59721. */
  59722. _disable(cameras: Nullable<Camera[]>): void;
  59723. /**
  59724. * Gets a list of the post processes contained in the effect.
  59725. * @param camera The camera to get the post processes on.
  59726. * @returns The list of the post processes in the effect.
  59727. */
  59728. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59729. }
  59730. }
  59731. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59732. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59733. /** @hidden */
  59734. export var extractHighlightsPixelShader: {
  59735. name: string;
  59736. shader: string;
  59737. };
  59738. }
  59739. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59740. import { Nullable } from "babylonjs/types";
  59741. import { Camera } from "babylonjs/Cameras/camera";
  59742. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59743. import { Engine } from "babylonjs/Engines/engine";
  59744. import "babylonjs/Shaders/extractHighlights.fragment";
  59745. /**
  59746. * 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.
  59747. */
  59748. export class ExtractHighlightsPostProcess extends PostProcess {
  59749. /**
  59750. * The luminance threshold, pixels below this value will be set to black.
  59751. */
  59752. threshold: number;
  59753. /** @hidden */
  59754. _exposure: number;
  59755. /**
  59756. * Post process which has the input texture to be used when performing highlight extraction
  59757. * @hidden
  59758. */
  59759. _inputPostProcess: Nullable<PostProcess>;
  59760. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59761. }
  59762. }
  59763. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59764. /** @hidden */
  59765. export var bloomMergePixelShader: {
  59766. name: string;
  59767. shader: string;
  59768. };
  59769. }
  59770. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59771. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59772. import { Nullable } from "babylonjs/types";
  59773. import { Engine } from "babylonjs/Engines/engine";
  59774. import { Camera } from "babylonjs/Cameras/camera";
  59775. import "babylonjs/Shaders/bloomMerge.fragment";
  59776. /**
  59777. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59778. */
  59779. export class BloomMergePostProcess extends PostProcess {
  59780. /** Weight of the bloom to be added to the original input. */
  59781. weight: number;
  59782. /**
  59783. * Creates a new instance of @see BloomMergePostProcess
  59784. * @param name The name of the effect.
  59785. * @param originalFromInput Post process which's input will be used for the merge.
  59786. * @param blurred Blurred highlights post process which's output will be used.
  59787. * @param weight Weight of the bloom to be added to the original input.
  59788. * @param options The required width/height ratio to downsize to before computing the render pass.
  59789. * @param camera The camera to apply the render pass to.
  59790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59791. * @param engine The engine which the post process will be applied. (default: current engine)
  59792. * @param reusable If the post process can be reused on the same frame. (default: false)
  59793. * @param textureType Type of textures used when performing the post process. (default: 0)
  59794. * @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)
  59795. */
  59796. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59797. /** Weight of the bloom to be added to the original input. */
  59798. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59799. }
  59800. }
  59801. declare module "babylonjs/PostProcesses/bloomEffect" {
  59802. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59803. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59804. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59805. import { Camera } from "babylonjs/Cameras/camera";
  59806. import { Scene } from "babylonjs/scene";
  59807. /**
  59808. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59809. */
  59810. export class BloomEffect extends PostProcessRenderEffect {
  59811. private bloomScale;
  59812. /**
  59813. * @hidden Internal
  59814. */
  59815. _effects: Array<PostProcess>;
  59816. /**
  59817. * @hidden Internal
  59818. */
  59819. _downscale: ExtractHighlightsPostProcess;
  59820. private _blurX;
  59821. private _blurY;
  59822. private _merge;
  59823. /**
  59824. * The luminance threshold to find bright areas of the image to bloom.
  59825. */
  59826. threshold: number;
  59827. /**
  59828. * The strength of the bloom.
  59829. */
  59830. weight: number;
  59831. /**
  59832. * Specifies the size of the bloom blur kernel, relative to the final output size
  59833. */
  59834. kernel: number;
  59835. /**
  59836. * Creates a new instance of @see BloomEffect
  59837. * @param scene The scene the effect belongs to.
  59838. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59839. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59840. * @param bloomWeight The the strength of bloom.
  59841. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59842. * @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)
  59843. */
  59844. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59845. /**
  59846. * Disposes each of the internal effects for a given camera.
  59847. * @param camera The camera to dispose the effect on.
  59848. */
  59849. disposeEffects(camera: Camera): void;
  59850. /**
  59851. * @hidden Internal
  59852. */
  59853. _updateEffects(): void;
  59854. /**
  59855. * Internal
  59856. * @returns if all the contained post processes are ready.
  59857. * @hidden
  59858. */
  59859. _isReady(): boolean;
  59860. }
  59861. }
  59862. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59863. /** @hidden */
  59864. export var chromaticAberrationPixelShader: {
  59865. name: string;
  59866. shader: string;
  59867. };
  59868. }
  59869. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59870. import { Vector2 } from "babylonjs/Maths/math.vector";
  59871. import { Nullable } from "babylonjs/types";
  59872. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59873. import { Camera } from "babylonjs/Cameras/camera";
  59874. import { Engine } from "babylonjs/Engines/engine";
  59875. import "babylonjs/Shaders/chromaticAberration.fragment";
  59876. /**
  59877. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59878. */
  59879. export class ChromaticAberrationPostProcess extends PostProcess {
  59880. /**
  59881. * The amount of seperation of rgb channels (default: 30)
  59882. */
  59883. aberrationAmount: number;
  59884. /**
  59885. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59886. */
  59887. radialIntensity: number;
  59888. /**
  59889. * 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))
  59890. */
  59891. direction: Vector2;
  59892. /**
  59893. * 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))
  59894. */
  59895. centerPosition: Vector2;
  59896. /**
  59897. * Creates a new instance ChromaticAberrationPostProcess
  59898. * @param name The name of the effect.
  59899. * @param screenWidth The width of the screen to apply the effect on.
  59900. * @param screenHeight The height of the screen to apply the effect on.
  59901. * @param options The required width/height ratio to downsize to before computing the render pass.
  59902. * @param camera The camera to apply the render pass to.
  59903. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59904. * @param engine The engine which the post process will be applied. (default: current engine)
  59905. * @param reusable If the post process can be reused on the same frame. (default: false)
  59906. * @param textureType Type of textures used when performing the post process. (default: 0)
  59907. * @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)
  59908. */
  59909. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59910. }
  59911. }
  59912. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59913. /** @hidden */
  59914. export var circleOfConfusionPixelShader: {
  59915. name: string;
  59916. shader: string;
  59917. };
  59918. }
  59919. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59920. import { Nullable } from "babylonjs/types";
  59921. import { Engine } from "babylonjs/Engines/engine";
  59922. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59923. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59924. import { Camera } from "babylonjs/Cameras/camera";
  59925. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59926. /**
  59927. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59928. */
  59929. export class CircleOfConfusionPostProcess extends PostProcess {
  59930. /**
  59931. * 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.
  59932. */
  59933. lensSize: number;
  59934. /**
  59935. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59936. */
  59937. fStop: number;
  59938. /**
  59939. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59940. */
  59941. focusDistance: number;
  59942. /**
  59943. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59944. */
  59945. focalLength: number;
  59946. private _depthTexture;
  59947. /**
  59948. * Creates a new instance CircleOfConfusionPostProcess
  59949. * @param name The name of the effect.
  59950. * @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.
  59951. * @param options The required width/height ratio to downsize to before computing the render pass.
  59952. * @param camera The camera to apply the render pass to.
  59953. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59954. * @param engine The engine which the post process will be applied. (default: current engine)
  59955. * @param reusable If the post process can be reused on the same frame. (default: false)
  59956. * @param textureType Type of textures used when performing the post process. (default: 0)
  59957. * @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)
  59958. */
  59959. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59960. /**
  59961. * 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.
  59962. */
  59963. depthTexture: RenderTargetTexture;
  59964. }
  59965. }
  59966. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59967. /** @hidden */
  59968. export var colorCorrectionPixelShader: {
  59969. name: string;
  59970. shader: string;
  59971. };
  59972. }
  59973. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59974. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59975. import { Engine } from "babylonjs/Engines/engine";
  59976. import { Camera } from "babylonjs/Cameras/camera";
  59977. import "babylonjs/Shaders/colorCorrection.fragment";
  59978. /**
  59979. *
  59980. * This post-process allows the modification of rendered colors by using
  59981. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59982. *
  59983. * The object needs to be provided an url to a texture containing the color
  59984. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59985. * Use an image editing software to tweak the LUT to match your needs.
  59986. *
  59987. * For an example of a color LUT, see here:
  59988. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59989. * For explanations on color grading, see here:
  59990. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59991. *
  59992. */
  59993. export class ColorCorrectionPostProcess extends PostProcess {
  59994. private _colorTableTexture;
  59995. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59996. }
  59997. }
  59998. declare module "babylonjs/Shaders/convolution.fragment" {
  59999. /** @hidden */
  60000. export var convolutionPixelShader: {
  60001. name: string;
  60002. shader: string;
  60003. };
  60004. }
  60005. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60006. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60007. import { Nullable } from "babylonjs/types";
  60008. import { Camera } from "babylonjs/Cameras/camera";
  60009. import { Engine } from "babylonjs/Engines/engine";
  60010. import "babylonjs/Shaders/convolution.fragment";
  60011. /**
  60012. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60013. * input texture to perform effects such as edge detection or sharpening
  60014. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60015. */
  60016. export class ConvolutionPostProcess extends PostProcess {
  60017. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60018. kernel: number[];
  60019. /**
  60020. * Creates a new instance ConvolutionPostProcess
  60021. * @param name The name of the effect.
  60022. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60023. * @param options The required width/height ratio to downsize to before computing the render pass.
  60024. * @param camera The camera to apply the render pass to.
  60025. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60026. * @param engine The engine which the post process will be applied. (default: current engine)
  60027. * @param reusable If the post process can be reused on the same frame. (default: false)
  60028. * @param textureType Type of textures used when performing the post process. (default: 0)
  60029. */
  60030. constructor(name: string,
  60031. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60032. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60033. /**
  60034. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60035. */
  60036. static EdgeDetect0Kernel: number[];
  60037. /**
  60038. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60039. */
  60040. static EdgeDetect1Kernel: number[];
  60041. /**
  60042. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60043. */
  60044. static EdgeDetect2Kernel: number[];
  60045. /**
  60046. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60047. */
  60048. static SharpenKernel: number[];
  60049. /**
  60050. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60051. */
  60052. static EmbossKernel: number[];
  60053. /**
  60054. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60055. */
  60056. static GaussianKernel: number[];
  60057. }
  60058. }
  60059. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60060. import { Nullable } from "babylonjs/types";
  60061. import { Vector2 } from "babylonjs/Maths/math.vector";
  60062. import { Camera } from "babylonjs/Cameras/camera";
  60063. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60064. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60065. import { Engine } from "babylonjs/Engines/engine";
  60066. import { Scene } from "babylonjs/scene";
  60067. /**
  60068. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60069. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  60070. * based on samples that have a large difference in distance than the center pixel.
  60071. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  60072. */
  60073. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  60074. direction: Vector2;
  60075. /**
  60076. * Creates a new instance CircleOfConfusionPostProcess
  60077. * @param name The name of the effect.
  60078. * @param scene The scene the effect belongs to.
  60079. * @param direction The direction the blur should be applied.
  60080. * @param kernel The size of the kernel used to blur.
  60081. * @param options The required width/height ratio to downsize to before computing the render pass.
  60082. * @param camera The camera to apply the render pass to.
  60083. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  60084. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  60085. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60086. * @param engine The engine which the post process will be applied. (default: current engine)
  60087. * @param reusable If the post process can be reused on the same frame. (default: false)
  60088. * @param textureType Type of textures used when performing the post process. (default: 0)
  60089. * @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)
  60090. */
  60091. 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);
  60092. }
  60093. }
  60094. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  60095. /** @hidden */
  60096. export var depthOfFieldMergePixelShader: {
  60097. name: string;
  60098. shader: string;
  60099. };
  60100. }
  60101. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  60102. import { Nullable } from "babylonjs/types";
  60103. import { Camera } from "babylonjs/Cameras/camera";
  60104. import { Effect } from "babylonjs/Materials/effect";
  60105. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60106. import { Engine } from "babylonjs/Engines/engine";
  60107. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  60108. /**
  60109. * Options to be set when merging outputs from the default pipeline.
  60110. */
  60111. export class DepthOfFieldMergePostProcessOptions {
  60112. /**
  60113. * The original image to merge on top of
  60114. */
  60115. originalFromInput: PostProcess;
  60116. /**
  60117. * Parameters to perform the merge of the depth of field effect
  60118. */
  60119. depthOfField?: {
  60120. circleOfConfusion: PostProcess;
  60121. blurSteps: Array<PostProcess>;
  60122. };
  60123. /**
  60124. * Parameters to perform the merge of bloom effect
  60125. */
  60126. bloom?: {
  60127. blurred: PostProcess;
  60128. weight: number;
  60129. };
  60130. }
  60131. /**
  60132. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60133. */
  60134. export class DepthOfFieldMergePostProcess extends PostProcess {
  60135. private blurSteps;
  60136. /**
  60137. * Creates a new instance of DepthOfFieldMergePostProcess
  60138. * @param name The name of the effect.
  60139. * @param originalFromInput Post process which's input will be used for the merge.
  60140. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  60141. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  60142. * @param options The required width/height ratio to downsize to before computing the render pass.
  60143. * @param camera The camera to apply the render pass to.
  60144. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60145. * @param engine The engine which the post process will be applied. (default: current engine)
  60146. * @param reusable If the post process can be reused on the same frame. (default: false)
  60147. * @param textureType Type of textures used when performing the post process. (default: 0)
  60148. * @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)
  60149. */
  60150. 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);
  60151. /**
  60152. * Updates the effect with the current post process compile time values and recompiles the shader.
  60153. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60154. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60155. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60156. * @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
  60157. * @param onCompiled Called when the shader has been compiled.
  60158. * @param onError Called if there is an error when compiling a shader.
  60159. */
  60160. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60161. }
  60162. }
  60163. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60164. import { Nullable } from "babylonjs/types";
  60165. import { Camera } from "babylonjs/Cameras/camera";
  60166. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60167. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60168. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60169. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60170. import { Scene } from "babylonjs/scene";
  60171. /**
  60172. * Specifies the level of max blur that should be applied when using the depth of field effect
  60173. */
  60174. export enum DepthOfFieldEffectBlurLevel {
  60175. /**
  60176. * Subtle blur
  60177. */
  60178. Low = 0,
  60179. /**
  60180. * Medium blur
  60181. */
  60182. Medium = 1,
  60183. /**
  60184. * Large blur
  60185. */
  60186. High = 2
  60187. }
  60188. /**
  60189. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60190. */
  60191. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60192. private _circleOfConfusion;
  60193. /**
  60194. * @hidden Internal, blurs from high to low
  60195. */
  60196. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60197. private _depthOfFieldBlurY;
  60198. private _dofMerge;
  60199. /**
  60200. * @hidden Internal post processes in depth of field effect
  60201. */
  60202. _effects: Array<PostProcess>;
  60203. /**
  60204. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60205. */
  60206. focalLength: number;
  60207. /**
  60208. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60209. */
  60210. fStop: number;
  60211. /**
  60212. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60213. */
  60214. focusDistance: number;
  60215. /**
  60216. * 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.
  60217. */
  60218. lensSize: number;
  60219. /**
  60220. * Creates a new instance DepthOfFieldEffect
  60221. * @param scene The scene the effect belongs to.
  60222. * @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.
  60223. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60224. * @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)
  60225. */
  60226. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60227. /**
  60228. * Get the current class name of the current effet
  60229. * @returns "DepthOfFieldEffect"
  60230. */
  60231. getClassName(): string;
  60232. /**
  60233. * 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.
  60234. */
  60235. depthTexture: RenderTargetTexture;
  60236. /**
  60237. * Disposes each of the internal effects for a given camera.
  60238. * @param camera The camera to dispose the effect on.
  60239. */
  60240. disposeEffects(camera: Camera): void;
  60241. /**
  60242. * @hidden Internal
  60243. */
  60244. _updateEffects(): void;
  60245. /**
  60246. * Internal
  60247. * @returns if all the contained post processes are ready.
  60248. * @hidden
  60249. */
  60250. _isReady(): boolean;
  60251. }
  60252. }
  60253. declare module "babylonjs/Shaders/displayPass.fragment" {
  60254. /** @hidden */
  60255. export var displayPassPixelShader: {
  60256. name: string;
  60257. shader: string;
  60258. };
  60259. }
  60260. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60261. import { Nullable } from "babylonjs/types";
  60262. import { Camera } from "babylonjs/Cameras/camera";
  60263. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60264. import { Engine } from "babylonjs/Engines/engine";
  60265. import "babylonjs/Shaders/displayPass.fragment";
  60266. /**
  60267. * DisplayPassPostProcess which produces an output the same as it's input
  60268. */
  60269. export class DisplayPassPostProcess extends PostProcess {
  60270. /**
  60271. * Creates the DisplayPassPostProcess
  60272. * @param name The name of the effect.
  60273. * @param options The required width/height ratio to downsize to before computing the render pass.
  60274. * @param camera The camera to apply the render pass to.
  60275. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60276. * @param engine The engine which the post process will be applied. (default: current engine)
  60277. * @param reusable If the post process can be reused on the same frame. (default: false)
  60278. */
  60279. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60280. }
  60281. }
  60282. declare module "babylonjs/Shaders/filter.fragment" {
  60283. /** @hidden */
  60284. export var filterPixelShader: {
  60285. name: string;
  60286. shader: string;
  60287. };
  60288. }
  60289. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60290. import { Nullable } from "babylonjs/types";
  60291. import { Matrix } from "babylonjs/Maths/math.vector";
  60292. import { Camera } from "babylonjs/Cameras/camera";
  60293. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60294. import { Engine } from "babylonjs/Engines/engine";
  60295. import "babylonjs/Shaders/filter.fragment";
  60296. /**
  60297. * Applies a kernel filter to the image
  60298. */
  60299. export class FilterPostProcess extends PostProcess {
  60300. /** The matrix to be applied to the image */
  60301. kernelMatrix: Matrix;
  60302. /**
  60303. *
  60304. * @param name The name of the effect.
  60305. * @param kernelMatrix The matrix to be applied to the image
  60306. * @param options The required width/height ratio to downsize to before computing the render pass.
  60307. * @param camera The camera to apply the render pass to.
  60308. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60309. * @param engine The engine which the post process will be applied. (default: current engine)
  60310. * @param reusable If the post process can be reused on the same frame. (default: false)
  60311. */
  60312. constructor(name: string,
  60313. /** The matrix to be applied to the image */
  60314. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60315. }
  60316. }
  60317. declare module "babylonjs/Shaders/fxaa.fragment" {
  60318. /** @hidden */
  60319. export var fxaaPixelShader: {
  60320. name: string;
  60321. shader: string;
  60322. };
  60323. }
  60324. declare module "babylonjs/Shaders/fxaa.vertex" {
  60325. /** @hidden */
  60326. export var fxaaVertexShader: {
  60327. name: string;
  60328. shader: string;
  60329. };
  60330. }
  60331. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60332. import { Nullable } from "babylonjs/types";
  60333. import { Camera } from "babylonjs/Cameras/camera";
  60334. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60335. import { Engine } from "babylonjs/Engines/engine";
  60336. import "babylonjs/Shaders/fxaa.fragment";
  60337. import "babylonjs/Shaders/fxaa.vertex";
  60338. /**
  60339. * Fxaa post process
  60340. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60341. */
  60342. export class FxaaPostProcess extends PostProcess {
  60343. /** @hidden */
  60344. texelWidth: number;
  60345. /** @hidden */
  60346. texelHeight: number;
  60347. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60348. private _getDefines;
  60349. }
  60350. }
  60351. declare module "babylonjs/Shaders/grain.fragment" {
  60352. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60353. /** @hidden */
  60354. export var grainPixelShader: {
  60355. name: string;
  60356. shader: string;
  60357. };
  60358. }
  60359. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60360. import { Nullable } from "babylonjs/types";
  60361. import { Camera } from "babylonjs/Cameras/camera";
  60362. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60363. import { Engine } from "babylonjs/Engines/engine";
  60364. import "babylonjs/Shaders/grain.fragment";
  60365. /**
  60366. * The GrainPostProcess adds noise to the image at mid luminance levels
  60367. */
  60368. export class GrainPostProcess extends PostProcess {
  60369. /**
  60370. * The intensity of the grain added (default: 30)
  60371. */
  60372. intensity: number;
  60373. /**
  60374. * If the grain should be randomized on every frame
  60375. */
  60376. animated: boolean;
  60377. /**
  60378. * Creates a new instance of @see GrainPostProcess
  60379. * @param name The name of the effect.
  60380. * @param options The required width/height ratio to downsize to before computing the render pass.
  60381. * @param camera The camera to apply the render pass to.
  60382. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60383. * @param engine The engine which the post process will be applied. (default: current engine)
  60384. * @param reusable If the post process can be reused on the same frame. (default: false)
  60385. * @param textureType Type of textures used when performing the post process. (default: 0)
  60386. * @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)
  60387. */
  60388. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60389. }
  60390. }
  60391. declare module "babylonjs/Shaders/highlights.fragment" {
  60392. /** @hidden */
  60393. export var highlightsPixelShader: {
  60394. name: string;
  60395. shader: string;
  60396. };
  60397. }
  60398. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60399. import { Nullable } from "babylonjs/types";
  60400. import { Camera } from "babylonjs/Cameras/camera";
  60401. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60402. import { Engine } from "babylonjs/Engines/engine";
  60403. import "babylonjs/Shaders/highlights.fragment";
  60404. /**
  60405. * Extracts highlights from the image
  60406. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60407. */
  60408. export class HighlightsPostProcess extends PostProcess {
  60409. /**
  60410. * Extracts highlights from the image
  60411. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60412. * @param name The name of the effect.
  60413. * @param options The required width/height ratio to downsize to before computing the render pass.
  60414. * @param camera The camera to apply the render pass to.
  60415. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60416. * @param engine The engine which the post process will be applied. (default: current engine)
  60417. * @param reusable If the post process can be reused on the same frame. (default: false)
  60418. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60419. */
  60420. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60421. }
  60422. }
  60423. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60424. /** @hidden */
  60425. export var mrtFragmentDeclaration: {
  60426. name: string;
  60427. shader: string;
  60428. };
  60429. }
  60430. declare module "babylonjs/Shaders/geometry.fragment" {
  60431. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60432. /** @hidden */
  60433. export var geometryPixelShader: {
  60434. name: string;
  60435. shader: string;
  60436. };
  60437. }
  60438. declare module "babylonjs/Shaders/geometry.vertex" {
  60439. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60440. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60441. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60442. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60443. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60444. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60445. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60446. /** @hidden */
  60447. export var geometryVertexShader: {
  60448. name: string;
  60449. shader: string;
  60450. };
  60451. }
  60452. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60453. import { Matrix } from "babylonjs/Maths/math.vector";
  60454. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60455. import { Mesh } from "babylonjs/Meshes/mesh";
  60456. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60457. import { Effect } from "babylonjs/Materials/effect";
  60458. import { Scene } from "babylonjs/scene";
  60459. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60460. import "babylonjs/Shaders/geometry.fragment";
  60461. import "babylonjs/Shaders/geometry.vertex";
  60462. /** @hidden */
  60463. interface ISavedTransformationMatrix {
  60464. world: Matrix;
  60465. viewProjection: Matrix;
  60466. }
  60467. /**
  60468. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60469. */
  60470. export class GeometryBufferRenderer {
  60471. /**
  60472. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60473. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60474. */
  60475. static readonly POSITION_TEXTURE_TYPE: number;
  60476. /**
  60477. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60478. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60479. */
  60480. static readonly VELOCITY_TEXTURE_TYPE: number;
  60481. /**
  60482. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60483. * in order to compute objects velocities when enableVelocity is set to "true"
  60484. * @hidden
  60485. */
  60486. _previousTransformationMatrices: {
  60487. [index: number]: ISavedTransformationMatrix;
  60488. };
  60489. /**
  60490. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60491. * in order to compute objects velocities when enableVelocity is set to "true"
  60492. * @hidden
  60493. */
  60494. _previousBonesTransformationMatrices: {
  60495. [index: number]: Float32Array;
  60496. };
  60497. /**
  60498. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60499. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60500. */
  60501. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60502. private _scene;
  60503. private _multiRenderTarget;
  60504. private _ratio;
  60505. private _enablePosition;
  60506. private _enableVelocity;
  60507. private _positionIndex;
  60508. private _velocityIndex;
  60509. protected _effect: Effect;
  60510. protected _cachedDefines: string;
  60511. /**
  60512. * Set the render list (meshes to be rendered) used in the G buffer.
  60513. */
  60514. renderList: Mesh[];
  60515. /**
  60516. * Gets wether or not G buffer are supported by the running hardware.
  60517. * This requires draw buffer supports
  60518. */
  60519. readonly isSupported: boolean;
  60520. /**
  60521. * Returns the index of the given texture type in the G-Buffer textures array
  60522. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60523. * @returns the index of the given texture type in the G-Buffer textures array
  60524. */
  60525. getTextureIndex(textureType: number): number;
  60526. /**
  60527. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60528. */
  60529. /**
  60530. * Sets whether or not objects positions are enabled for the G buffer.
  60531. */
  60532. enablePosition: boolean;
  60533. /**
  60534. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60535. */
  60536. /**
  60537. * Sets wether or not objects velocities are enabled for the G buffer.
  60538. */
  60539. enableVelocity: boolean;
  60540. /**
  60541. * Gets the scene associated with the buffer.
  60542. */
  60543. readonly scene: Scene;
  60544. /**
  60545. * Gets the ratio used by the buffer during its creation.
  60546. * How big is the buffer related to the main canvas.
  60547. */
  60548. readonly ratio: number;
  60549. /** @hidden */
  60550. static _SceneComponentInitialization: (scene: Scene) => void;
  60551. /**
  60552. * Creates a new G Buffer for the scene
  60553. * @param scene The scene the buffer belongs to
  60554. * @param ratio How big is the buffer related to the main canvas.
  60555. */
  60556. constructor(scene: Scene, ratio?: number);
  60557. /**
  60558. * Checks wether everything is ready to render a submesh to the G buffer.
  60559. * @param subMesh the submesh to check readiness for
  60560. * @param useInstances is the mesh drawn using instance or not
  60561. * @returns true if ready otherwise false
  60562. */
  60563. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60564. /**
  60565. * Gets the current underlying G Buffer.
  60566. * @returns the buffer
  60567. */
  60568. getGBuffer(): MultiRenderTarget;
  60569. /**
  60570. * Gets the number of samples used to render the buffer (anti aliasing).
  60571. */
  60572. /**
  60573. * Sets the number of samples used to render the buffer (anti aliasing).
  60574. */
  60575. samples: number;
  60576. /**
  60577. * Disposes the renderer and frees up associated resources.
  60578. */
  60579. dispose(): void;
  60580. protected _createRenderTargets(): void;
  60581. private _copyBonesTransformationMatrices;
  60582. }
  60583. }
  60584. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60585. import { Nullable } from "babylonjs/types";
  60586. import { Scene } from "babylonjs/scene";
  60587. import { ISceneComponent } from "babylonjs/sceneComponent";
  60588. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60589. module "babylonjs/scene" {
  60590. interface Scene {
  60591. /** @hidden (Backing field) */
  60592. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60593. /**
  60594. * Gets or Sets the current geometry buffer associated to the scene.
  60595. */
  60596. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60597. /**
  60598. * Enables a GeometryBufferRender and associates it with the scene
  60599. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60600. * @returns the GeometryBufferRenderer
  60601. */
  60602. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60603. /**
  60604. * Disables the GeometryBufferRender associated with the scene
  60605. */
  60606. disableGeometryBufferRenderer(): void;
  60607. }
  60608. }
  60609. /**
  60610. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60611. * in several rendering techniques.
  60612. */
  60613. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60614. /**
  60615. * The component name helpful to identify the component in the list of scene components.
  60616. */
  60617. readonly name: string;
  60618. /**
  60619. * The scene the component belongs to.
  60620. */
  60621. scene: Scene;
  60622. /**
  60623. * Creates a new instance of the component for the given scene
  60624. * @param scene Defines the scene to register the component in
  60625. */
  60626. constructor(scene: Scene);
  60627. /**
  60628. * Registers the component in a given scene
  60629. */
  60630. register(): void;
  60631. /**
  60632. * Rebuilds the elements related to this component in case of
  60633. * context lost for instance.
  60634. */
  60635. rebuild(): void;
  60636. /**
  60637. * Disposes the component and the associated ressources
  60638. */
  60639. dispose(): void;
  60640. private _gatherRenderTargets;
  60641. }
  60642. }
  60643. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60644. /** @hidden */
  60645. export var motionBlurPixelShader: {
  60646. name: string;
  60647. shader: string;
  60648. };
  60649. }
  60650. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60651. import { Nullable } from "babylonjs/types";
  60652. import { Camera } from "babylonjs/Cameras/camera";
  60653. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60654. import { Scene } from "babylonjs/scene";
  60655. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60656. import "babylonjs/Animations/animatable";
  60657. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60658. import "babylonjs/Shaders/motionBlur.fragment";
  60659. import { Engine } from "babylonjs/Engines/engine";
  60660. /**
  60661. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60662. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60663. * As an example, all you have to do is to create the post-process:
  60664. * var mb = new BABYLON.MotionBlurPostProcess(
  60665. * 'mb', // The name of the effect.
  60666. * scene, // The scene containing the objects to blur according to their velocity.
  60667. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60668. * camera // The camera to apply the render pass to.
  60669. * );
  60670. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60671. */
  60672. export class MotionBlurPostProcess extends PostProcess {
  60673. /**
  60674. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60675. */
  60676. motionStrength: number;
  60677. /**
  60678. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60679. */
  60680. /**
  60681. * Sets the number of iterations to be used for motion blur quality
  60682. */
  60683. motionBlurSamples: number;
  60684. private _motionBlurSamples;
  60685. private _geometryBufferRenderer;
  60686. /**
  60687. * Creates a new instance MotionBlurPostProcess
  60688. * @param name The name of the effect.
  60689. * @param scene The scene containing the objects to blur according to their velocity.
  60690. * @param options The required width/height ratio to downsize to before computing the render pass.
  60691. * @param camera The camera to apply the render pass to.
  60692. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60693. * @param engine The engine which the post process will be applied. (default: current engine)
  60694. * @param reusable If the post process can be reused on the same frame. (default: false)
  60695. * @param textureType Type of textures used when performing the post process. (default: 0)
  60696. * @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)
  60697. */
  60698. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60699. /**
  60700. * Excludes the given skinned mesh from computing bones velocities.
  60701. * 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.
  60702. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60703. */
  60704. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60705. /**
  60706. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60707. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60708. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60709. */
  60710. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60711. /**
  60712. * Disposes the post process.
  60713. * @param camera The camera to dispose the post process on.
  60714. */
  60715. dispose(camera?: Camera): void;
  60716. }
  60717. }
  60718. declare module "babylonjs/Shaders/refraction.fragment" {
  60719. /** @hidden */
  60720. export var refractionPixelShader: {
  60721. name: string;
  60722. shader: string;
  60723. };
  60724. }
  60725. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60726. import { Color3 } from "babylonjs/Maths/math.color";
  60727. import { Camera } from "babylonjs/Cameras/camera";
  60728. import { Texture } from "babylonjs/Materials/Textures/texture";
  60729. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60730. import { Engine } from "babylonjs/Engines/engine";
  60731. import "babylonjs/Shaders/refraction.fragment";
  60732. /**
  60733. * Post process which applies a refractin texture
  60734. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60735. */
  60736. export class RefractionPostProcess extends PostProcess {
  60737. /** the base color of the refraction (used to taint the rendering) */
  60738. color: Color3;
  60739. /** simulated refraction depth */
  60740. depth: number;
  60741. /** the coefficient of the base color (0 to remove base color tainting) */
  60742. colorLevel: number;
  60743. private _refTexture;
  60744. private _ownRefractionTexture;
  60745. /**
  60746. * Gets or sets the refraction texture
  60747. * Please note that you are responsible for disposing the texture if you set it manually
  60748. */
  60749. refractionTexture: Texture;
  60750. /**
  60751. * Initializes the RefractionPostProcess
  60752. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60753. * @param name The name of the effect.
  60754. * @param refractionTextureUrl Url of the refraction texture to use
  60755. * @param color the base color of the refraction (used to taint the rendering)
  60756. * @param depth simulated refraction depth
  60757. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60758. * @param camera The camera to apply the render pass to.
  60759. * @param options The required width/height ratio to downsize to before computing the render pass.
  60760. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60761. * @param engine The engine which the post process will be applied. (default: current engine)
  60762. * @param reusable If the post process can be reused on the same frame. (default: false)
  60763. */
  60764. constructor(name: string, refractionTextureUrl: string,
  60765. /** the base color of the refraction (used to taint the rendering) */
  60766. color: Color3,
  60767. /** simulated refraction depth */
  60768. depth: number,
  60769. /** the coefficient of the base color (0 to remove base color tainting) */
  60770. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60771. /**
  60772. * Disposes of the post process
  60773. * @param camera Camera to dispose post process on
  60774. */
  60775. dispose(camera: Camera): void;
  60776. }
  60777. }
  60778. declare module "babylonjs/Shaders/sharpen.fragment" {
  60779. /** @hidden */
  60780. export var sharpenPixelShader: {
  60781. name: string;
  60782. shader: string;
  60783. };
  60784. }
  60785. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60786. import { Nullable } from "babylonjs/types";
  60787. import { Camera } from "babylonjs/Cameras/camera";
  60788. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60789. import "babylonjs/Shaders/sharpen.fragment";
  60790. import { Engine } from "babylonjs/Engines/engine";
  60791. /**
  60792. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60793. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60794. */
  60795. export class SharpenPostProcess extends PostProcess {
  60796. /**
  60797. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60798. */
  60799. colorAmount: number;
  60800. /**
  60801. * How much sharpness should be applied (default: 0.3)
  60802. */
  60803. edgeAmount: number;
  60804. /**
  60805. * Creates a new instance ConvolutionPostProcess
  60806. * @param name The name of the effect.
  60807. * @param options The required width/height ratio to downsize to before computing the render pass.
  60808. * @param camera The camera to apply the render pass to.
  60809. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60810. * @param engine The engine which the post process will be applied. (default: current engine)
  60811. * @param reusable If the post process can be reused on the same frame. (default: false)
  60812. * @param textureType Type of textures used when performing the post process. (default: 0)
  60813. * @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)
  60814. */
  60815. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60816. }
  60817. }
  60818. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60819. import { Nullable } from "babylonjs/types";
  60820. import { Camera } from "babylonjs/Cameras/camera";
  60821. import { Engine } from "babylonjs/Engines/engine";
  60822. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60823. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60824. /**
  60825. * PostProcessRenderPipeline
  60826. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60827. */
  60828. export class PostProcessRenderPipeline {
  60829. private engine;
  60830. private _renderEffects;
  60831. private _renderEffectsForIsolatedPass;
  60832. /**
  60833. * List of inspectable custom properties (used by the Inspector)
  60834. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60835. */
  60836. inspectableCustomProperties: IInspectable[];
  60837. /**
  60838. * @hidden
  60839. */
  60840. protected _cameras: Camera[];
  60841. /** @hidden */
  60842. _name: string;
  60843. /**
  60844. * Gets pipeline name
  60845. */
  60846. readonly name: string;
  60847. /**
  60848. * Initializes a PostProcessRenderPipeline
  60849. * @param engine engine to add the pipeline to
  60850. * @param name name of the pipeline
  60851. */
  60852. constructor(engine: Engine, name: string);
  60853. /**
  60854. * Gets the class name
  60855. * @returns "PostProcessRenderPipeline"
  60856. */
  60857. getClassName(): string;
  60858. /**
  60859. * If all the render effects in the pipeline are supported
  60860. */
  60861. readonly isSupported: boolean;
  60862. /**
  60863. * Adds an effect to the pipeline
  60864. * @param renderEffect the effect to add
  60865. */
  60866. addEffect(renderEffect: PostProcessRenderEffect): void;
  60867. /** @hidden */
  60868. _rebuild(): void;
  60869. /** @hidden */
  60870. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60871. /** @hidden */
  60872. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60873. /** @hidden */
  60874. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60875. /** @hidden */
  60876. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60877. /** @hidden */
  60878. _attachCameras(cameras: Camera, unique: boolean): void;
  60879. /** @hidden */
  60880. _attachCameras(cameras: Camera[], unique: boolean): void;
  60881. /** @hidden */
  60882. _detachCameras(cameras: Camera): void;
  60883. /** @hidden */
  60884. _detachCameras(cameras: Nullable<Camera[]>): void;
  60885. /** @hidden */
  60886. _update(): void;
  60887. /** @hidden */
  60888. _reset(): void;
  60889. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60890. /**
  60891. * Disposes of the pipeline
  60892. */
  60893. dispose(): void;
  60894. }
  60895. }
  60896. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60897. import { Camera } from "babylonjs/Cameras/camera";
  60898. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60899. /**
  60900. * PostProcessRenderPipelineManager class
  60901. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60902. */
  60903. export class PostProcessRenderPipelineManager {
  60904. private _renderPipelines;
  60905. /**
  60906. * Initializes a PostProcessRenderPipelineManager
  60907. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60908. */
  60909. constructor();
  60910. /**
  60911. * Gets the list of supported render pipelines
  60912. */
  60913. readonly supportedPipelines: PostProcessRenderPipeline[];
  60914. /**
  60915. * Adds a pipeline to the manager
  60916. * @param renderPipeline The pipeline to add
  60917. */
  60918. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60919. /**
  60920. * Attaches a camera to the pipeline
  60921. * @param renderPipelineName The name of the pipeline to attach to
  60922. * @param cameras the camera to attach
  60923. * @param unique if the camera can be attached multiple times to the pipeline
  60924. */
  60925. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60926. /**
  60927. * Detaches a camera from the pipeline
  60928. * @param renderPipelineName The name of the pipeline to detach from
  60929. * @param cameras the camera to detach
  60930. */
  60931. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60932. /**
  60933. * Enables an effect by name on a pipeline
  60934. * @param renderPipelineName the name of the pipeline to enable the effect in
  60935. * @param renderEffectName the name of the effect to enable
  60936. * @param cameras the cameras that the effect should be enabled on
  60937. */
  60938. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60939. /**
  60940. * Disables an effect by name on a pipeline
  60941. * @param renderPipelineName the name of the pipeline to disable the effect in
  60942. * @param renderEffectName the name of the effect to disable
  60943. * @param cameras the cameras that the effect should be disabled on
  60944. */
  60945. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60946. /**
  60947. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60948. */
  60949. update(): void;
  60950. /** @hidden */
  60951. _rebuild(): void;
  60952. /**
  60953. * Disposes of the manager and pipelines
  60954. */
  60955. dispose(): void;
  60956. }
  60957. }
  60958. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60959. import { ISceneComponent } from "babylonjs/sceneComponent";
  60960. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60961. import { Scene } from "babylonjs/scene";
  60962. module "babylonjs/scene" {
  60963. interface Scene {
  60964. /** @hidden (Backing field) */
  60965. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60966. /**
  60967. * Gets the postprocess render pipeline manager
  60968. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60969. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60970. */
  60971. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60972. }
  60973. }
  60974. /**
  60975. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60976. */
  60977. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60978. /**
  60979. * The component name helpfull to identify the component in the list of scene components.
  60980. */
  60981. readonly name: string;
  60982. /**
  60983. * The scene the component belongs to.
  60984. */
  60985. scene: Scene;
  60986. /**
  60987. * Creates a new instance of the component for the given scene
  60988. * @param scene Defines the scene to register the component in
  60989. */
  60990. constructor(scene: Scene);
  60991. /**
  60992. * Registers the component in a given scene
  60993. */
  60994. register(): void;
  60995. /**
  60996. * Rebuilds the elements related to this component in case of
  60997. * context lost for instance.
  60998. */
  60999. rebuild(): void;
  61000. /**
  61001. * Disposes the component and the associated ressources
  61002. */
  61003. dispose(): void;
  61004. private _gatherRenderTargets;
  61005. }
  61006. }
  61007. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61008. import { Nullable } from "babylonjs/types";
  61009. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61010. import { Camera } from "babylonjs/Cameras/camera";
  61011. import { IDisposable } from "babylonjs/scene";
  61012. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61013. import { Scene } from "babylonjs/scene";
  61014. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61015. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61016. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61017. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61018. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61019. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61020. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61021. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61022. import { Animation } from "babylonjs/Animations/animation";
  61023. /**
  61024. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61025. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61026. */
  61027. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61028. private _scene;
  61029. private _camerasToBeAttached;
  61030. /**
  61031. * ID of the sharpen post process,
  61032. */
  61033. private readonly SharpenPostProcessId;
  61034. /**
  61035. * @ignore
  61036. * ID of the image processing post process;
  61037. */
  61038. readonly ImageProcessingPostProcessId: string;
  61039. /**
  61040. * @ignore
  61041. * ID of the Fast Approximate Anti-Aliasing post process;
  61042. */
  61043. readonly FxaaPostProcessId: string;
  61044. /**
  61045. * ID of the chromatic aberration post process,
  61046. */
  61047. private readonly ChromaticAberrationPostProcessId;
  61048. /**
  61049. * ID of the grain post process
  61050. */
  61051. private readonly GrainPostProcessId;
  61052. /**
  61053. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61054. */
  61055. sharpen: SharpenPostProcess;
  61056. private _sharpenEffect;
  61057. private bloom;
  61058. /**
  61059. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61060. */
  61061. depthOfField: DepthOfFieldEffect;
  61062. /**
  61063. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61064. */
  61065. fxaa: FxaaPostProcess;
  61066. /**
  61067. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61068. */
  61069. imageProcessing: ImageProcessingPostProcess;
  61070. /**
  61071. * Chromatic aberration post process which will shift rgb colors in the image
  61072. */
  61073. chromaticAberration: ChromaticAberrationPostProcess;
  61074. private _chromaticAberrationEffect;
  61075. /**
  61076. * Grain post process which add noise to the image
  61077. */
  61078. grain: GrainPostProcess;
  61079. private _grainEffect;
  61080. /**
  61081. * Glow post process which adds a glow to emissive areas of the image
  61082. */
  61083. private _glowLayer;
  61084. /**
  61085. * Animations which can be used to tweak settings over a period of time
  61086. */
  61087. animations: Animation[];
  61088. private _imageProcessingConfigurationObserver;
  61089. private _sharpenEnabled;
  61090. private _bloomEnabled;
  61091. private _depthOfFieldEnabled;
  61092. private _depthOfFieldBlurLevel;
  61093. private _fxaaEnabled;
  61094. private _imageProcessingEnabled;
  61095. private _defaultPipelineTextureType;
  61096. private _bloomScale;
  61097. private _chromaticAberrationEnabled;
  61098. private _grainEnabled;
  61099. private _buildAllowed;
  61100. /**
  61101. * Gets active scene
  61102. */
  61103. readonly scene: Scene;
  61104. /**
  61105. * Enable or disable the sharpen process from the pipeline
  61106. */
  61107. sharpenEnabled: boolean;
  61108. private _resizeObserver;
  61109. private _hardwareScaleLevel;
  61110. private _bloomKernel;
  61111. /**
  61112. * Specifies the size of the bloom blur kernel, relative to the final output size
  61113. */
  61114. bloomKernel: number;
  61115. /**
  61116. * Specifies the weight of the bloom in the final rendering
  61117. */
  61118. private _bloomWeight;
  61119. /**
  61120. * Specifies the luma threshold for the area that will be blurred by the bloom
  61121. */
  61122. private _bloomThreshold;
  61123. private _hdr;
  61124. /**
  61125. * The strength of the bloom.
  61126. */
  61127. bloomWeight: number;
  61128. /**
  61129. * The strength of the bloom.
  61130. */
  61131. bloomThreshold: number;
  61132. /**
  61133. * The scale of the bloom, lower value will provide better performance.
  61134. */
  61135. bloomScale: number;
  61136. /**
  61137. * Enable or disable the bloom from the pipeline
  61138. */
  61139. bloomEnabled: boolean;
  61140. private _rebuildBloom;
  61141. /**
  61142. * If the depth of field is enabled.
  61143. */
  61144. depthOfFieldEnabled: boolean;
  61145. /**
  61146. * Blur level of the depth of field effect. (Higher blur will effect performance)
  61147. */
  61148. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  61149. /**
  61150. * If the anti aliasing is enabled.
  61151. */
  61152. fxaaEnabled: boolean;
  61153. private _samples;
  61154. /**
  61155. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61156. */
  61157. samples: number;
  61158. /**
  61159. * If image processing is enabled.
  61160. */
  61161. imageProcessingEnabled: boolean;
  61162. /**
  61163. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61164. */
  61165. glowLayerEnabled: boolean;
  61166. /**
  61167. * Gets the glow layer (or null if not defined)
  61168. */
  61169. readonly glowLayer: Nullable<GlowLayer>;
  61170. /**
  61171. * Enable or disable the chromaticAberration process from the pipeline
  61172. */
  61173. chromaticAberrationEnabled: boolean;
  61174. /**
  61175. * Enable or disable the grain process from the pipeline
  61176. */
  61177. grainEnabled: boolean;
  61178. /**
  61179. * @constructor
  61180. * @param name - The rendering pipeline name (default: "")
  61181. * @param hdr - If high dynamic range textures should be used (default: true)
  61182. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61183. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61184. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61185. */
  61186. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61187. /**
  61188. * Get the class name
  61189. * @returns "DefaultRenderingPipeline"
  61190. */
  61191. getClassName(): string;
  61192. /**
  61193. * Force the compilation of the entire pipeline.
  61194. */
  61195. prepare(): void;
  61196. private _hasCleared;
  61197. private _prevPostProcess;
  61198. private _prevPrevPostProcess;
  61199. private _setAutoClearAndTextureSharing;
  61200. private _depthOfFieldSceneObserver;
  61201. private _buildPipeline;
  61202. private _disposePostProcesses;
  61203. /**
  61204. * Adds a camera to the pipeline
  61205. * @param camera the camera to be added
  61206. */
  61207. addCamera(camera: Camera): void;
  61208. /**
  61209. * Removes a camera from the pipeline
  61210. * @param camera the camera to remove
  61211. */
  61212. removeCamera(camera: Camera): void;
  61213. /**
  61214. * Dispose of the pipeline and stop all post processes
  61215. */
  61216. dispose(): void;
  61217. /**
  61218. * Serialize the rendering pipeline (Used when exporting)
  61219. * @returns the serialized object
  61220. */
  61221. serialize(): any;
  61222. /**
  61223. * Parse the serialized pipeline
  61224. * @param source Source pipeline.
  61225. * @param scene The scene to load the pipeline to.
  61226. * @param rootUrl The URL of the serialized pipeline.
  61227. * @returns An instantiated pipeline from the serialized object.
  61228. */
  61229. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61230. }
  61231. }
  61232. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61233. /** @hidden */
  61234. export var lensHighlightsPixelShader: {
  61235. name: string;
  61236. shader: string;
  61237. };
  61238. }
  61239. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61240. /** @hidden */
  61241. export var depthOfFieldPixelShader: {
  61242. name: string;
  61243. shader: string;
  61244. };
  61245. }
  61246. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61247. import { Camera } from "babylonjs/Cameras/camera";
  61248. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61249. import { Scene } from "babylonjs/scene";
  61250. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61251. import "babylonjs/Shaders/chromaticAberration.fragment";
  61252. import "babylonjs/Shaders/lensHighlights.fragment";
  61253. import "babylonjs/Shaders/depthOfField.fragment";
  61254. /**
  61255. * BABYLON.JS Chromatic Aberration GLSL Shader
  61256. * Author: Olivier Guyot
  61257. * Separates very slightly R, G and B colors on the edges of the screen
  61258. * Inspired by Francois Tarlier & Martins Upitis
  61259. */
  61260. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61261. /**
  61262. * @ignore
  61263. * The chromatic aberration PostProcess id in the pipeline
  61264. */
  61265. LensChromaticAberrationEffect: string;
  61266. /**
  61267. * @ignore
  61268. * The highlights enhancing PostProcess id in the pipeline
  61269. */
  61270. HighlightsEnhancingEffect: string;
  61271. /**
  61272. * @ignore
  61273. * The depth-of-field PostProcess id in the pipeline
  61274. */
  61275. LensDepthOfFieldEffect: string;
  61276. private _scene;
  61277. private _depthTexture;
  61278. private _grainTexture;
  61279. private _chromaticAberrationPostProcess;
  61280. private _highlightsPostProcess;
  61281. private _depthOfFieldPostProcess;
  61282. private _edgeBlur;
  61283. private _grainAmount;
  61284. private _chromaticAberration;
  61285. private _distortion;
  61286. private _highlightsGain;
  61287. private _highlightsThreshold;
  61288. private _dofDistance;
  61289. private _dofAperture;
  61290. private _dofDarken;
  61291. private _dofPentagon;
  61292. private _blurNoise;
  61293. /**
  61294. * @constructor
  61295. *
  61296. * Effect parameters are as follow:
  61297. * {
  61298. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61299. * edge_blur: number; // from 0 to x (1 for realism)
  61300. * distortion: number; // from 0 to x (1 for realism)
  61301. * grain_amount: number; // from 0 to 1
  61302. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61303. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61304. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61305. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61306. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61307. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61308. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61309. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61310. * }
  61311. * Note: if an effect parameter is unset, effect is disabled
  61312. *
  61313. * @param name The rendering pipeline name
  61314. * @param parameters - An object containing all parameters (see above)
  61315. * @param scene The scene linked to this pipeline
  61316. * @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)
  61317. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61318. */
  61319. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61320. /**
  61321. * Get the class name
  61322. * @returns "LensRenderingPipeline"
  61323. */
  61324. getClassName(): string;
  61325. /**
  61326. * Gets associated scene
  61327. */
  61328. readonly scene: Scene;
  61329. /**
  61330. * Gets or sets the edge blur
  61331. */
  61332. edgeBlur: number;
  61333. /**
  61334. * Gets or sets the grain amount
  61335. */
  61336. grainAmount: number;
  61337. /**
  61338. * Gets or sets the chromatic aberration amount
  61339. */
  61340. chromaticAberration: number;
  61341. /**
  61342. * Gets or sets the depth of field aperture
  61343. */
  61344. dofAperture: number;
  61345. /**
  61346. * Gets or sets the edge distortion
  61347. */
  61348. edgeDistortion: number;
  61349. /**
  61350. * Gets or sets the depth of field distortion
  61351. */
  61352. dofDistortion: number;
  61353. /**
  61354. * Gets or sets the darken out of focus amount
  61355. */
  61356. darkenOutOfFocus: number;
  61357. /**
  61358. * Gets or sets a boolean indicating if blur noise is enabled
  61359. */
  61360. blurNoise: boolean;
  61361. /**
  61362. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61363. */
  61364. pentagonBokeh: boolean;
  61365. /**
  61366. * Gets or sets the highlight grain amount
  61367. */
  61368. highlightsGain: number;
  61369. /**
  61370. * Gets or sets the highlight threshold
  61371. */
  61372. highlightsThreshold: number;
  61373. /**
  61374. * Sets the amount of blur at the edges
  61375. * @param amount blur amount
  61376. */
  61377. setEdgeBlur(amount: number): void;
  61378. /**
  61379. * Sets edge blur to 0
  61380. */
  61381. disableEdgeBlur(): void;
  61382. /**
  61383. * Sets the amout of grain
  61384. * @param amount Amount of grain
  61385. */
  61386. setGrainAmount(amount: number): void;
  61387. /**
  61388. * Set grain amount to 0
  61389. */
  61390. disableGrain(): void;
  61391. /**
  61392. * Sets the chromatic aberration amount
  61393. * @param amount amount of chromatic aberration
  61394. */
  61395. setChromaticAberration(amount: number): void;
  61396. /**
  61397. * Sets chromatic aberration amount to 0
  61398. */
  61399. disableChromaticAberration(): void;
  61400. /**
  61401. * Sets the EdgeDistortion amount
  61402. * @param amount amount of EdgeDistortion
  61403. */
  61404. setEdgeDistortion(amount: number): void;
  61405. /**
  61406. * Sets edge distortion to 0
  61407. */
  61408. disableEdgeDistortion(): void;
  61409. /**
  61410. * Sets the FocusDistance amount
  61411. * @param amount amount of FocusDistance
  61412. */
  61413. setFocusDistance(amount: number): void;
  61414. /**
  61415. * Disables depth of field
  61416. */
  61417. disableDepthOfField(): void;
  61418. /**
  61419. * Sets the Aperture amount
  61420. * @param amount amount of Aperture
  61421. */
  61422. setAperture(amount: number): void;
  61423. /**
  61424. * Sets the DarkenOutOfFocus amount
  61425. * @param amount amount of DarkenOutOfFocus
  61426. */
  61427. setDarkenOutOfFocus(amount: number): void;
  61428. private _pentagonBokehIsEnabled;
  61429. /**
  61430. * Creates a pentagon bokeh effect
  61431. */
  61432. enablePentagonBokeh(): void;
  61433. /**
  61434. * Disables the pentagon bokeh effect
  61435. */
  61436. disablePentagonBokeh(): void;
  61437. /**
  61438. * Enables noise blur
  61439. */
  61440. enableNoiseBlur(): void;
  61441. /**
  61442. * Disables noise blur
  61443. */
  61444. disableNoiseBlur(): void;
  61445. /**
  61446. * Sets the HighlightsGain amount
  61447. * @param amount amount of HighlightsGain
  61448. */
  61449. setHighlightsGain(amount: number): void;
  61450. /**
  61451. * Sets the HighlightsThreshold amount
  61452. * @param amount amount of HighlightsThreshold
  61453. */
  61454. setHighlightsThreshold(amount: number): void;
  61455. /**
  61456. * Disables highlights
  61457. */
  61458. disableHighlights(): void;
  61459. /**
  61460. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61461. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61462. */
  61463. dispose(disableDepthRender?: boolean): void;
  61464. private _createChromaticAberrationPostProcess;
  61465. private _createHighlightsPostProcess;
  61466. private _createDepthOfFieldPostProcess;
  61467. private _createGrainTexture;
  61468. }
  61469. }
  61470. declare module "babylonjs/Shaders/ssao2.fragment" {
  61471. /** @hidden */
  61472. export var ssao2PixelShader: {
  61473. name: string;
  61474. shader: string;
  61475. };
  61476. }
  61477. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61478. /** @hidden */
  61479. export var ssaoCombinePixelShader: {
  61480. name: string;
  61481. shader: string;
  61482. };
  61483. }
  61484. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61485. import { Camera } from "babylonjs/Cameras/camera";
  61486. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61487. import { Scene } from "babylonjs/scene";
  61488. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61489. import "babylonjs/Shaders/ssao2.fragment";
  61490. import "babylonjs/Shaders/ssaoCombine.fragment";
  61491. /**
  61492. * Render pipeline to produce ssao effect
  61493. */
  61494. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61495. /**
  61496. * @ignore
  61497. * The PassPostProcess id in the pipeline that contains the original scene color
  61498. */
  61499. SSAOOriginalSceneColorEffect: string;
  61500. /**
  61501. * @ignore
  61502. * The SSAO PostProcess id in the pipeline
  61503. */
  61504. SSAORenderEffect: string;
  61505. /**
  61506. * @ignore
  61507. * The horizontal blur PostProcess id in the pipeline
  61508. */
  61509. SSAOBlurHRenderEffect: string;
  61510. /**
  61511. * @ignore
  61512. * The vertical blur PostProcess id in the pipeline
  61513. */
  61514. SSAOBlurVRenderEffect: string;
  61515. /**
  61516. * @ignore
  61517. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61518. */
  61519. SSAOCombineRenderEffect: string;
  61520. /**
  61521. * The output strength of the SSAO post-process. Default value is 1.0.
  61522. */
  61523. totalStrength: number;
  61524. /**
  61525. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61526. */
  61527. maxZ: number;
  61528. /**
  61529. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61530. */
  61531. minZAspect: number;
  61532. private _samples;
  61533. /**
  61534. * Number of samples used for the SSAO calculations. Default value is 8
  61535. */
  61536. samples: number;
  61537. private _textureSamples;
  61538. /**
  61539. * Number of samples to use for antialiasing
  61540. */
  61541. textureSamples: number;
  61542. /**
  61543. * Ratio object used for SSAO ratio and blur ratio
  61544. */
  61545. private _ratio;
  61546. /**
  61547. * Dynamically generated sphere sampler.
  61548. */
  61549. private _sampleSphere;
  61550. /**
  61551. * Blur filter offsets
  61552. */
  61553. private _samplerOffsets;
  61554. private _expensiveBlur;
  61555. /**
  61556. * If bilateral blur should be used
  61557. */
  61558. expensiveBlur: boolean;
  61559. /**
  61560. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61561. */
  61562. radius: number;
  61563. /**
  61564. * The base color of the SSAO post-process
  61565. * The final result is "base + ssao" between [0, 1]
  61566. */
  61567. base: number;
  61568. /**
  61569. * Support test.
  61570. */
  61571. static readonly IsSupported: boolean;
  61572. private _scene;
  61573. private _depthTexture;
  61574. private _normalTexture;
  61575. private _randomTexture;
  61576. private _originalColorPostProcess;
  61577. private _ssaoPostProcess;
  61578. private _blurHPostProcess;
  61579. private _blurVPostProcess;
  61580. private _ssaoCombinePostProcess;
  61581. private _firstUpdate;
  61582. /**
  61583. * Gets active scene
  61584. */
  61585. readonly scene: Scene;
  61586. /**
  61587. * @constructor
  61588. * @param name The rendering pipeline name
  61589. * @param scene The scene linked to this pipeline
  61590. * @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 }
  61591. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61592. */
  61593. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61594. /**
  61595. * Get the class name
  61596. * @returns "SSAO2RenderingPipeline"
  61597. */
  61598. getClassName(): string;
  61599. /**
  61600. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61601. */
  61602. dispose(disableGeometryBufferRenderer?: boolean): void;
  61603. private _createBlurPostProcess;
  61604. /** @hidden */
  61605. _rebuild(): void;
  61606. private _bits;
  61607. private _radicalInverse_VdC;
  61608. private _hammersley;
  61609. private _hemisphereSample_uniform;
  61610. private _generateHemisphere;
  61611. private _createSSAOPostProcess;
  61612. private _createSSAOCombinePostProcess;
  61613. private _createRandomTexture;
  61614. /**
  61615. * Serialize the rendering pipeline (Used when exporting)
  61616. * @returns the serialized object
  61617. */
  61618. serialize(): any;
  61619. /**
  61620. * Parse the serialized pipeline
  61621. * @param source Source pipeline.
  61622. * @param scene The scene to load the pipeline to.
  61623. * @param rootUrl The URL of the serialized pipeline.
  61624. * @returns An instantiated pipeline from the serialized object.
  61625. */
  61626. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61627. }
  61628. }
  61629. declare module "babylonjs/Shaders/ssao.fragment" {
  61630. /** @hidden */
  61631. export var ssaoPixelShader: {
  61632. name: string;
  61633. shader: string;
  61634. };
  61635. }
  61636. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61637. import { Camera } from "babylonjs/Cameras/camera";
  61638. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61639. import { Scene } from "babylonjs/scene";
  61640. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61641. import "babylonjs/Shaders/ssao.fragment";
  61642. import "babylonjs/Shaders/ssaoCombine.fragment";
  61643. /**
  61644. * Render pipeline to produce ssao effect
  61645. */
  61646. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61647. /**
  61648. * @ignore
  61649. * The PassPostProcess id in the pipeline that contains the original scene color
  61650. */
  61651. SSAOOriginalSceneColorEffect: string;
  61652. /**
  61653. * @ignore
  61654. * The SSAO PostProcess id in the pipeline
  61655. */
  61656. SSAORenderEffect: string;
  61657. /**
  61658. * @ignore
  61659. * The horizontal blur PostProcess id in the pipeline
  61660. */
  61661. SSAOBlurHRenderEffect: string;
  61662. /**
  61663. * @ignore
  61664. * The vertical blur PostProcess id in the pipeline
  61665. */
  61666. SSAOBlurVRenderEffect: string;
  61667. /**
  61668. * @ignore
  61669. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61670. */
  61671. SSAOCombineRenderEffect: string;
  61672. /**
  61673. * The output strength of the SSAO post-process. Default value is 1.0.
  61674. */
  61675. totalStrength: number;
  61676. /**
  61677. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61678. */
  61679. radius: number;
  61680. /**
  61681. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61682. * Must not be equal to fallOff and superior to fallOff.
  61683. * Default value is 0.0075
  61684. */
  61685. area: number;
  61686. /**
  61687. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61688. * Must not be equal to area and inferior to area.
  61689. * Default value is 0.000001
  61690. */
  61691. fallOff: number;
  61692. /**
  61693. * The base color of the SSAO post-process
  61694. * The final result is "base + ssao" between [0, 1]
  61695. */
  61696. base: number;
  61697. private _scene;
  61698. private _depthTexture;
  61699. private _randomTexture;
  61700. private _originalColorPostProcess;
  61701. private _ssaoPostProcess;
  61702. private _blurHPostProcess;
  61703. private _blurVPostProcess;
  61704. private _ssaoCombinePostProcess;
  61705. private _firstUpdate;
  61706. /**
  61707. * Gets active scene
  61708. */
  61709. readonly scene: Scene;
  61710. /**
  61711. * @constructor
  61712. * @param name - The rendering pipeline name
  61713. * @param scene - The scene linked to this pipeline
  61714. * @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 }
  61715. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61716. */
  61717. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61718. /**
  61719. * Get the class name
  61720. * @returns "SSAORenderingPipeline"
  61721. */
  61722. getClassName(): string;
  61723. /**
  61724. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61725. */
  61726. dispose(disableDepthRender?: boolean): void;
  61727. private _createBlurPostProcess;
  61728. /** @hidden */
  61729. _rebuild(): void;
  61730. private _createSSAOPostProcess;
  61731. private _createSSAOCombinePostProcess;
  61732. private _createRandomTexture;
  61733. }
  61734. }
  61735. declare module "babylonjs/Shaders/standard.fragment" {
  61736. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61737. /** @hidden */
  61738. export var standardPixelShader: {
  61739. name: string;
  61740. shader: string;
  61741. };
  61742. }
  61743. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61744. import { Nullable } from "babylonjs/types";
  61745. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61746. import { Camera } from "babylonjs/Cameras/camera";
  61747. import { Texture } from "babylonjs/Materials/Textures/texture";
  61748. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61749. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61750. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61751. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61752. import { IDisposable } from "babylonjs/scene";
  61753. import { SpotLight } from "babylonjs/Lights/spotLight";
  61754. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61755. import { Scene } from "babylonjs/scene";
  61756. import { Animation } from "babylonjs/Animations/animation";
  61757. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61758. import "babylonjs/Shaders/standard.fragment";
  61759. /**
  61760. * Standard rendering pipeline
  61761. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61762. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61763. */
  61764. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61765. /**
  61766. * Public members
  61767. */
  61768. /**
  61769. * Post-process which contains the original scene color before the pipeline applies all the effects
  61770. */
  61771. originalPostProcess: Nullable<PostProcess>;
  61772. /**
  61773. * Post-process used to down scale an image x4
  61774. */
  61775. downSampleX4PostProcess: Nullable<PostProcess>;
  61776. /**
  61777. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61778. */
  61779. brightPassPostProcess: Nullable<PostProcess>;
  61780. /**
  61781. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61782. */
  61783. blurHPostProcesses: PostProcess[];
  61784. /**
  61785. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61786. */
  61787. blurVPostProcesses: PostProcess[];
  61788. /**
  61789. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61790. */
  61791. textureAdderPostProcess: Nullable<PostProcess>;
  61792. /**
  61793. * Post-process used to create volumetric lighting effect
  61794. */
  61795. volumetricLightPostProcess: Nullable<PostProcess>;
  61796. /**
  61797. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61798. */
  61799. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61800. /**
  61801. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61802. */
  61803. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61804. /**
  61805. * Post-process used to merge the volumetric light effect and the real scene color
  61806. */
  61807. volumetricLightMergePostProces: Nullable<PostProcess>;
  61808. /**
  61809. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61810. */
  61811. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61812. /**
  61813. * Base post-process used to calculate the average luminance of the final image for HDR
  61814. */
  61815. luminancePostProcess: Nullable<PostProcess>;
  61816. /**
  61817. * Post-processes used to create down sample post-processes in order to get
  61818. * the average luminance of the final image for HDR
  61819. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61820. */
  61821. luminanceDownSamplePostProcesses: PostProcess[];
  61822. /**
  61823. * Post-process used to create a HDR effect (light adaptation)
  61824. */
  61825. hdrPostProcess: Nullable<PostProcess>;
  61826. /**
  61827. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61828. */
  61829. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61830. /**
  61831. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61832. */
  61833. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61834. /**
  61835. * Post-process used to merge the final HDR post-process and the real scene color
  61836. */
  61837. hdrFinalPostProcess: Nullable<PostProcess>;
  61838. /**
  61839. * Post-process used to create a lens flare effect
  61840. */
  61841. lensFlarePostProcess: Nullable<PostProcess>;
  61842. /**
  61843. * Post-process that merges the result of the lens flare post-process and the real scene color
  61844. */
  61845. lensFlareComposePostProcess: Nullable<PostProcess>;
  61846. /**
  61847. * Post-process used to create a motion blur effect
  61848. */
  61849. motionBlurPostProcess: Nullable<PostProcess>;
  61850. /**
  61851. * Post-process used to create a depth of field effect
  61852. */
  61853. depthOfFieldPostProcess: Nullable<PostProcess>;
  61854. /**
  61855. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61856. */
  61857. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61858. /**
  61859. * Represents the brightness threshold in order to configure the illuminated surfaces
  61860. */
  61861. brightThreshold: number;
  61862. /**
  61863. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61864. */
  61865. blurWidth: number;
  61866. /**
  61867. * Sets if the blur for highlighted surfaces must be only horizontal
  61868. */
  61869. horizontalBlur: boolean;
  61870. /**
  61871. * Gets the overall exposure used by the pipeline
  61872. */
  61873. /**
  61874. * Sets the overall exposure used by the pipeline
  61875. */
  61876. exposure: number;
  61877. /**
  61878. * Texture used typically to simulate "dirty" on camera lens
  61879. */
  61880. lensTexture: Nullable<Texture>;
  61881. /**
  61882. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61883. */
  61884. volumetricLightCoefficient: number;
  61885. /**
  61886. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61887. */
  61888. volumetricLightPower: number;
  61889. /**
  61890. * Used the set the blur intensity to smooth the volumetric lights
  61891. */
  61892. volumetricLightBlurScale: number;
  61893. /**
  61894. * Light (spot or directional) used to generate the volumetric lights rays
  61895. * The source light must have a shadow generate so the pipeline can get its
  61896. * depth map
  61897. */
  61898. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61899. /**
  61900. * For eye adaptation, represents the minimum luminance the eye can see
  61901. */
  61902. hdrMinimumLuminance: number;
  61903. /**
  61904. * For eye adaptation, represents the decrease luminance speed
  61905. */
  61906. hdrDecreaseRate: number;
  61907. /**
  61908. * For eye adaptation, represents the increase luminance speed
  61909. */
  61910. hdrIncreaseRate: number;
  61911. /**
  61912. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61913. */
  61914. /**
  61915. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61916. */
  61917. hdrAutoExposure: boolean;
  61918. /**
  61919. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61920. */
  61921. lensColorTexture: Nullable<Texture>;
  61922. /**
  61923. * The overall strengh for the lens flare effect
  61924. */
  61925. lensFlareStrength: number;
  61926. /**
  61927. * Dispersion coefficient for lens flare ghosts
  61928. */
  61929. lensFlareGhostDispersal: number;
  61930. /**
  61931. * Main lens flare halo width
  61932. */
  61933. lensFlareHaloWidth: number;
  61934. /**
  61935. * Based on the lens distortion effect, defines how much the lens flare result
  61936. * is distorted
  61937. */
  61938. lensFlareDistortionStrength: number;
  61939. /**
  61940. * Lens star texture must be used to simulate rays on the flares and is available
  61941. * in the documentation
  61942. */
  61943. lensStarTexture: Nullable<Texture>;
  61944. /**
  61945. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61946. * flare effect by taking account of the dirt texture
  61947. */
  61948. lensFlareDirtTexture: Nullable<Texture>;
  61949. /**
  61950. * Represents the focal length for the depth of field effect
  61951. */
  61952. depthOfFieldDistance: number;
  61953. /**
  61954. * Represents the blur intensity for the blurred part of the depth of field effect
  61955. */
  61956. depthOfFieldBlurWidth: number;
  61957. /**
  61958. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61959. */
  61960. /**
  61961. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61962. */
  61963. motionStrength: number;
  61964. /**
  61965. * Gets wether or not the motion blur post-process is object based or screen based.
  61966. */
  61967. /**
  61968. * Sets wether or not the motion blur post-process should be object based or screen based
  61969. */
  61970. objectBasedMotionBlur: boolean;
  61971. /**
  61972. * List of animations for the pipeline (IAnimatable implementation)
  61973. */
  61974. animations: Animation[];
  61975. /**
  61976. * Private members
  61977. */
  61978. private _scene;
  61979. private _currentDepthOfFieldSource;
  61980. private _basePostProcess;
  61981. private _fixedExposure;
  61982. private _currentExposure;
  61983. private _hdrAutoExposure;
  61984. private _hdrCurrentLuminance;
  61985. private _motionStrength;
  61986. private _isObjectBasedMotionBlur;
  61987. private _floatTextureType;
  61988. private _ratio;
  61989. private _bloomEnabled;
  61990. private _depthOfFieldEnabled;
  61991. private _vlsEnabled;
  61992. private _lensFlareEnabled;
  61993. private _hdrEnabled;
  61994. private _motionBlurEnabled;
  61995. private _fxaaEnabled;
  61996. private _motionBlurSamples;
  61997. private _volumetricLightStepsCount;
  61998. private _samples;
  61999. /**
  62000. * @ignore
  62001. * Specifies if the bloom pipeline is enabled
  62002. */
  62003. BloomEnabled: boolean;
  62004. /**
  62005. * @ignore
  62006. * Specifies if the depth of field pipeline is enabed
  62007. */
  62008. DepthOfFieldEnabled: boolean;
  62009. /**
  62010. * @ignore
  62011. * Specifies if the lens flare pipeline is enabed
  62012. */
  62013. LensFlareEnabled: boolean;
  62014. /**
  62015. * @ignore
  62016. * Specifies if the HDR pipeline is enabled
  62017. */
  62018. HDREnabled: boolean;
  62019. /**
  62020. * @ignore
  62021. * Specifies if the volumetric lights scattering effect is enabled
  62022. */
  62023. VLSEnabled: boolean;
  62024. /**
  62025. * @ignore
  62026. * Specifies if the motion blur effect is enabled
  62027. */
  62028. MotionBlurEnabled: boolean;
  62029. /**
  62030. * Specifies if anti-aliasing is enabled
  62031. */
  62032. fxaaEnabled: boolean;
  62033. /**
  62034. * Specifies the number of steps used to calculate the volumetric lights
  62035. * Typically in interval [50, 200]
  62036. */
  62037. volumetricLightStepsCount: number;
  62038. /**
  62039. * Specifies the number of samples used for the motion blur effect
  62040. * Typically in interval [16, 64]
  62041. */
  62042. motionBlurSamples: number;
  62043. /**
  62044. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62045. */
  62046. samples: number;
  62047. /**
  62048. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62049. * @constructor
  62050. * @param name The rendering pipeline name
  62051. * @param scene The scene linked to this pipeline
  62052. * @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)
  62053. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62054. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62055. */
  62056. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62057. private _buildPipeline;
  62058. private _createDownSampleX4PostProcess;
  62059. private _createBrightPassPostProcess;
  62060. private _createBlurPostProcesses;
  62061. private _createTextureAdderPostProcess;
  62062. private _createVolumetricLightPostProcess;
  62063. private _createLuminancePostProcesses;
  62064. private _createHdrPostProcess;
  62065. private _createLensFlarePostProcess;
  62066. private _createDepthOfFieldPostProcess;
  62067. private _createMotionBlurPostProcess;
  62068. private _getDepthTexture;
  62069. private _disposePostProcesses;
  62070. /**
  62071. * Dispose of the pipeline and stop all post processes
  62072. */
  62073. dispose(): void;
  62074. /**
  62075. * Serialize the rendering pipeline (Used when exporting)
  62076. * @returns the serialized object
  62077. */
  62078. serialize(): any;
  62079. /**
  62080. * Parse the serialized pipeline
  62081. * @param source Source pipeline.
  62082. * @param scene The scene to load the pipeline to.
  62083. * @param rootUrl The URL of the serialized pipeline.
  62084. * @returns An instantiated pipeline from the serialized object.
  62085. */
  62086. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  62087. /**
  62088. * Luminance steps
  62089. */
  62090. static LuminanceSteps: number;
  62091. }
  62092. }
  62093. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  62094. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  62095. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  62096. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  62097. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  62098. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  62099. }
  62100. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  62101. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  62102. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62103. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62104. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62105. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62106. }
  62107. declare module "babylonjs/Shaders/tonemap.fragment" {
  62108. /** @hidden */
  62109. export var tonemapPixelShader: {
  62110. name: string;
  62111. shader: string;
  62112. };
  62113. }
  62114. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  62115. import { Camera } from "babylonjs/Cameras/camera";
  62116. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62117. import "babylonjs/Shaders/tonemap.fragment";
  62118. import { Engine } from "babylonjs/Engines/engine";
  62119. /** Defines operator used for tonemapping */
  62120. export enum TonemappingOperator {
  62121. /** Hable */
  62122. Hable = 0,
  62123. /** Reinhard */
  62124. Reinhard = 1,
  62125. /** HejiDawson */
  62126. HejiDawson = 2,
  62127. /** Photographic */
  62128. Photographic = 3
  62129. }
  62130. /**
  62131. * Defines a post process to apply tone mapping
  62132. */
  62133. export class TonemapPostProcess extends PostProcess {
  62134. private _operator;
  62135. /** Defines the required exposure adjustement */
  62136. exposureAdjustment: number;
  62137. /**
  62138. * Creates a new TonemapPostProcess
  62139. * @param name defines the name of the postprocess
  62140. * @param _operator defines the operator to use
  62141. * @param exposureAdjustment defines the required exposure adjustement
  62142. * @param camera defines the camera to use (can be null)
  62143. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  62144. * @param engine defines the hosting engine (can be ignore if camera is set)
  62145. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  62146. */
  62147. constructor(name: string, _operator: TonemappingOperator,
  62148. /** Defines the required exposure adjustement */
  62149. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62150. }
  62151. }
  62152. declare module "babylonjs/Shaders/depth.vertex" {
  62153. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62154. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62155. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62156. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62157. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62158. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62159. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62160. /** @hidden */
  62161. export var depthVertexShader: {
  62162. name: string;
  62163. shader: string;
  62164. };
  62165. }
  62166. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62167. /** @hidden */
  62168. export var volumetricLightScatteringPixelShader: {
  62169. name: string;
  62170. shader: string;
  62171. };
  62172. }
  62173. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62174. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62175. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62176. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62177. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62178. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62179. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62180. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62181. /** @hidden */
  62182. export var volumetricLightScatteringPassVertexShader: {
  62183. name: string;
  62184. shader: string;
  62185. };
  62186. }
  62187. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62188. /** @hidden */
  62189. export var volumetricLightScatteringPassPixelShader: {
  62190. name: string;
  62191. shader: string;
  62192. };
  62193. }
  62194. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62195. import { Vector3 } from "babylonjs/Maths/math.vector";
  62196. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62197. import { Mesh } from "babylonjs/Meshes/mesh";
  62198. import { Camera } from "babylonjs/Cameras/camera";
  62199. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62200. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62201. import { Scene } from "babylonjs/scene";
  62202. import "babylonjs/Meshes/Builders/planeBuilder";
  62203. import "babylonjs/Shaders/depth.vertex";
  62204. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62205. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62206. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62207. import { Engine } from "babylonjs/Engines/engine";
  62208. /**
  62209. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62210. */
  62211. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62212. private _volumetricLightScatteringPass;
  62213. private _volumetricLightScatteringRTT;
  62214. private _viewPort;
  62215. private _screenCoordinates;
  62216. private _cachedDefines;
  62217. /**
  62218. * If not undefined, the mesh position is computed from the attached node position
  62219. */
  62220. attachedNode: {
  62221. position: Vector3;
  62222. };
  62223. /**
  62224. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62225. */
  62226. customMeshPosition: Vector3;
  62227. /**
  62228. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62229. */
  62230. useCustomMeshPosition: boolean;
  62231. /**
  62232. * If the post-process should inverse the light scattering direction
  62233. */
  62234. invert: boolean;
  62235. /**
  62236. * The internal mesh used by the post-process
  62237. */
  62238. mesh: Mesh;
  62239. /**
  62240. * @hidden
  62241. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62242. */
  62243. useDiffuseColor: boolean;
  62244. /**
  62245. * Array containing the excluded meshes not rendered in the internal pass
  62246. */
  62247. excludedMeshes: AbstractMesh[];
  62248. /**
  62249. * Controls the overall intensity of the post-process
  62250. */
  62251. exposure: number;
  62252. /**
  62253. * Dissipates each sample's contribution in range [0, 1]
  62254. */
  62255. decay: number;
  62256. /**
  62257. * Controls the overall intensity of each sample
  62258. */
  62259. weight: number;
  62260. /**
  62261. * Controls the density of each sample
  62262. */
  62263. density: number;
  62264. /**
  62265. * @constructor
  62266. * @param name The post-process name
  62267. * @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)
  62268. * @param camera The camera that the post-process will be attached to
  62269. * @param mesh The mesh used to create the light scattering
  62270. * @param samples The post-process quality, default 100
  62271. * @param samplingModeThe post-process filtering mode
  62272. * @param engine The babylon engine
  62273. * @param reusable If the post-process is reusable
  62274. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62275. */
  62276. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62277. /**
  62278. * Returns the string "VolumetricLightScatteringPostProcess"
  62279. * @returns "VolumetricLightScatteringPostProcess"
  62280. */
  62281. getClassName(): string;
  62282. private _isReady;
  62283. /**
  62284. * Sets the new light position for light scattering effect
  62285. * @param position The new custom light position
  62286. */
  62287. setCustomMeshPosition(position: Vector3): void;
  62288. /**
  62289. * Returns the light position for light scattering effect
  62290. * @return Vector3 The custom light position
  62291. */
  62292. getCustomMeshPosition(): Vector3;
  62293. /**
  62294. * Disposes the internal assets and detaches the post-process from the camera
  62295. */
  62296. dispose(camera: Camera): void;
  62297. /**
  62298. * Returns the render target texture used by the post-process
  62299. * @return the render target texture used by the post-process
  62300. */
  62301. getPass(): RenderTargetTexture;
  62302. private _meshExcluded;
  62303. private _createPass;
  62304. private _updateMeshScreenCoordinates;
  62305. /**
  62306. * Creates a default mesh for the Volumeric Light Scattering post-process
  62307. * @param name The mesh name
  62308. * @param scene The scene where to create the mesh
  62309. * @return the default mesh
  62310. */
  62311. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62312. }
  62313. }
  62314. declare module "babylonjs/PostProcesses/index" {
  62315. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62316. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62317. export * from "babylonjs/PostProcesses/bloomEffect";
  62318. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62319. export * from "babylonjs/PostProcesses/blurPostProcess";
  62320. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62321. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62322. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62323. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62324. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62325. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62326. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62327. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62328. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62329. export * from "babylonjs/PostProcesses/filterPostProcess";
  62330. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62331. export * from "babylonjs/PostProcesses/grainPostProcess";
  62332. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62333. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62334. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62335. export * from "babylonjs/PostProcesses/passPostProcess";
  62336. export * from "babylonjs/PostProcesses/postProcess";
  62337. export * from "babylonjs/PostProcesses/postProcessManager";
  62338. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62339. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62340. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62341. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62342. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62343. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62344. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62345. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62346. }
  62347. declare module "babylonjs/Probes/index" {
  62348. export * from "babylonjs/Probes/reflectionProbe";
  62349. }
  62350. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62351. import { Scene } from "babylonjs/scene";
  62352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62353. import { SmartArray } from "babylonjs/Misc/smartArray";
  62354. import { ISceneComponent } from "babylonjs/sceneComponent";
  62355. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62356. import "babylonjs/Meshes/Builders/boxBuilder";
  62357. import "babylonjs/Shaders/color.fragment";
  62358. import "babylonjs/Shaders/color.vertex";
  62359. import { Color3 } from "babylonjs/Maths/math.color";
  62360. module "babylonjs/scene" {
  62361. interface Scene {
  62362. /** @hidden (Backing field) */
  62363. _boundingBoxRenderer: BoundingBoxRenderer;
  62364. /** @hidden (Backing field) */
  62365. _forceShowBoundingBoxes: boolean;
  62366. /**
  62367. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62368. */
  62369. forceShowBoundingBoxes: boolean;
  62370. /**
  62371. * Gets the bounding box renderer associated with the scene
  62372. * @returns a BoundingBoxRenderer
  62373. */
  62374. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62375. }
  62376. }
  62377. module "babylonjs/Meshes/abstractMesh" {
  62378. interface AbstractMesh {
  62379. /** @hidden (Backing field) */
  62380. _showBoundingBox: boolean;
  62381. /**
  62382. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62383. */
  62384. showBoundingBox: boolean;
  62385. }
  62386. }
  62387. /**
  62388. * Component responsible of rendering the bounding box of the meshes in a scene.
  62389. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62390. */
  62391. export class BoundingBoxRenderer implements ISceneComponent {
  62392. /**
  62393. * The component name helpfull to identify the component in the list of scene components.
  62394. */
  62395. readonly name: string;
  62396. /**
  62397. * The scene the component belongs to.
  62398. */
  62399. scene: Scene;
  62400. /**
  62401. * Color of the bounding box lines placed in front of an object
  62402. */
  62403. frontColor: Color3;
  62404. /**
  62405. * Color of the bounding box lines placed behind an object
  62406. */
  62407. backColor: Color3;
  62408. /**
  62409. * Defines if the renderer should show the back lines or not
  62410. */
  62411. showBackLines: boolean;
  62412. /**
  62413. * @hidden
  62414. */
  62415. renderList: SmartArray<BoundingBox>;
  62416. private _colorShader;
  62417. private _vertexBuffers;
  62418. private _indexBuffer;
  62419. private _fillIndexBuffer;
  62420. private _fillIndexData;
  62421. /**
  62422. * Instantiates a new bounding box renderer in a scene.
  62423. * @param scene the scene the renderer renders in
  62424. */
  62425. constructor(scene: Scene);
  62426. /**
  62427. * Registers the component in a given scene
  62428. */
  62429. register(): void;
  62430. private _evaluateSubMesh;
  62431. private _activeMesh;
  62432. private _prepareRessources;
  62433. private _createIndexBuffer;
  62434. /**
  62435. * Rebuilds the elements related to this component in case of
  62436. * context lost for instance.
  62437. */
  62438. rebuild(): void;
  62439. /**
  62440. * @hidden
  62441. */
  62442. reset(): void;
  62443. /**
  62444. * Render the bounding boxes of a specific rendering group
  62445. * @param renderingGroupId defines the rendering group to render
  62446. */
  62447. render(renderingGroupId: number): void;
  62448. /**
  62449. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62450. * @param mesh Define the mesh to render the occlusion bounding box for
  62451. */
  62452. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62453. /**
  62454. * Dispose and release the resources attached to this renderer.
  62455. */
  62456. dispose(): void;
  62457. }
  62458. }
  62459. declare module "babylonjs/Shaders/depth.fragment" {
  62460. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62461. /** @hidden */
  62462. export var depthPixelShader: {
  62463. name: string;
  62464. shader: string;
  62465. };
  62466. }
  62467. declare module "babylonjs/Rendering/depthRenderer" {
  62468. import { Nullable } from "babylonjs/types";
  62469. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62470. import { Scene } from "babylonjs/scene";
  62471. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62472. import { Camera } from "babylonjs/Cameras/camera";
  62473. import "babylonjs/Shaders/depth.fragment";
  62474. import "babylonjs/Shaders/depth.vertex";
  62475. /**
  62476. * This represents a depth renderer in Babylon.
  62477. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62478. */
  62479. export class DepthRenderer {
  62480. private _scene;
  62481. private _depthMap;
  62482. private _effect;
  62483. private readonly _storeNonLinearDepth;
  62484. private readonly _clearColor;
  62485. /** Get if the depth renderer is using packed depth or not */
  62486. readonly isPacked: boolean;
  62487. private _cachedDefines;
  62488. private _camera;
  62489. /**
  62490. * Specifiess that the depth renderer will only be used within
  62491. * the camera it is created for.
  62492. * This can help forcing its rendering during the camera processing.
  62493. */
  62494. useOnlyInActiveCamera: boolean;
  62495. /** @hidden */
  62496. static _SceneComponentInitialization: (scene: Scene) => void;
  62497. /**
  62498. * Instantiates a depth renderer
  62499. * @param scene The scene the renderer belongs to
  62500. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62501. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62502. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62503. */
  62504. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62505. /**
  62506. * Creates the depth rendering effect and checks if the effect is ready.
  62507. * @param subMesh The submesh to be used to render the depth map of
  62508. * @param useInstances If multiple world instances should be used
  62509. * @returns if the depth renderer is ready to render the depth map
  62510. */
  62511. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62512. /**
  62513. * Gets the texture which the depth map will be written to.
  62514. * @returns The depth map texture
  62515. */
  62516. getDepthMap(): RenderTargetTexture;
  62517. /**
  62518. * Disposes of the depth renderer.
  62519. */
  62520. dispose(): void;
  62521. }
  62522. }
  62523. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62524. import { Nullable } from "babylonjs/types";
  62525. import { Scene } from "babylonjs/scene";
  62526. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62527. import { Camera } from "babylonjs/Cameras/camera";
  62528. import { ISceneComponent } from "babylonjs/sceneComponent";
  62529. module "babylonjs/scene" {
  62530. interface Scene {
  62531. /** @hidden (Backing field) */
  62532. _depthRenderer: {
  62533. [id: string]: DepthRenderer;
  62534. };
  62535. /**
  62536. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62537. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62538. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62539. * @returns the created depth renderer
  62540. */
  62541. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62542. /**
  62543. * Disables a depth renderer for a given camera
  62544. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62545. */
  62546. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62547. }
  62548. }
  62549. /**
  62550. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62551. * in several rendering techniques.
  62552. */
  62553. export class DepthRendererSceneComponent implements ISceneComponent {
  62554. /**
  62555. * The component name helpfull to identify the component in the list of scene components.
  62556. */
  62557. readonly name: string;
  62558. /**
  62559. * The scene the component belongs to.
  62560. */
  62561. scene: Scene;
  62562. /**
  62563. * Creates a new instance of the component for the given scene
  62564. * @param scene Defines the scene to register the component in
  62565. */
  62566. constructor(scene: Scene);
  62567. /**
  62568. * Registers the component in a given scene
  62569. */
  62570. register(): void;
  62571. /**
  62572. * Rebuilds the elements related to this component in case of
  62573. * context lost for instance.
  62574. */
  62575. rebuild(): void;
  62576. /**
  62577. * Disposes the component and the associated ressources
  62578. */
  62579. dispose(): void;
  62580. private _gatherRenderTargets;
  62581. private _gatherActiveCameraRenderTargets;
  62582. }
  62583. }
  62584. declare module "babylonjs/Shaders/outline.fragment" {
  62585. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62586. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62587. /** @hidden */
  62588. export var outlinePixelShader: {
  62589. name: string;
  62590. shader: string;
  62591. };
  62592. }
  62593. declare module "babylonjs/Shaders/outline.vertex" {
  62594. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62595. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62596. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62597. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62598. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62599. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62600. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62601. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62602. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62603. /** @hidden */
  62604. export var outlineVertexShader: {
  62605. name: string;
  62606. shader: string;
  62607. };
  62608. }
  62609. declare module "babylonjs/Rendering/outlineRenderer" {
  62610. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62611. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62612. import { Scene } from "babylonjs/scene";
  62613. import { ISceneComponent } from "babylonjs/sceneComponent";
  62614. import "babylonjs/Shaders/outline.fragment";
  62615. import "babylonjs/Shaders/outline.vertex";
  62616. module "babylonjs/scene" {
  62617. interface Scene {
  62618. /** @hidden */
  62619. _outlineRenderer: OutlineRenderer;
  62620. /**
  62621. * Gets the outline renderer associated with the scene
  62622. * @returns a OutlineRenderer
  62623. */
  62624. getOutlineRenderer(): OutlineRenderer;
  62625. }
  62626. }
  62627. module "babylonjs/Meshes/abstractMesh" {
  62628. interface AbstractMesh {
  62629. /** @hidden (Backing field) */
  62630. _renderOutline: boolean;
  62631. /**
  62632. * Gets or sets a boolean indicating if the outline must be rendered as well
  62633. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62634. */
  62635. renderOutline: boolean;
  62636. /** @hidden (Backing field) */
  62637. _renderOverlay: boolean;
  62638. /**
  62639. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62640. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62641. */
  62642. renderOverlay: boolean;
  62643. }
  62644. }
  62645. /**
  62646. * This class is responsible to draw bothe outline/overlay of meshes.
  62647. * It should not be used directly but through the available method on mesh.
  62648. */
  62649. export class OutlineRenderer implements ISceneComponent {
  62650. /**
  62651. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62652. */
  62653. private static _StencilReference;
  62654. /**
  62655. * The name of the component. Each component must have a unique name.
  62656. */
  62657. name: string;
  62658. /**
  62659. * The scene the component belongs to.
  62660. */
  62661. scene: Scene;
  62662. /**
  62663. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62664. */
  62665. zOffset: number;
  62666. private _engine;
  62667. private _effect;
  62668. private _cachedDefines;
  62669. private _savedDepthWrite;
  62670. /**
  62671. * Instantiates a new outline renderer. (There could be only one per scene).
  62672. * @param scene Defines the scene it belongs to
  62673. */
  62674. constructor(scene: Scene);
  62675. /**
  62676. * Register the component to one instance of a scene.
  62677. */
  62678. register(): void;
  62679. /**
  62680. * Rebuilds the elements related to this component in case of
  62681. * context lost for instance.
  62682. */
  62683. rebuild(): void;
  62684. /**
  62685. * Disposes the component and the associated ressources.
  62686. */
  62687. dispose(): void;
  62688. /**
  62689. * Renders the outline in the canvas.
  62690. * @param subMesh Defines the sumesh to render
  62691. * @param batch Defines the batch of meshes in case of instances
  62692. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62693. */
  62694. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62695. /**
  62696. * Returns whether or not the outline renderer is ready for a given submesh.
  62697. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62698. * @param subMesh Defines the submesh to check readyness for
  62699. * @param useInstances Defines wheter wee are trying to render instances or not
  62700. * @returns true if ready otherwise false
  62701. */
  62702. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62703. private _beforeRenderingMesh;
  62704. private _afterRenderingMesh;
  62705. }
  62706. }
  62707. declare module "babylonjs/Rendering/index" {
  62708. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62709. export * from "babylonjs/Rendering/depthRenderer";
  62710. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62711. export * from "babylonjs/Rendering/edgesRenderer";
  62712. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62713. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62714. export * from "babylonjs/Rendering/outlineRenderer";
  62715. export * from "babylonjs/Rendering/renderingGroup";
  62716. export * from "babylonjs/Rendering/renderingManager";
  62717. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62718. }
  62719. declare module "babylonjs/Sprites/spritePackedManager" {
  62720. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  62721. import { Scene } from "babylonjs/scene";
  62722. /**
  62723. * Class used to manage multiple sprites of different sizes on the same spritesheet
  62724. * @see http://doc.babylonjs.com/babylon101/sprites
  62725. */
  62726. export class SpritePackedManager extends SpriteManager {
  62727. /** defines the packed manager's name */
  62728. name: string;
  62729. /**
  62730. * Creates a new sprite manager from a packed sprite sheet
  62731. * @param name defines the manager's name
  62732. * @param imgUrl defines the sprite sheet url
  62733. * @param capacity defines the maximum allowed number of sprites
  62734. * @param scene defines the hosting scene
  62735. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  62736. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  62737. * @param samplingMode defines the smapling mode to use with spritesheet
  62738. * @param fromPacked set to true; do not alter
  62739. */
  62740. constructor(
  62741. /** defines the packed manager's name */
  62742. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  62743. }
  62744. }
  62745. declare module "babylonjs/Sprites/index" {
  62746. export * from "babylonjs/Sprites/sprite";
  62747. export * from "babylonjs/Sprites/spriteManager";
  62748. export * from "babylonjs/Sprites/spritePackedManager";
  62749. export * from "babylonjs/Sprites/spriteSceneComponent";
  62750. }
  62751. declare module "babylonjs/Misc/assetsManager" {
  62752. import { Scene } from "babylonjs/scene";
  62753. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62754. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62755. import { Skeleton } from "babylonjs/Bones/skeleton";
  62756. import { Observable } from "babylonjs/Misc/observable";
  62757. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62758. import { Texture } from "babylonjs/Materials/Textures/texture";
  62759. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62760. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62761. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62762. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62763. /**
  62764. * Defines the list of states available for a task inside a AssetsManager
  62765. */
  62766. export enum AssetTaskState {
  62767. /**
  62768. * Initialization
  62769. */
  62770. INIT = 0,
  62771. /**
  62772. * Running
  62773. */
  62774. RUNNING = 1,
  62775. /**
  62776. * Done
  62777. */
  62778. DONE = 2,
  62779. /**
  62780. * Error
  62781. */
  62782. ERROR = 3
  62783. }
  62784. /**
  62785. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62786. */
  62787. export abstract class AbstractAssetTask {
  62788. /**
  62789. * Task name
  62790. */ name: string;
  62791. /**
  62792. * Callback called when the task is successful
  62793. */
  62794. onSuccess: (task: any) => void;
  62795. /**
  62796. * Callback called when the task is not successful
  62797. */
  62798. onError: (task: any, message?: string, exception?: any) => void;
  62799. /**
  62800. * Creates a new AssetsManager
  62801. * @param name defines the name of the task
  62802. */
  62803. constructor(
  62804. /**
  62805. * Task name
  62806. */ name: string);
  62807. private _isCompleted;
  62808. private _taskState;
  62809. private _errorObject;
  62810. /**
  62811. * Get if the task is completed
  62812. */
  62813. readonly isCompleted: boolean;
  62814. /**
  62815. * Gets the current state of the task
  62816. */
  62817. readonly taskState: AssetTaskState;
  62818. /**
  62819. * Gets the current error object (if task is in error)
  62820. */
  62821. readonly errorObject: {
  62822. message?: string;
  62823. exception?: any;
  62824. };
  62825. /**
  62826. * Internal only
  62827. * @hidden
  62828. */
  62829. _setErrorObject(message?: string, exception?: any): void;
  62830. /**
  62831. * Execute the current task
  62832. * @param scene defines the scene where you want your assets to be loaded
  62833. * @param onSuccess is a callback called when the task is successfully executed
  62834. * @param onError is a callback called if an error occurs
  62835. */
  62836. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62837. /**
  62838. * Execute the current task
  62839. * @param scene defines the scene where you want your assets to be loaded
  62840. * @param onSuccess is a callback called when the task is successfully executed
  62841. * @param onError is a callback called if an error occurs
  62842. */
  62843. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62844. /**
  62845. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62846. * This can be used with failed tasks that have the reason for failure fixed.
  62847. */
  62848. reset(): void;
  62849. private onErrorCallback;
  62850. private onDoneCallback;
  62851. }
  62852. /**
  62853. * Define the interface used by progress events raised during assets loading
  62854. */
  62855. export interface IAssetsProgressEvent {
  62856. /**
  62857. * Defines the number of remaining tasks to process
  62858. */
  62859. remainingCount: number;
  62860. /**
  62861. * Defines the total number of tasks
  62862. */
  62863. totalCount: number;
  62864. /**
  62865. * Defines the task that was just processed
  62866. */
  62867. task: AbstractAssetTask;
  62868. }
  62869. /**
  62870. * Class used to share progress information about assets loading
  62871. */
  62872. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62873. /**
  62874. * Defines the number of remaining tasks to process
  62875. */
  62876. remainingCount: number;
  62877. /**
  62878. * Defines the total number of tasks
  62879. */
  62880. totalCount: number;
  62881. /**
  62882. * Defines the task that was just processed
  62883. */
  62884. task: AbstractAssetTask;
  62885. /**
  62886. * Creates a AssetsProgressEvent
  62887. * @param remainingCount defines the number of remaining tasks to process
  62888. * @param totalCount defines the total number of tasks
  62889. * @param task defines the task that was just processed
  62890. */
  62891. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62892. }
  62893. /**
  62894. * Define a task used by AssetsManager to load meshes
  62895. */
  62896. export class MeshAssetTask extends AbstractAssetTask {
  62897. /**
  62898. * Defines the name of the task
  62899. */
  62900. name: string;
  62901. /**
  62902. * Defines the list of mesh's names you want to load
  62903. */
  62904. meshesNames: any;
  62905. /**
  62906. * Defines the root url to use as a base to load your meshes and associated resources
  62907. */
  62908. rootUrl: string;
  62909. /**
  62910. * Defines the filename of the scene to load from
  62911. */
  62912. sceneFilename: string;
  62913. /**
  62914. * Gets the list of loaded meshes
  62915. */
  62916. loadedMeshes: Array<AbstractMesh>;
  62917. /**
  62918. * Gets the list of loaded particle systems
  62919. */
  62920. loadedParticleSystems: Array<IParticleSystem>;
  62921. /**
  62922. * Gets the list of loaded skeletons
  62923. */
  62924. loadedSkeletons: Array<Skeleton>;
  62925. /**
  62926. * Gets the list of loaded animation groups
  62927. */
  62928. loadedAnimationGroups: Array<AnimationGroup>;
  62929. /**
  62930. * Callback called when the task is successful
  62931. */
  62932. onSuccess: (task: MeshAssetTask) => void;
  62933. /**
  62934. * Callback called when the task is successful
  62935. */
  62936. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62937. /**
  62938. * Creates a new MeshAssetTask
  62939. * @param name defines the name of the task
  62940. * @param meshesNames defines the list of mesh's names you want to load
  62941. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62942. * @param sceneFilename defines the filename of the scene to load from
  62943. */
  62944. constructor(
  62945. /**
  62946. * Defines the name of the task
  62947. */
  62948. name: string,
  62949. /**
  62950. * Defines the list of mesh's names you want to load
  62951. */
  62952. meshesNames: any,
  62953. /**
  62954. * Defines the root url to use as a base to load your meshes and associated resources
  62955. */
  62956. rootUrl: string,
  62957. /**
  62958. * Defines the filename of the scene to load from
  62959. */
  62960. sceneFilename: string);
  62961. /**
  62962. * Execute the current task
  62963. * @param scene defines the scene where you want your assets to be loaded
  62964. * @param onSuccess is a callback called when the task is successfully executed
  62965. * @param onError is a callback called if an error occurs
  62966. */
  62967. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62968. }
  62969. /**
  62970. * Define a task used by AssetsManager to load text content
  62971. */
  62972. export class TextFileAssetTask extends AbstractAssetTask {
  62973. /**
  62974. * Defines the name of the task
  62975. */
  62976. name: string;
  62977. /**
  62978. * Defines the location of the file to load
  62979. */
  62980. url: string;
  62981. /**
  62982. * Gets the loaded text string
  62983. */
  62984. text: string;
  62985. /**
  62986. * Callback called when the task is successful
  62987. */
  62988. onSuccess: (task: TextFileAssetTask) => void;
  62989. /**
  62990. * Callback called when the task is successful
  62991. */
  62992. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62993. /**
  62994. * Creates a new TextFileAssetTask object
  62995. * @param name defines the name of the task
  62996. * @param url defines the location of the file to load
  62997. */
  62998. constructor(
  62999. /**
  63000. * Defines the name of the task
  63001. */
  63002. name: string,
  63003. /**
  63004. * Defines the location of the file to load
  63005. */
  63006. url: string);
  63007. /**
  63008. * Execute the current task
  63009. * @param scene defines the scene where you want your assets to be loaded
  63010. * @param onSuccess is a callback called when the task is successfully executed
  63011. * @param onError is a callback called if an error occurs
  63012. */
  63013. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63014. }
  63015. /**
  63016. * Define a task used by AssetsManager to load binary data
  63017. */
  63018. export class BinaryFileAssetTask extends AbstractAssetTask {
  63019. /**
  63020. * Defines the name of the task
  63021. */
  63022. name: string;
  63023. /**
  63024. * Defines the location of the file to load
  63025. */
  63026. url: string;
  63027. /**
  63028. * Gets the lodaded data (as an array buffer)
  63029. */
  63030. data: ArrayBuffer;
  63031. /**
  63032. * Callback called when the task is successful
  63033. */
  63034. onSuccess: (task: BinaryFileAssetTask) => void;
  63035. /**
  63036. * Callback called when the task is successful
  63037. */
  63038. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63039. /**
  63040. * Creates a new BinaryFileAssetTask object
  63041. * @param name defines the name of the new task
  63042. * @param url defines the location of the file to load
  63043. */
  63044. constructor(
  63045. /**
  63046. * Defines the name of the task
  63047. */
  63048. name: string,
  63049. /**
  63050. * Defines the location of the file to load
  63051. */
  63052. url: string);
  63053. /**
  63054. * Execute the current task
  63055. * @param scene defines the scene where you want your assets to be loaded
  63056. * @param onSuccess is a callback called when the task is successfully executed
  63057. * @param onError is a callback called if an error occurs
  63058. */
  63059. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63060. }
  63061. /**
  63062. * Define a task used by AssetsManager to load images
  63063. */
  63064. export class ImageAssetTask extends AbstractAssetTask {
  63065. /**
  63066. * Defines the name of the task
  63067. */
  63068. name: string;
  63069. /**
  63070. * Defines the location of the image to load
  63071. */
  63072. url: string;
  63073. /**
  63074. * Gets the loaded images
  63075. */
  63076. image: HTMLImageElement;
  63077. /**
  63078. * Callback called when the task is successful
  63079. */
  63080. onSuccess: (task: ImageAssetTask) => void;
  63081. /**
  63082. * Callback called when the task is successful
  63083. */
  63084. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  63085. /**
  63086. * Creates a new ImageAssetTask
  63087. * @param name defines the name of the task
  63088. * @param url defines the location of the image to load
  63089. */
  63090. constructor(
  63091. /**
  63092. * Defines the name of the task
  63093. */
  63094. name: string,
  63095. /**
  63096. * Defines the location of the image to load
  63097. */
  63098. url: string);
  63099. /**
  63100. * Execute the current task
  63101. * @param scene defines the scene where you want your assets to be loaded
  63102. * @param onSuccess is a callback called when the task is successfully executed
  63103. * @param onError is a callback called if an error occurs
  63104. */
  63105. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63106. }
  63107. /**
  63108. * Defines the interface used by texture loading tasks
  63109. */
  63110. export interface ITextureAssetTask<TEX extends BaseTexture> {
  63111. /**
  63112. * Gets the loaded texture
  63113. */
  63114. texture: TEX;
  63115. }
  63116. /**
  63117. * Define a task used by AssetsManager to load 2D textures
  63118. */
  63119. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  63120. /**
  63121. * Defines the name of the task
  63122. */
  63123. name: string;
  63124. /**
  63125. * Defines the location of the file to load
  63126. */
  63127. url: string;
  63128. /**
  63129. * Defines if mipmap should not be generated (default is false)
  63130. */
  63131. noMipmap?: boolean | undefined;
  63132. /**
  63133. * Defines if texture must be inverted on Y axis (default is false)
  63134. */
  63135. invertY?: boolean | undefined;
  63136. /**
  63137. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63138. */
  63139. samplingMode: number;
  63140. /**
  63141. * Gets the loaded texture
  63142. */
  63143. texture: Texture;
  63144. /**
  63145. * Callback called when the task is successful
  63146. */
  63147. onSuccess: (task: TextureAssetTask) => void;
  63148. /**
  63149. * Callback called when the task is successful
  63150. */
  63151. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  63152. /**
  63153. * Creates a new TextureAssetTask object
  63154. * @param name defines the name of the task
  63155. * @param url defines the location of the file to load
  63156. * @param noMipmap defines if mipmap should not be generated (default is false)
  63157. * @param invertY defines if texture must be inverted on Y axis (default is false)
  63158. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63159. */
  63160. constructor(
  63161. /**
  63162. * Defines the name of the task
  63163. */
  63164. name: string,
  63165. /**
  63166. * Defines the location of the file to load
  63167. */
  63168. url: string,
  63169. /**
  63170. * Defines if mipmap should not be generated (default is false)
  63171. */
  63172. noMipmap?: boolean | undefined,
  63173. /**
  63174. * Defines if texture must be inverted on Y axis (default is false)
  63175. */
  63176. invertY?: boolean | undefined,
  63177. /**
  63178. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63179. */
  63180. samplingMode?: number);
  63181. /**
  63182. * Execute the current task
  63183. * @param scene defines the scene where you want your assets to be loaded
  63184. * @param onSuccess is a callback called when the task is successfully executed
  63185. * @param onError is a callback called if an error occurs
  63186. */
  63187. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63188. }
  63189. /**
  63190. * Define a task used by AssetsManager to load cube textures
  63191. */
  63192. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63193. /**
  63194. * Defines the name of the task
  63195. */
  63196. name: string;
  63197. /**
  63198. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63199. */
  63200. url: string;
  63201. /**
  63202. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63203. */
  63204. extensions?: string[] | undefined;
  63205. /**
  63206. * Defines if mipmaps should not be generated (default is false)
  63207. */
  63208. noMipmap?: boolean | undefined;
  63209. /**
  63210. * Defines the explicit list of files (undefined by default)
  63211. */
  63212. files?: string[] | undefined;
  63213. /**
  63214. * Gets the loaded texture
  63215. */
  63216. texture: CubeTexture;
  63217. /**
  63218. * Callback called when the task is successful
  63219. */
  63220. onSuccess: (task: CubeTextureAssetTask) => void;
  63221. /**
  63222. * Callback called when the task is successful
  63223. */
  63224. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63225. /**
  63226. * Creates a new CubeTextureAssetTask
  63227. * @param name defines the name of the task
  63228. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63229. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63230. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63231. * @param files defines the explicit list of files (undefined by default)
  63232. */
  63233. constructor(
  63234. /**
  63235. * Defines the name of the task
  63236. */
  63237. name: string,
  63238. /**
  63239. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63240. */
  63241. url: string,
  63242. /**
  63243. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63244. */
  63245. extensions?: string[] | undefined,
  63246. /**
  63247. * Defines if mipmaps should not be generated (default is false)
  63248. */
  63249. noMipmap?: boolean | undefined,
  63250. /**
  63251. * Defines the explicit list of files (undefined by default)
  63252. */
  63253. files?: string[] | undefined);
  63254. /**
  63255. * Execute the current task
  63256. * @param scene defines the scene where you want your assets to be loaded
  63257. * @param onSuccess is a callback called when the task is successfully executed
  63258. * @param onError is a callback called if an error occurs
  63259. */
  63260. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63261. }
  63262. /**
  63263. * Define a task used by AssetsManager to load HDR cube textures
  63264. */
  63265. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63266. /**
  63267. * Defines the name of the task
  63268. */
  63269. name: string;
  63270. /**
  63271. * Defines the location of the file to load
  63272. */
  63273. url: string;
  63274. /**
  63275. * Defines the desired size (the more it increases the longer the generation will be)
  63276. */
  63277. size: number;
  63278. /**
  63279. * Defines if mipmaps should not be generated (default is false)
  63280. */
  63281. noMipmap: boolean;
  63282. /**
  63283. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63284. */
  63285. generateHarmonics: boolean;
  63286. /**
  63287. * 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)
  63288. */
  63289. gammaSpace: boolean;
  63290. /**
  63291. * Internal Use Only
  63292. */
  63293. reserved: boolean;
  63294. /**
  63295. * Gets the loaded texture
  63296. */
  63297. texture: HDRCubeTexture;
  63298. /**
  63299. * Callback called when the task is successful
  63300. */
  63301. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63302. /**
  63303. * Callback called when the task is successful
  63304. */
  63305. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63306. /**
  63307. * Creates a new HDRCubeTextureAssetTask object
  63308. * @param name defines the name of the task
  63309. * @param url defines the location of the file to load
  63310. * @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.
  63311. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63312. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63313. * @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)
  63314. * @param reserved Internal use only
  63315. */
  63316. constructor(
  63317. /**
  63318. * Defines the name of the task
  63319. */
  63320. name: string,
  63321. /**
  63322. * Defines the location of the file to load
  63323. */
  63324. url: string,
  63325. /**
  63326. * Defines the desired size (the more it increases the longer the generation will be)
  63327. */
  63328. size: number,
  63329. /**
  63330. * Defines if mipmaps should not be generated (default is false)
  63331. */
  63332. noMipmap?: boolean,
  63333. /**
  63334. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63335. */
  63336. generateHarmonics?: boolean,
  63337. /**
  63338. * 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)
  63339. */
  63340. gammaSpace?: boolean,
  63341. /**
  63342. * Internal Use Only
  63343. */
  63344. reserved?: boolean);
  63345. /**
  63346. * Execute the current task
  63347. * @param scene defines the scene where you want your assets to be loaded
  63348. * @param onSuccess is a callback called when the task is successfully executed
  63349. * @param onError is a callback called if an error occurs
  63350. */
  63351. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63352. }
  63353. /**
  63354. * Define a task used by AssetsManager to load Equirectangular cube textures
  63355. */
  63356. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63357. /**
  63358. * Defines the name of the task
  63359. */
  63360. name: string;
  63361. /**
  63362. * Defines the location of the file to load
  63363. */
  63364. url: string;
  63365. /**
  63366. * Defines the desired size (the more it increases the longer the generation will be)
  63367. */
  63368. size: number;
  63369. /**
  63370. * Defines if mipmaps should not be generated (default is false)
  63371. */
  63372. noMipmap: boolean;
  63373. /**
  63374. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63375. * but the standard material would require them in Gamma space) (default is true)
  63376. */
  63377. gammaSpace: boolean;
  63378. /**
  63379. * Gets the loaded texture
  63380. */
  63381. texture: EquiRectangularCubeTexture;
  63382. /**
  63383. * Callback called when the task is successful
  63384. */
  63385. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63386. /**
  63387. * Callback called when the task is successful
  63388. */
  63389. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63390. /**
  63391. * Creates a new EquiRectangularCubeTextureAssetTask object
  63392. * @param name defines the name of the task
  63393. * @param url defines the location of the file to load
  63394. * @param size defines the desired size (the more it increases the longer the generation will be)
  63395. * If the size is omitted this implies you are using a preprocessed cubemap.
  63396. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63397. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63398. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63399. * (default is true)
  63400. */
  63401. constructor(
  63402. /**
  63403. * Defines the name of the task
  63404. */
  63405. name: string,
  63406. /**
  63407. * Defines the location of the file to load
  63408. */
  63409. url: string,
  63410. /**
  63411. * Defines the desired size (the more it increases the longer the generation will be)
  63412. */
  63413. size: number,
  63414. /**
  63415. * Defines if mipmaps should not be generated (default is false)
  63416. */
  63417. noMipmap?: boolean,
  63418. /**
  63419. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63420. * but the standard material would require them in Gamma space) (default is true)
  63421. */
  63422. gammaSpace?: boolean);
  63423. /**
  63424. * Execute the current task
  63425. * @param scene defines the scene where you want your assets to be loaded
  63426. * @param onSuccess is a callback called when the task is successfully executed
  63427. * @param onError is a callback called if an error occurs
  63428. */
  63429. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63430. }
  63431. /**
  63432. * This class can be used to easily import assets into a scene
  63433. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63434. */
  63435. export class AssetsManager {
  63436. private _scene;
  63437. private _isLoading;
  63438. protected _tasks: AbstractAssetTask[];
  63439. protected _waitingTasksCount: number;
  63440. protected _totalTasksCount: number;
  63441. /**
  63442. * Callback called when all tasks are processed
  63443. */
  63444. onFinish: (tasks: AbstractAssetTask[]) => void;
  63445. /**
  63446. * Callback called when a task is successful
  63447. */
  63448. onTaskSuccess: (task: AbstractAssetTask) => void;
  63449. /**
  63450. * Callback called when a task had an error
  63451. */
  63452. onTaskError: (task: AbstractAssetTask) => void;
  63453. /**
  63454. * Callback called when a task is done (whatever the result is)
  63455. */
  63456. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63457. /**
  63458. * Observable called when all tasks are processed
  63459. */
  63460. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63461. /**
  63462. * Observable called when a task had an error
  63463. */
  63464. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63465. /**
  63466. * Observable called when all tasks were executed
  63467. */
  63468. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63469. /**
  63470. * Observable called when a task is done (whatever the result is)
  63471. */
  63472. onProgressObservable: Observable<IAssetsProgressEvent>;
  63473. /**
  63474. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63475. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63476. */
  63477. useDefaultLoadingScreen: boolean;
  63478. /**
  63479. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63480. * when all assets have been downloaded.
  63481. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63482. */
  63483. autoHideLoadingUI: boolean;
  63484. /**
  63485. * Creates a new AssetsManager
  63486. * @param scene defines the scene to work on
  63487. */
  63488. constructor(scene: Scene);
  63489. /**
  63490. * Add a MeshAssetTask to the list of active tasks
  63491. * @param taskName defines the name of the new task
  63492. * @param meshesNames defines the name of meshes to load
  63493. * @param rootUrl defines the root url to use to locate files
  63494. * @param sceneFilename defines the filename of the scene file
  63495. * @returns a new MeshAssetTask object
  63496. */
  63497. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63498. /**
  63499. * Add a TextFileAssetTask to the list of active tasks
  63500. * @param taskName defines the name of the new task
  63501. * @param url defines the url of the file to load
  63502. * @returns a new TextFileAssetTask object
  63503. */
  63504. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63505. /**
  63506. * Add a BinaryFileAssetTask to the list of active tasks
  63507. * @param taskName defines the name of the new task
  63508. * @param url defines the url of the file to load
  63509. * @returns a new BinaryFileAssetTask object
  63510. */
  63511. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63512. /**
  63513. * Add a ImageAssetTask to the list of active tasks
  63514. * @param taskName defines the name of the new task
  63515. * @param url defines the url of the file to load
  63516. * @returns a new ImageAssetTask object
  63517. */
  63518. addImageTask(taskName: string, url: string): ImageAssetTask;
  63519. /**
  63520. * Add a TextureAssetTask to the list of active tasks
  63521. * @param taskName defines the name of the new task
  63522. * @param url defines the url of the file to load
  63523. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63524. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63525. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63526. * @returns a new TextureAssetTask object
  63527. */
  63528. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63529. /**
  63530. * Add a CubeTextureAssetTask to the list of active tasks
  63531. * @param taskName defines the name of the new task
  63532. * @param url defines the url of the file to load
  63533. * @param extensions defines the extension to use to load the cube map (can be null)
  63534. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63535. * @param files defines the list of files to load (can be null)
  63536. * @returns a new CubeTextureAssetTask object
  63537. */
  63538. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63539. /**
  63540. *
  63541. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63542. * @param taskName defines the name of the new task
  63543. * @param url defines the url of the file to load
  63544. * @param size defines the size you want for the cubemap (can be null)
  63545. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63546. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63547. * @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)
  63548. * @param reserved Internal use only
  63549. * @returns a new HDRCubeTextureAssetTask object
  63550. */
  63551. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63552. /**
  63553. *
  63554. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63555. * @param taskName defines the name of the new task
  63556. * @param url defines the url of the file to load
  63557. * @param size defines the size you want for the cubemap (can be null)
  63558. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63559. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63560. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63561. * @returns a new EquiRectangularCubeTextureAssetTask object
  63562. */
  63563. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63564. /**
  63565. * Remove a task from the assets manager.
  63566. * @param task the task to remove
  63567. */
  63568. removeTask(task: AbstractAssetTask): void;
  63569. private _decreaseWaitingTasksCount;
  63570. private _runTask;
  63571. /**
  63572. * Reset the AssetsManager and remove all tasks
  63573. * @return the current instance of the AssetsManager
  63574. */
  63575. reset(): AssetsManager;
  63576. /**
  63577. * Start the loading process
  63578. * @return the current instance of the AssetsManager
  63579. */
  63580. load(): AssetsManager;
  63581. /**
  63582. * Start the loading process as an async operation
  63583. * @return a promise returning the list of failed tasks
  63584. */
  63585. loadAsync(): Promise<void>;
  63586. }
  63587. }
  63588. declare module "babylonjs/Misc/deferred" {
  63589. /**
  63590. * Wrapper class for promise with external resolve and reject.
  63591. */
  63592. export class Deferred<T> {
  63593. /**
  63594. * The promise associated with this deferred object.
  63595. */
  63596. readonly promise: Promise<T>;
  63597. private _resolve;
  63598. private _reject;
  63599. /**
  63600. * The resolve method of the promise associated with this deferred object.
  63601. */
  63602. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63603. /**
  63604. * The reject method of the promise associated with this deferred object.
  63605. */
  63606. readonly reject: (reason?: any) => void;
  63607. /**
  63608. * Constructor for this deferred object.
  63609. */
  63610. constructor();
  63611. }
  63612. }
  63613. declare module "babylonjs/Misc/meshExploder" {
  63614. import { Mesh } from "babylonjs/Meshes/mesh";
  63615. /**
  63616. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63617. */
  63618. export class MeshExploder {
  63619. private _centerMesh;
  63620. private _meshes;
  63621. private _meshesOrigins;
  63622. private _toCenterVectors;
  63623. private _scaledDirection;
  63624. private _newPosition;
  63625. private _centerPosition;
  63626. /**
  63627. * Explodes meshes from a center mesh.
  63628. * @param meshes The meshes to explode.
  63629. * @param centerMesh The mesh to be center of explosion.
  63630. */
  63631. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63632. private _setCenterMesh;
  63633. /**
  63634. * Get class name
  63635. * @returns "MeshExploder"
  63636. */
  63637. getClassName(): string;
  63638. /**
  63639. * "Exploded meshes"
  63640. * @returns Array of meshes with the centerMesh at index 0.
  63641. */
  63642. getMeshes(): Array<Mesh>;
  63643. /**
  63644. * Explodes meshes giving a specific direction
  63645. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63646. */
  63647. explode(direction?: number): void;
  63648. }
  63649. }
  63650. declare module "babylonjs/Misc/filesInput" {
  63651. import { Engine } from "babylonjs/Engines/engine";
  63652. import { Scene } from "babylonjs/scene";
  63653. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63654. /**
  63655. * Class used to help managing file picking and drag'n'drop
  63656. */
  63657. export class FilesInput {
  63658. /**
  63659. * List of files ready to be loaded
  63660. */
  63661. static readonly FilesToLoad: {
  63662. [key: string]: File;
  63663. };
  63664. /**
  63665. * Callback called when a file is processed
  63666. */
  63667. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63668. private _engine;
  63669. private _currentScene;
  63670. private _sceneLoadedCallback;
  63671. private _progressCallback;
  63672. private _additionalRenderLoopLogicCallback;
  63673. private _textureLoadingCallback;
  63674. private _startingProcessingFilesCallback;
  63675. private _onReloadCallback;
  63676. private _errorCallback;
  63677. private _elementToMonitor;
  63678. private _sceneFileToLoad;
  63679. private _filesToLoad;
  63680. /**
  63681. * Creates a new FilesInput
  63682. * @param engine defines the rendering engine
  63683. * @param scene defines the hosting scene
  63684. * @param sceneLoadedCallback callback called when scene is loaded
  63685. * @param progressCallback callback called to track progress
  63686. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63687. * @param textureLoadingCallback callback called when a texture is loading
  63688. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63689. * @param onReloadCallback callback called when a reload is requested
  63690. * @param errorCallback callback call if an error occurs
  63691. */
  63692. 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);
  63693. private _dragEnterHandler;
  63694. private _dragOverHandler;
  63695. private _dropHandler;
  63696. /**
  63697. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63698. * @param elementToMonitor defines the DOM element to track
  63699. */
  63700. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63701. /**
  63702. * Release all associated resources
  63703. */
  63704. dispose(): void;
  63705. private renderFunction;
  63706. private drag;
  63707. private drop;
  63708. private _traverseFolder;
  63709. private _processFiles;
  63710. /**
  63711. * Load files from a drop event
  63712. * @param event defines the drop event to use as source
  63713. */
  63714. loadFiles(event: any): void;
  63715. private _processReload;
  63716. /**
  63717. * Reload the current scene from the loaded files
  63718. */
  63719. reload(): void;
  63720. }
  63721. }
  63722. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63723. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63724. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63725. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63726. }
  63727. declare module "babylonjs/Misc/sceneOptimizer" {
  63728. import { Scene, IDisposable } from "babylonjs/scene";
  63729. import { Observable } from "babylonjs/Misc/observable";
  63730. /**
  63731. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63732. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63733. */
  63734. export class SceneOptimization {
  63735. /**
  63736. * Defines the priority of this optimization (0 by default which means first in the list)
  63737. */
  63738. priority: number;
  63739. /**
  63740. * Gets a string describing the action executed by the current optimization
  63741. * @returns description string
  63742. */
  63743. getDescription(): string;
  63744. /**
  63745. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63746. * @param scene defines the current scene where to apply this optimization
  63747. * @param optimizer defines the current optimizer
  63748. * @returns true if everything that can be done was applied
  63749. */
  63750. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63751. /**
  63752. * Creates the SceneOptimization object
  63753. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63754. * @param desc defines the description associated with the optimization
  63755. */
  63756. constructor(
  63757. /**
  63758. * Defines the priority of this optimization (0 by default which means first in the list)
  63759. */
  63760. priority?: number);
  63761. }
  63762. /**
  63763. * Defines an optimization used to reduce the size of render target textures
  63764. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63765. */
  63766. export class TextureOptimization extends SceneOptimization {
  63767. /**
  63768. * Defines the priority of this optimization (0 by default which means first in the list)
  63769. */
  63770. priority: number;
  63771. /**
  63772. * 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
  63773. */
  63774. maximumSize: number;
  63775. /**
  63776. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63777. */
  63778. step: number;
  63779. /**
  63780. * Gets a string describing the action executed by the current optimization
  63781. * @returns description string
  63782. */
  63783. getDescription(): string;
  63784. /**
  63785. * Creates the TextureOptimization object
  63786. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63787. * @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
  63788. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63789. */
  63790. constructor(
  63791. /**
  63792. * Defines the priority of this optimization (0 by default which means first in the list)
  63793. */
  63794. priority?: number,
  63795. /**
  63796. * 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
  63797. */
  63798. maximumSize?: number,
  63799. /**
  63800. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63801. */
  63802. step?: number);
  63803. /**
  63804. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63805. * @param scene defines the current scene where to apply this optimization
  63806. * @param optimizer defines the current optimizer
  63807. * @returns true if everything that can be done was applied
  63808. */
  63809. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63810. }
  63811. /**
  63812. * Defines an optimization used to increase or decrease the rendering resolution
  63813. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63814. */
  63815. export class HardwareScalingOptimization extends SceneOptimization {
  63816. /**
  63817. * Defines the priority of this optimization (0 by default which means first in the list)
  63818. */
  63819. priority: number;
  63820. /**
  63821. * Defines the maximum scale to use (2 by default)
  63822. */
  63823. maximumScale: number;
  63824. /**
  63825. * Defines the step to use between two passes (0.5 by default)
  63826. */
  63827. step: number;
  63828. private _currentScale;
  63829. private _directionOffset;
  63830. /**
  63831. * Gets a string describing the action executed by the current optimization
  63832. * @return description string
  63833. */
  63834. getDescription(): string;
  63835. /**
  63836. * Creates the HardwareScalingOptimization object
  63837. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63838. * @param maximumScale defines the maximum scale to use (2 by default)
  63839. * @param step defines the step to use between two passes (0.5 by default)
  63840. */
  63841. constructor(
  63842. /**
  63843. * Defines the priority of this optimization (0 by default which means first in the list)
  63844. */
  63845. priority?: number,
  63846. /**
  63847. * Defines the maximum scale to use (2 by default)
  63848. */
  63849. maximumScale?: number,
  63850. /**
  63851. * Defines the step to use between two passes (0.5 by default)
  63852. */
  63853. step?: number);
  63854. /**
  63855. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63856. * @param scene defines the current scene where to apply this optimization
  63857. * @param optimizer defines the current optimizer
  63858. * @returns true if everything that can be done was applied
  63859. */
  63860. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63861. }
  63862. /**
  63863. * Defines an optimization used to remove shadows
  63864. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63865. */
  63866. export class ShadowsOptimization extends SceneOptimization {
  63867. /**
  63868. * Gets a string describing the action executed by the current optimization
  63869. * @return description string
  63870. */
  63871. getDescription(): string;
  63872. /**
  63873. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63874. * @param scene defines the current scene where to apply this optimization
  63875. * @param optimizer defines the current optimizer
  63876. * @returns true if everything that can be done was applied
  63877. */
  63878. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63879. }
  63880. /**
  63881. * Defines an optimization used to turn post-processes off
  63882. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63883. */
  63884. export class PostProcessesOptimization extends SceneOptimization {
  63885. /**
  63886. * Gets a string describing the action executed by the current optimization
  63887. * @return description string
  63888. */
  63889. getDescription(): string;
  63890. /**
  63891. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63892. * @param scene defines the current scene where to apply this optimization
  63893. * @param optimizer defines the current optimizer
  63894. * @returns true if everything that can be done was applied
  63895. */
  63896. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63897. }
  63898. /**
  63899. * Defines an optimization used to turn lens flares off
  63900. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63901. */
  63902. export class LensFlaresOptimization extends SceneOptimization {
  63903. /**
  63904. * Gets a string describing the action executed by the current optimization
  63905. * @return description string
  63906. */
  63907. getDescription(): string;
  63908. /**
  63909. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63910. * @param scene defines the current scene where to apply this optimization
  63911. * @param optimizer defines the current optimizer
  63912. * @returns true if everything that can be done was applied
  63913. */
  63914. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63915. }
  63916. /**
  63917. * Defines an optimization based on user defined callback.
  63918. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63919. */
  63920. export class CustomOptimization extends SceneOptimization {
  63921. /**
  63922. * Callback called to apply the custom optimization.
  63923. */
  63924. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63925. /**
  63926. * Callback called to get custom description
  63927. */
  63928. onGetDescription: () => string;
  63929. /**
  63930. * Gets a string describing the action executed by the current optimization
  63931. * @returns description string
  63932. */
  63933. getDescription(): string;
  63934. /**
  63935. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63936. * @param scene defines the current scene where to apply this optimization
  63937. * @param optimizer defines the current optimizer
  63938. * @returns true if everything that can be done was applied
  63939. */
  63940. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63941. }
  63942. /**
  63943. * Defines an optimization used to turn particles off
  63944. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63945. */
  63946. export class ParticlesOptimization extends SceneOptimization {
  63947. /**
  63948. * Gets a string describing the action executed by the current optimization
  63949. * @return description string
  63950. */
  63951. getDescription(): string;
  63952. /**
  63953. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63954. * @param scene defines the current scene where to apply this optimization
  63955. * @param optimizer defines the current optimizer
  63956. * @returns true if everything that can be done was applied
  63957. */
  63958. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63959. }
  63960. /**
  63961. * Defines an optimization used to turn render targets off
  63962. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63963. */
  63964. export class RenderTargetsOptimization extends SceneOptimization {
  63965. /**
  63966. * Gets a string describing the action executed by the current optimization
  63967. * @return description string
  63968. */
  63969. getDescription(): string;
  63970. /**
  63971. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63972. * @param scene defines the current scene where to apply this optimization
  63973. * @param optimizer defines the current optimizer
  63974. * @returns true if everything that can be done was applied
  63975. */
  63976. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63977. }
  63978. /**
  63979. * Defines an optimization used to merge meshes with compatible materials
  63980. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63981. */
  63982. export class MergeMeshesOptimization extends SceneOptimization {
  63983. private static _UpdateSelectionTree;
  63984. /**
  63985. * Gets or sets a boolean which defines if optimization octree has to be updated
  63986. */
  63987. /**
  63988. * Gets or sets a boolean which defines if optimization octree has to be updated
  63989. */
  63990. static UpdateSelectionTree: boolean;
  63991. /**
  63992. * Gets a string describing the action executed by the current optimization
  63993. * @return description string
  63994. */
  63995. getDescription(): string;
  63996. private _canBeMerged;
  63997. /**
  63998. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63999. * @param scene defines the current scene where to apply this optimization
  64000. * @param optimizer defines the current optimizer
  64001. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64002. * @returns true if everything that can be done was applied
  64003. */
  64004. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64005. }
  64006. /**
  64007. * Defines a list of options used by SceneOptimizer
  64008. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64009. */
  64010. export class SceneOptimizerOptions {
  64011. /**
  64012. * Defines the target frame rate to reach (60 by default)
  64013. */
  64014. targetFrameRate: number;
  64015. /**
  64016. * Defines the interval between two checkes (2000ms by default)
  64017. */
  64018. trackerDuration: number;
  64019. /**
  64020. * Gets the list of optimizations to apply
  64021. */
  64022. optimizations: SceneOptimization[];
  64023. /**
  64024. * Creates a new list of options used by SceneOptimizer
  64025. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64026. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64027. */
  64028. constructor(
  64029. /**
  64030. * Defines the target frame rate to reach (60 by default)
  64031. */
  64032. targetFrameRate?: number,
  64033. /**
  64034. * Defines the interval between two checkes (2000ms by default)
  64035. */
  64036. trackerDuration?: number);
  64037. /**
  64038. * Add a new optimization
  64039. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64040. * @returns the current SceneOptimizerOptions
  64041. */
  64042. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64043. /**
  64044. * Add a new custom optimization
  64045. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64046. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64047. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64048. * @returns the current SceneOptimizerOptions
  64049. */
  64050. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64051. /**
  64052. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64053. * @param targetFrameRate defines the target frame rate (60 by default)
  64054. * @returns a SceneOptimizerOptions object
  64055. */
  64056. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64057. /**
  64058. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64059. * @param targetFrameRate defines the target frame rate (60 by default)
  64060. * @returns a SceneOptimizerOptions object
  64061. */
  64062. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64063. /**
  64064. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  64065. * @param targetFrameRate defines the target frame rate (60 by default)
  64066. * @returns a SceneOptimizerOptions object
  64067. */
  64068. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64069. }
  64070. /**
  64071. * Class used to run optimizations in order to reach a target frame rate
  64072. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64073. */
  64074. export class SceneOptimizer implements IDisposable {
  64075. private _isRunning;
  64076. private _options;
  64077. private _scene;
  64078. private _currentPriorityLevel;
  64079. private _targetFrameRate;
  64080. private _trackerDuration;
  64081. private _currentFrameRate;
  64082. private _sceneDisposeObserver;
  64083. private _improvementMode;
  64084. /**
  64085. * Defines an observable called when the optimizer reaches the target frame rate
  64086. */
  64087. onSuccessObservable: Observable<SceneOptimizer>;
  64088. /**
  64089. * Defines an observable called when the optimizer enables an optimization
  64090. */
  64091. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  64092. /**
  64093. * Defines an observable called when the optimizer is not able to reach the target frame rate
  64094. */
  64095. onFailureObservable: Observable<SceneOptimizer>;
  64096. /**
  64097. * Gets a boolean indicating if the optimizer is in improvement mode
  64098. */
  64099. readonly isInImprovementMode: boolean;
  64100. /**
  64101. * Gets the current priority level (0 at start)
  64102. */
  64103. readonly currentPriorityLevel: number;
  64104. /**
  64105. * Gets the current frame rate checked by the SceneOptimizer
  64106. */
  64107. readonly currentFrameRate: number;
  64108. /**
  64109. * Gets or sets the current target frame rate (60 by default)
  64110. */
  64111. /**
  64112. * Gets or sets the current target frame rate (60 by default)
  64113. */
  64114. targetFrameRate: number;
  64115. /**
  64116. * Gets or sets the current interval between two checks (every 2000ms by default)
  64117. */
  64118. /**
  64119. * Gets or sets the current interval between two checks (every 2000ms by default)
  64120. */
  64121. trackerDuration: number;
  64122. /**
  64123. * Gets the list of active optimizations
  64124. */
  64125. readonly optimizations: SceneOptimization[];
  64126. /**
  64127. * Creates a new SceneOptimizer
  64128. * @param scene defines the scene to work on
  64129. * @param options defines the options to use with the SceneOptimizer
  64130. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  64131. * @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)
  64132. */
  64133. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  64134. /**
  64135. * Stops the current optimizer
  64136. */
  64137. stop(): void;
  64138. /**
  64139. * Reset the optimizer to initial step (current priority level = 0)
  64140. */
  64141. reset(): void;
  64142. /**
  64143. * Start the optimizer. By default it will try to reach a specific framerate
  64144. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  64145. */
  64146. start(): void;
  64147. private _checkCurrentState;
  64148. /**
  64149. * Release all resources
  64150. */
  64151. dispose(): void;
  64152. /**
  64153. * Helper function to create a SceneOptimizer with one single line of code
  64154. * @param scene defines the scene to work on
  64155. * @param options defines the options to use with the SceneOptimizer
  64156. * @param onSuccess defines a callback to call on success
  64157. * @param onFailure defines a callback to call on failure
  64158. * @returns the new SceneOptimizer object
  64159. */
  64160. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  64161. }
  64162. }
  64163. declare module "babylonjs/Misc/sceneSerializer" {
  64164. import { Scene } from "babylonjs/scene";
  64165. /**
  64166. * Class used to serialize a scene into a string
  64167. */
  64168. export class SceneSerializer {
  64169. /**
  64170. * Clear cache used by a previous serialization
  64171. */
  64172. static ClearCache(): void;
  64173. /**
  64174. * Serialize a scene into a JSON compatible object
  64175. * @param scene defines the scene to serialize
  64176. * @returns a JSON compatible object
  64177. */
  64178. static Serialize(scene: Scene): any;
  64179. /**
  64180. * Serialize a mesh into a JSON compatible object
  64181. * @param toSerialize defines the mesh to serialize
  64182. * @param withParents defines if parents must be serialized as well
  64183. * @param withChildren defines if children must be serialized as well
  64184. * @returns a JSON compatible object
  64185. */
  64186. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64187. }
  64188. }
  64189. declare module "babylonjs/Misc/textureTools" {
  64190. import { Texture } from "babylonjs/Materials/Textures/texture";
  64191. /**
  64192. * Class used to host texture specific utilities
  64193. */
  64194. export class TextureTools {
  64195. /**
  64196. * Uses the GPU to create a copy texture rescaled at a given size
  64197. * @param texture Texture to copy from
  64198. * @param width defines the desired width
  64199. * @param height defines the desired height
  64200. * @param useBilinearMode defines if bilinear mode has to be used
  64201. * @return the generated texture
  64202. */
  64203. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64204. }
  64205. }
  64206. declare module "babylonjs/Misc/videoRecorder" {
  64207. import { Nullable } from "babylonjs/types";
  64208. import { Engine } from "babylonjs/Engines/engine";
  64209. /**
  64210. * This represents the different options available for the video capture.
  64211. */
  64212. export interface VideoRecorderOptions {
  64213. /** Defines the mime type of the video. */
  64214. mimeType: string;
  64215. /** Defines the FPS the video should be recorded at. */
  64216. fps: number;
  64217. /** Defines the chunk size for the recording data. */
  64218. recordChunckSize: number;
  64219. /** The audio tracks to attach to the recording. */
  64220. audioTracks?: MediaStreamTrack[];
  64221. }
  64222. /**
  64223. * This can help with recording videos from BabylonJS.
  64224. * This is based on the available WebRTC functionalities of the browser.
  64225. *
  64226. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64227. */
  64228. export class VideoRecorder {
  64229. private static readonly _defaultOptions;
  64230. /**
  64231. * Returns whether or not the VideoRecorder is available in your browser.
  64232. * @param engine Defines the Babylon Engine.
  64233. * @returns true if supported otherwise false.
  64234. */
  64235. static IsSupported(engine: Engine): boolean;
  64236. private readonly _options;
  64237. private _canvas;
  64238. private _mediaRecorder;
  64239. private _recordedChunks;
  64240. private _fileName;
  64241. private _resolve;
  64242. private _reject;
  64243. /**
  64244. * True when a recording is already in progress.
  64245. */
  64246. readonly isRecording: boolean;
  64247. /**
  64248. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64249. * @param engine Defines the BabylonJS Engine you wish to record.
  64250. * @param options Defines options that can be used to customize the capture.
  64251. */
  64252. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64253. /**
  64254. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64255. */
  64256. stopRecording(): void;
  64257. /**
  64258. * Starts recording the canvas for a max duration specified in parameters.
  64259. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64260. * If null no automatic download will start and you can rely on the promise to get the data back.
  64261. * @param maxDuration Defines the maximum recording time in seconds.
  64262. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64263. * @return A promise callback at the end of the recording with the video data in Blob.
  64264. */
  64265. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64266. /**
  64267. * Releases internal resources used during the recording.
  64268. */
  64269. dispose(): void;
  64270. private _handleDataAvailable;
  64271. private _handleError;
  64272. private _handleStop;
  64273. }
  64274. }
  64275. declare module "babylonjs/Misc/screenshotTools" {
  64276. import { Camera } from "babylonjs/Cameras/camera";
  64277. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64278. import { Engine } from "babylonjs/Engines/engine";
  64279. /**
  64280. * Class containing a set of static utilities functions for screenshots
  64281. */
  64282. export class ScreenshotTools {
  64283. /**
  64284. * Captures a screenshot of the current rendering
  64285. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64286. * @param engine defines the rendering engine
  64287. * @param camera defines the source camera
  64288. * @param size This parameter can be set to a single number or to an object with the
  64289. * following (optional) properties: precision, width, height. If a single number is passed,
  64290. * it will be used for both width and height. If an object is passed, the screenshot size
  64291. * will be derived from the parameters. The precision property is a multiplier allowing
  64292. * rendering at a higher or lower resolution
  64293. * @param successCallback defines the callback receives a single parameter which contains the
  64294. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64295. * src parameter of an <img> to display it
  64296. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64297. * Check your browser for supported MIME types
  64298. */
  64299. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64300. /**
  64301. * Captures a screenshot of the current rendering
  64302. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64303. * @param engine defines the rendering engine
  64304. * @param camera defines the source camera
  64305. * @param size This parameter can be set to a single number or to an object with the
  64306. * following (optional) properties: precision, width, height. If a single number is passed,
  64307. * it will be used for both width and height. If an object is passed, the screenshot size
  64308. * will be derived from the parameters. The precision property is a multiplier allowing
  64309. * rendering at a higher or lower resolution
  64310. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64311. * Check your browser for supported MIME types
  64312. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64313. * to the src parameter of an <img> to display it
  64314. */
  64315. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64316. /**
  64317. * Generates an image screenshot from the specified camera.
  64318. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64319. * @param engine The engine to use for rendering
  64320. * @param camera The camera to use for rendering
  64321. * @param size This parameter can be set to a single number or to an object with the
  64322. * following (optional) properties: precision, width, height. If a single number is passed,
  64323. * it will be used for both width and height. If an object is passed, the screenshot size
  64324. * will be derived from the parameters. The precision property is a multiplier allowing
  64325. * rendering at a higher or lower resolution
  64326. * @param successCallback The callback receives a single parameter which contains the
  64327. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64328. * src parameter of an <img> to display it
  64329. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64330. * Check your browser for supported MIME types
  64331. * @param samples Texture samples (default: 1)
  64332. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64333. * @param fileName A name for for the downloaded file.
  64334. */
  64335. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64336. /**
  64337. * Generates an image screenshot from the specified camera.
  64338. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64339. * @param engine The engine to use for rendering
  64340. * @param camera The camera to use for rendering
  64341. * @param size This parameter can be set to a single number or to an object with the
  64342. * following (optional) properties: precision, width, height. If a single number is passed,
  64343. * it will be used for both width and height. If an object is passed, the screenshot size
  64344. * will be derived from the parameters. The precision property is a multiplier allowing
  64345. * rendering at a higher or lower resolution
  64346. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64347. * Check your browser for supported MIME types
  64348. * @param samples Texture samples (default: 1)
  64349. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64350. * @param fileName A name for for the downloaded file.
  64351. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64352. * to the src parameter of an <img> to display it
  64353. */
  64354. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64355. /**
  64356. * Gets height and width for screenshot size
  64357. * @private
  64358. */
  64359. private static _getScreenshotSize;
  64360. }
  64361. }
  64362. declare module "babylonjs/Misc/index" {
  64363. export * from "babylonjs/Misc/andOrNotEvaluator";
  64364. export * from "babylonjs/Misc/assetsManager";
  64365. export * from "babylonjs/Misc/dds";
  64366. export * from "babylonjs/Misc/decorators";
  64367. export * from "babylonjs/Misc/deferred";
  64368. export * from "babylonjs/Misc/environmentTextureTools";
  64369. export * from "babylonjs/Misc/meshExploder";
  64370. export * from "babylonjs/Misc/filesInput";
  64371. export * from "babylonjs/Misc/HighDynamicRange/index";
  64372. export * from "babylonjs/Misc/khronosTextureContainer";
  64373. export * from "babylonjs/Misc/observable";
  64374. export * from "babylonjs/Misc/performanceMonitor";
  64375. export * from "babylonjs/Misc/promise";
  64376. export * from "babylonjs/Misc/sceneOptimizer";
  64377. export * from "babylonjs/Misc/sceneSerializer";
  64378. export * from "babylonjs/Misc/smartArray";
  64379. export * from "babylonjs/Misc/stringDictionary";
  64380. export * from "babylonjs/Misc/tags";
  64381. export * from "babylonjs/Misc/textureTools";
  64382. export * from "babylonjs/Misc/tga";
  64383. export * from "babylonjs/Misc/tools";
  64384. export * from "babylonjs/Misc/videoRecorder";
  64385. export * from "babylonjs/Misc/virtualJoystick";
  64386. export * from "babylonjs/Misc/workerPool";
  64387. export * from "babylonjs/Misc/logger";
  64388. export * from "babylonjs/Misc/typeStore";
  64389. export * from "babylonjs/Misc/filesInputStore";
  64390. export * from "babylonjs/Misc/deepCopier";
  64391. export * from "babylonjs/Misc/pivotTools";
  64392. export * from "babylonjs/Misc/precisionDate";
  64393. export * from "babylonjs/Misc/screenshotTools";
  64394. export * from "babylonjs/Misc/typeStore";
  64395. export * from "babylonjs/Misc/webRequest";
  64396. export * from "babylonjs/Misc/iInspectable";
  64397. export * from "babylonjs/Misc/brdfTextureTools";
  64398. export * from "babylonjs/Misc/gradients";
  64399. export * from "babylonjs/Misc/perfCounter";
  64400. export * from "babylonjs/Misc/fileRequest";
  64401. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64402. export * from "babylonjs/Misc/retryStrategy";
  64403. export * from "babylonjs/Misc/loadFileError";
  64404. }
  64405. declare module "babylonjs/index" {
  64406. export * from "babylonjs/abstractScene";
  64407. export * from "babylonjs/Actions/index";
  64408. export * from "babylonjs/Animations/index";
  64409. export * from "babylonjs/assetContainer";
  64410. export * from "babylonjs/Audio/index";
  64411. export * from "babylonjs/Behaviors/index";
  64412. export * from "babylonjs/Bones/index";
  64413. export * from "babylonjs/Cameras/index";
  64414. export * from "babylonjs/Collisions/index";
  64415. export * from "babylonjs/Culling/index";
  64416. export * from "babylonjs/Debug/index";
  64417. export * from "babylonjs/Engines/index";
  64418. export * from "babylonjs/Events/index";
  64419. export * from "babylonjs/Gamepads/index";
  64420. export * from "babylonjs/Gizmos/index";
  64421. export * from "babylonjs/Helpers/index";
  64422. export * from "babylonjs/Instrumentation/index";
  64423. export * from "babylonjs/Layers/index";
  64424. export * from "babylonjs/LensFlares/index";
  64425. export * from "babylonjs/Lights/index";
  64426. export * from "babylonjs/Loading/index";
  64427. export * from "babylonjs/Materials/index";
  64428. export * from "babylonjs/Maths/index";
  64429. export * from "babylonjs/Meshes/index";
  64430. export * from "babylonjs/Morph/index";
  64431. export * from "babylonjs/Navigation/index";
  64432. export * from "babylonjs/node";
  64433. export * from "babylonjs/Offline/index";
  64434. export * from "babylonjs/Particles/index";
  64435. export * from "babylonjs/Physics/index";
  64436. export * from "babylonjs/PostProcesses/index";
  64437. export * from "babylonjs/Probes/index";
  64438. export * from "babylonjs/Rendering/index";
  64439. export * from "babylonjs/scene";
  64440. export * from "babylonjs/sceneComponent";
  64441. export * from "babylonjs/Sprites/index";
  64442. export * from "babylonjs/States/index";
  64443. export * from "babylonjs/Misc/index";
  64444. export * from "babylonjs/types";
  64445. }
  64446. declare module "babylonjs/Animations/pathCursor" {
  64447. import { Vector3 } from "babylonjs/Maths/math.vector";
  64448. import { Path2 } from "babylonjs/Maths/math.path";
  64449. /**
  64450. * A cursor which tracks a point on a path
  64451. */
  64452. export class PathCursor {
  64453. private path;
  64454. /**
  64455. * Stores path cursor callbacks for when an onchange event is triggered
  64456. */
  64457. private _onchange;
  64458. /**
  64459. * The value of the path cursor
  64460. */
  64461. value: number;
  64462. /**
  64463. * The animation array of the path cursor
  64464. */
  64465. animations: Animation[];
  64466. /**
  64467. * Initializes the path cursor
  64468. * @param path The path to track
  64469. */
  64470. constructor(path: Path2);
  64471. /**
  64472. * Gets the cursor point on the path
  64473. * @returns A point on the path cursor at the cursor location
  64474. */
  64475. getPoint(): Vector3;
  64476. /**
  64477. * Moves the cursor ahead by the step amount
  64478. * @param step The amount to move the cursor forward
  64479. * @returns This path cursor
  64480. */
  64481. moveAhead(step?: number): PathCursor;
  64482. /**
  64483. * Moves the cursor behind by the step amount
  64484. * @param step The amount to move the cursor back
  64485. * @returns This path cursor
  64486. */
  64487. moveBack(step?: number): PathCursor;
  64488. /**
  64489. * Moves the cursor by the step amount
  64490. * If the step amount is greater than one, an exception is thrown
  64491. * @param step The amount to move the cursor
  64492. * @returns This path cursor
  64493. */
  64494. move(step: number): PathCursor;
  64495. /**
  64496. * Ensures that the value is limited between zero and one
  64497. * @returns This path cursor
  64498. */
  64499. private ensureLimits;
  64500. /**
  64501. * Runs onchange callbacks on change (used by the animation engine)
  64502. * @returns This path cursor
  64503. */
  64504. private raiseOnChange;
  64505. /**
  64506. * Executes a function on change
  64507. * @param f A path cursor onchange callback
  64508. * @returns This path cursor
  64509. */
  64510. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64511. }
  64512. }
  64513. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64514. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64515. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64516. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64517. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64518. }
  64519. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64520. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64521. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64522. }
  64523. declare module "babylonjs/Engines/Processors/index" {
  64524. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64525. export * from "babylonjs/Engines/Processors/Expressions/index";
  64526. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64527. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64528. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64529. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64530. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64531. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64532. }
  64533. declare module "babylonjs/Legacy/legacy" {
  64534. import * as Babylon from "babylonjs/index";
  64535. export * from "babylonjs/index";
  64536. }
  64537. declare module "babylonjs/Shaders/blur.fragment" {
  64538. /** @hidden */
  64539. export var blurPixelShader: {
  64540. name: string;
  64541. shader: string;
  64542. };
  64543. }
  64544. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64545. /** @hidden */
  64546. export var pointCloudVertexDeclaration: {
  64547. name: string;
  64548. shader: string;
  64549. };
  64550. }
  64551. declare module "babylonjs" {
  64552. export * from "babylonjs/Legacy/legacy";
  64553. }
  64554. declare module BABYLON {
  64555. /** Alias type for value that can be null */
  64556. export type Nullable<T> = T | null;
  64557. /**
  64558. * Alias type for number that are floats
  64559. * @ignorenaming
  64560. */
  64561. export type float = number;
  64562. /**
  64563. * Alias type for number that are doubles.
  64564. * @ignorenaming
  64565. */
  64566. export type double = number;
  64567. /**
  64568. * Alias type for number that are integer
  64569. * @ignorenaming
  64570. */
  64571. export type int = number;
  64572. /** Alias type for number array or Float32Array */
  64573. export type FloatArray = number[] | Float32Array;
  64574. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64575. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64576. /**
  64577. * Alias for types that can be used by a Buffer or VertexBuffer.
  64578. */
  64579. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64580. /**
  64581. * Alias type for primitive types
  64582. * @ignorenaming
  64583. */
  64584. type Primitive = undefined | null | boolean | string | number | Function;
  64585. /**
  64586. * Type modifier to make all the properties of an object Readonly
  64587. */
  64588. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64589. /**
  64590. * Type modifier to make all the properties of an object Readonly recursively
  64591. */
  64592. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64593. /** @hidden */
  64594. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64595. }
  64596. /** @hidden */
  64597. /** @hidden */
  64598. type DeepImmutableObject<T> = {
  64599. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64600. };
  64601. }
  64602. declare module BABYLON {
  64603. /**
  64604. * A class serves as a medium between the observable and its observers
  64605. */
  64606. export class EventState {
  64607. /**
  64608. * Create a new EventState
  64609. * @param mask defines the mask associated with this state
  64610. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64611. * @param target defines the original target of the state
  64612. * @param currentTarget defines the current target of the state
  64613. */
  64614. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64615. /**
  64616. * Initialize the current event state
  64617. * @param mask defines the mask associated with this state
  64618. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64619. * @param target defines the original target of the state
  64620. * @param currentTarget defines the current target of the state
  64621. * @returns the current event state
  64622. */
  64623. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64624. /**
  64625. * An Observer can set this property to true to prevent subsequent observers of being notified
  64626. */
  64627. skipNextObservers: boolean;
  64628. /**
  64629. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64630. */
  64631. mask: number;
  64632. /**
  64633. * The object that originally notified the event
  64634. */
  64635. target?: any;
  64636. /**
  64637. * The current object in the bubbling phase
  64638. */
  64639. currentTarget?: any;
  64640. /**
  64641. * This will be populated with the return value of the last function that was executed.
  64642. * If it is the first function in the callback chain it will be the event data.
  64643. */
  64644. lastReturnValue?: any;
  64645. }
  64646. /**
  64647. * Represent an Observer registered to a given Observable object.
  64648. */
  64649. export class Observer<T> {
  64650. /**
  64651. * Defines the callback to call when the observer is notified
  64652. */
  64653. callback: (eventData: T, eventState: EventState) => void;
  64654. /**
  64655. * Defines the mask of the observer (used to filter notifications)
  64656. */
  64657. mask: number;
  64658. /**
  64659. * Defines the current scope used to restore the JS context
  64660. */
  64661. scope: any;
  64662. /** @hidden */
  64663. _willBeUnregistered: boolean;
  64664. /**
  64665. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64666. */
  64667. unregisterOnNextCall: boolean;
  64668. /**
  64669. * Creates a new observer
  64670. * @param callback defines the callback to call when the observer is notified
  64671. * @param mask defines the mask of the observer (used to filter notifications)
  64672. * @param scope defines the current scope used to restore the JS context
  64673. */
  64674. constructor(
  64675. /**
  64676. * Defines the callback to call when the observer is notified
  64677. */
  64678. callback: (eventData: T, eventState: EventState) => void,
  64679. /**
  64680. * Defines the mask of the observer (used to filter notifications)
  64681. */
  64682. mask: number,
  64683. /**
  64684. * Defines the current scope used to restore the JS context
  64685. */
  64686. scope?: any);
  64687. }
  64688. /**
  64689. * Represent a list of observers registered to multiple Observables object.
  64690. */
  64691. export class MultiObserver<T> {
  64692. private _observers;
  64693. private _observables;
  64694. /**
  64695. * Release associated resources
  64696. */
  64697. dispose(): void;
  64698. /**
  64699. * Raise a callback when one of the observable will notify
  64700. * @param observables defines a list of observables to watch
  64701. * @param callback defines the callback to call on notification
  64702. * @param mask defines the mask used to filter notifications
  64703. * @param scope defines the current scope used to restore the JS context
  64704. * @returns the new MultiObserver
  64705. */
  64706. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64707. }
  64708. /**
  64709. * The Observable class is a simple implementation of the Observable pattern.
  64710. *
  64711. * 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.
  64712. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64713. * 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).
  64714. * 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.
  64715. */
  64716. export class Observable<T> {
  64717. private _observers;
  64718. private _eventState;
  64719. private _onObserverAdded;
  64720. /**
  64721. * Gets the list of observers
  64722. */
  64723. readonly observers: Array<Observer<T>>;
  64724. /**
  64725. * Creates a new observable
  64726. * @param onObserverAdded defines a callback to call when a new observer is added
  64727. */
  64728. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64729. /**
  64730. * Create a new Observer with the specified callback
  64731. * @param callback the callback that will be executed for that Observer
  64732. * @param mask the mask used to filter observers
  64733. * @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.
  64734. * @param scope optional scope for the callback to be called from
  64735. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64736. * @returns the new observer created for the callback
  64737. */
  64738. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64739. /**
  64740. * Create a new Observer with the specified callback and unregisters after the next notification
  64741. * @param callback the callback that will be executed for that Observer
  64742. * @returns the new observer created for the callback
  64743. */
  64744. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64745. /**
  64746. * Remove an Observer from the Observable object
  64747. * @param observer the instance of the Observer to remove
  64748. * @returns false if it doesn't belong to this Observable
  64749. */
  64750. remove(observer: Nullable<Observer<T>>): boolean;
  64751. /**
  64752. * Remove a callback from the Observable object
  64753. * @param callback the callback to remove
  64754. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64755. * @returns false if it doesn't belong to this Observable
  64756. */
  64757. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64758. private _deferUnregister;
  64759. private _remove;
  64760. /**
  64761. * Moves the observable to the top of the observer list making it get called first when notified
  64762. * @param observer the observer to move
  64763. */
  64764. makeObserverTopPriority(observer: Observer<T>): void;
  64765. /**
  64766. * Moves the observable to the bottom of the observer list making it get called last when notified
  64767. * @param observer the observer to move
  64768. */
  64769. makeObserverBottomPriority(observer: Observer<T>): void;
  64770. /**
  64771. * Notify all Observers by calling their respective callback with the given data
  64772. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64773. * @param eventData defines the data to send to all observers
  64774. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64775. * @param target defines the original target of the state
  64776. * @param currentTarget defines the current target of the state
  64777. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64778. */
  64779. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64780. /**
  64781. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64782. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64783. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64784. * and it is crucial that all callbacks will be executed.
  64785. * The order of the callbacks is kept, callbacks are not executed parallel.
  64786. *
  64787. * @param eventData The data to be sent to each callback
  64788. * @param mask is used to filter observers defaults to -1
  64789. * @param target defines the callback target (see EventState)
  64790. * @param currentTarget defines he current object in the bubbling phase
  64791. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64792. */
  64793. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64794. /**
  64795. * Notify a specific observer
  64796. * @param observer defines the observer to notify
  64797. * @param eventData defines the data to be sent to each callback
  64798. * @param mask is used to filter observers defaults to -1
  64799. */
  64800. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64801. /**
  64802. * Gets a boolean indicating if the observable has at least one observer
  64803. * @returns true is the Observable has at least one Observer registered
  64804. */
  64805. hasObservers(): boolean;
  64806. /**
  64807. * Clear the list of observers
  64808. */
  64809. clear(): void;
  64810. /**
  64811. * Clone the current observable
  64812. * @returns a new observable
  64813. */
  64814. clone(): Observable<T>;
  64815. /**
  64816. * Does this observable handles observer registered with a given mask
  64817. * @param mask defines the mask to be tested
  64818. * @return whether or not one observer registered with the given mask is handeled
  64819. **/
  64820. hasSpecificMask(mask?: number): boolean;
  64821. }
  64822. }
  64823. declare module BABYLON {
  64824. /**
  64825. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64826. * Babylon.js
  64827. */
  64828. export class DomManagement {
  64829. /**
  64830. * Checks if the window object exists
  64831. * @returns true if the window object exists
  64832. */
  64833. static IsWindowObjectExist(): boolean;
  64834. /**
  64835. * Extracts text content from a DOM element hierarchy
  64836. * @param element defines the root element
  64837. * @returns a string
  64838. */
  64839. static GetDOMTextContent(element: HTMLElement): string;
  64840. }
  64841. }
  64842. declare module BABYLON {
  64843. /**
  64844. * Logger used througouht the application to allow configuration of
  64845. * the log level required for the messages.
  64846. */
  64847. export class Logger {
  64848. /**
  64849. * No log
  64850. */
  64851. static readonly NoneLogLevel: number;
  64852. /**
  64853. * Only message logs
  64854. */
  64855. static readonly MessageLogLevel: number;
  64856. /**
  64857. * Only warning logs
  64858. */
  64859. static readonly WarningLogLevel: number;
  64860. /**
  64861. * Only error logs
  64862. */
  64863. static readonly ErrorLogLevel: number;
  64864. /**
  64865. * All logs
  64866. */
  64867. static readonly AllLogLevel: number;
  64868. private static _LogCache;
  64869. /**
  64870. * Gets a value indicating the number of loading errors
  64871. * @ignorenaming
  64872. */
  64873. static errorsCount: number;
  64874. /**
  64875. * Callback called when a new log is added
  64876. */
  64877. static OnNewCacheEntry: (entry: string) => void;
  64878. private static _AddLogEntry;
  64879. private static _FormatMessage;
  64880. private static _LogDisabled;
  64881. private static _LogEnabled;
  64882. private static _WarnDisabled;
  64883. private static _WarnEnabled;
  64884. private static _ErrorDisabled;
  64885. private static _ErrorEnabled;
  64886. /**
  64887. * Log a message to the console
  64888. */
  64889. static Log: (message: string) => void;
  64890. /**
  64891. * Write a warning message to the console
  64892. */
  64893. static Warn: (message: string) => void;
  64894. /**
  64895. * Write an error message to the console
  64896. */
  64897. static Error: (message: string) => void;
  64898. /**
  64899. * Gets current log cache (list of logs)
  64900. */
  64901. static readonly LogCache: string;
  64902. /**
  64903. * Clears the log cache
  64904. */
  64905. static ClearLogCache(): void;
  64906. /**
  64907. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64908. */
  64909. static LogLevels: number;
  64910. }
  64911. }
  64912. declare module BABYLON {
  64913. /** @hidden */
  64914. export class _TypeStore {
  64915. /** @hidden */
  64916. static RegisteredTypes: {
  64917. [key: string]: Object;
  64918. };
  64919. /** @hidden */
  64920. static GetClass(fqdn: string): any;
  64921. }
  64922. }
  64923. declare module BABYLON {
  64924. /**
  64925. * Class containing a set of static utilities functions for deep copy.
  64926. */
  64927. export class DeepCopier {
  64928. /**
  64929. * Tries to copy an object by duplicating every property
  64930. * @param source defines the source object
  64931. * @param destination defines the target object
  64932. * @param doNotCopyList defines a list of properties to avoid
  64933. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64934. */
  64935. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64936. }
  64937. }
  64938. declare module BABYLON {
  64939. /**
  64940. * Class containing a set of static utilities functions for precision date
  64941. */
  64942. export class PrecisionDate {
  64943. /**
  64944. * Gets either window.performance.now() if supported or Date.now() else
  64945. */
  64946. static readonly Now: number;
  64947. }
  64948. }
  64949. declare module BABYLON {
  64950. /** @hidden */
  64951. export class _DevTools {
  64952. static WarnImport(name: string): string;
  64953. }
  64954. }
  64955. declare module BABYLON {
  64956. /**
  64957. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64958. */
  64959. export class WebRequest {
  64960. private _xhr;
  64961. /**
  64962. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64963. * i.e. when loading files, where the server/service expects an Authorization header
  64964. */
  64965. static CustomRequestHeaders: {
  64966. [key: string]: string;
  64967. };
  64968. /**
  64969. * Add callback functions in this array to update all the requests before they get sent to the network
  64970. */
  64971. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64972. private _injectCustomRequestHeaders;
  64973. /**
  64974. * Gets or sets a function to be called when loading progress changes
  64975. */
  64976. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64977. /**
  64978. * Returns client's state
  64979. */
  64980. readonly readyState: number;
  64981. /**
  64982. * Returns client's status
  64983. */
  64984. readonly status: number;
  64985. /**
  64986. * Returns client's status as a text
  64987. */
  64988. readonly statusText: string;
  64989. /**
  64990. * Returns client's response
  64991. */
  64992. readonly response: any;
  64993. /**
  64994. * Returns client's response url
  64995. */
  64996. readonly responseURL: string;
  64997. /**
  64998. * Returns client's response as text
  64999. */
  65000. readonly responseText: string;
  65001. /**
  65002. * Gets or sets the expected response type
  65003. */
  65004. responseType: XMLHttpRequestResponseType;
  65005. /** @hidden */
  65006. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65007. /** @hidden */
  65008. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65009. /**
  65010. * Cancels any network activity
  65011. */
  65012. abort(): void;
  65013. /**
  65014. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65015. * @param body defines an optional request body
  65016. */
  65017. send(body?: Document | BodyInit | null): void;
  65018. /**
  65019. * Sets the request method, request URL
  65020. * @param method defines the method to use (GET, POST, etc..)
  65021. * @param url defines the url to connect with
  65022. */
  65023. open(method: string, url: string): void;
  65024. }
  65025. }
  65026. declare module BABYLON {
  65027. /**
  65028. * File request interface
  65029. */
  65030. export interface IFileRequest {
  65031. /**
  65032. * Raised when the request is complete (success or error).
  65033. */
  65034. onCompleteObservable: Observable<IFileRequest>;
  65035. /**
  65036. * Aborts the request for a file.
  65037. */
  65038. abort: () => void;
  65039. }
  65040. }
  65041. declare module BABYLON {
  65042. /**
  65043. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65044. */
  65045. export class PerformanceMonitor {
  65046. private _enabled;
  65047. private _rollingFrameTime;
  65048. private _lastFrameTimeMs;
  65049. /**
  65050. * constructor
  65051. * @param frameSampleSize The number of samples required to saturate the sliding window
  65052. */
  65053. constructor(frameSampleSize?: number);
  65054. /**
  65055. * Samples current frame
  65056. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65057. */
  65058. sampleFrame(timeMs?: number): void;
  65059. /**
  65060. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65061. */
  65062. readonly averageFrameTime: number;
  65063. /**
  65064. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65065. */
  65066. readonly averageFrameTimeVariance: number;
  65067. /**
  65068. * Returns the frame time of the most recent frame
  65069. */
  65070. readonly instantaneousFrameTime: number;
  65071. /**
  65072. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  65073. */
  65074. readonly averageFPS: number;
  65075. /**
  65076. * Returns the average framerate in frames per second using the most recent frame time
  65077. */
  65078. readonly instantaneousFPS: number;
  65079. /**
  65080. * Returns true if enough samples have been taken to completely fill the sliding window
  65081. */
  65082. readonly isSaturated: boolean;
  65083. /**
  65084. * Enables contributions to the sliding window sample set
  65085. */
  65086. enable(): void;
  65087. /**
  65088. * Disables contributions to the sliding window sample set
  65089. * Samples will not be interpolated over the disabled period
  65090. */
  65091. disable(): void;
  65092. /**
  65093. * Returns true if sampling is enabled
  65094. */
  65095. readonly isEnabled: boolean;
  65096. /**
  65097. * Resets performance monitor
  65098. */
  65099. reset(): void;
  65100. }
  65101. /**
  65102. * RollingAverage
  65103. *
  65104. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  65105. */
  65106. export class RollingAverage {
  65107. /**
  65108. * Current average
  65109. */
  65110. average: number;
  65111. /**
  65112. * Current variance
  65113. */
  65114. variance: number;
  65115. protected _samples: Array<number>;
  65116. protected _sampleCount: number;
  65117. protected _pos: number;
  65118. protected _m2: number;
  65119. /**
  65120. * constructor
  65121. * @param length The number of samples required to saturate the sliding window
  65122. */
  65123. constructor(length: number);
  65124. /**
  65125. * Adds a sample to the sample set
  65126. * @param v The sample value
  65127. */
  65128. add(v: number): void;
  65129. /**
  65130. * Returns previously added values or null if outside of history or outside the sliding window domain
  65131. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  65132. * @return Value previously recorded with add() or null if outside of range
  65133. */
  65134. history(i: number): number;
  65135. /**
  65136. * Returns true if enough samples have been taken to completely fill the sliding window
  65137. * @return true if sample-set saturated
  65138. */
  65139. isSaturated(): boolean;
  65140. /**
  65141. * Resets the rolling average (equivalent to 0 samples taken so far)
  65142. */
  65143. reset(): void;
  65144. /**
  65145. * Wraps a value around the sample range boundaries
  65146. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  65147. * @return Wrapped position in sample range
  65148. */
  65149. protected _wrapPosition(i: number): number;
  65150. }
  65151. }
  65152. declare module BABYLON {
  65153. /**
  65154. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65155. * The underlying implementation relies on an associative array to ensure the best performances.
  65156. * The value can be anything including 'null' but except 'undefined'
  65157. */
  65158. export class StringDictionary<T> {
  65159. /**
  65160. * This will clear this dictionary and copy the content from the 'source' one.
  65161. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65162. * @param source the dictionary to take the content from and copy to this dictionary
  65163. */
  65164. copyFrom(source: StringDictionary<T>): void;
  65165. /**
  65166. * Get a value based from its key
  65167. * @param key the given key to get the matching value from
  65168. * @return the value if found, otherwise undefined is returned
  65169. */
  65170. get(key: string): T | undefined;
  65171. /**
  65172. * Get a value from its key or add it if it doesn't exist.
  65173. * This method will ensure you that a given key/data will be present in the dictionary.
  65174. * @param key the given key to get the matching value from
  65175. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65176. * The factory will only be invoked if there's no data for the given key.
  65177. * @return the value corresponding to the key.
  65178. */
  65179. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65180. /**
  65181. * Get a value from its key if present in the dictionary otherwise add it
  65182. * @param key the key to get the value from
  65183. * @param val if there's no such key/value pair in the dictionary add it with this value
  65184. * @return the value corresponding to the key
  65185. */
  65186. getOrAdd(key: string, val: T): T;
  65187. /**
  65188. * Check if there's a given key in the dictionary
  65189. * @param key the key to check for
  65190. * @return true if the key is present, false otherwise
  65191. */
  65192. contains(key: string): boolean;
  65193. /**
  65194. * Add a new key and its corresponding value
  65195. * @param key the key to add
  65196. * @param value the value corresponding to the key
  65197. * @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
  65198. */
  65199. add(key: string, value: T): boolean;
  65200. /**
  65201. * Update a specific value associated to a key
  65202. * @param key defines the key to use
  65203. * @param value defines the value to store
  65204. * @returns true if the value was updated (or false if the key was not found)
  65205. */
  65206. set(key: string, value: T): boolean;
  65207. /**
  65208. * Get the element of the given key and remove it from the dictionary
  65209. * @param key defines the key to search
  65210. * @returns the value associated with the key or null if not found
  65211. */
  65212. getAndRemove(key: string): Nullable<T>;
  65213. /**
  65214. * Remove a key/value from the dictionary.
  65215. * @param key the key to remove
  65216. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65217. */
  65218. remove(key: string): boolean;
  65219. /**
  65220. * Clear the whole content of the dictionary
  65221. */
  65222. clear(): void;
  65223. /**
  65224. * Gets the current count
  65225. */
  65226. readonly count: number;
  65227. /**
  65228. * Execute a callback on each key/val of the dictionary.
  65229. * Note that you can remove any element in this dictionary in the callback implementation
  65230. * @param callback the callback to execute on a given key/value pair
  65231. */
  65232. forEach(callback: (key: string, val: T) => void): void;
  65233. /**
  65234. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65235. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65236. * Note that you can remove any element in this dictionary in the callback implementation
  65237. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65238. * @returns the first item
  65239. */
  65240. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65241. private _count;
  65242. private _data;
  65243. }
  65244. }
  65245. declare module BABYLON {
  65246. /**
  65247. * Class used to store gfx data (like WebGLBuffer)
  65248. */
  65249. export class DataBuffer {
  65250. /**
  65251. * Gets or sets the number of objects referencing this buffer
  65252. */
  65253. references: number;
  65254. /** Gets or sets the size of the underlying buffer */
  65255. capacity: number;
  65256. /**
  65257. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65258. */
  65259. is32Bits: boolean;
  65260. /**
  65261. * Gets the underlying buffer
  65262. */
  65263. readonly underlyingResource: any;
  65264. }
  65265. }
  65266. declare module BABYLON {
  65267. /**
  65268. * Class used to store data that will be store in GPU memory
  65269. */
  65270. export class Buffer {
  65271. private _engine;
  65272. private _buffer;
  65273. /** @hidden */
  65274. _data: Nullable<DataArray>;
  65275. private _updatable;
  65276. private _instanced;
  65277. /**
  65278. * Gets the byte stride.
  65279. */
  65280. readonly byteStride: number;
  65281. /**
  65282. * Constructor
  65283. * @param engine the engine
  65284. * @param data the data to use for this buffer
  65285. * @param updatable whether the data is updatable
  65286. * @param stride the stride (optional)
  65287. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65288. * @param instanced whether the buffer is instanced (optional)
  65289. * @param useBytes set to true if the stride in in bytes (optional)
  65290. */
  65291. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65292. /**
  65293. * Create a new VertexBuffer based on the current buffer
  65294. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65295. * @param offset defines offset in the buffer (0 by default)
  65296. * @param size defines the size in floats of attributes (position is 3 for instance)
  65297. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65298. * @param instanced defines if the vertex buffer contains indexed data
  65299. * @param useBytes defines if the offset and stride are in bytes
  65300. * @returns the new vertex buffer
  65301. */
  65302. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65303. /**
  65304. * Gets a boolean indicating if the Buffer is updatable?
  65305. * @returns true if the buffer is updatable
  65306. */
  65307. isUpdatable(): boolean;
  65308. /**
  65309. * Gets current buffer's data
  65310. * @returns a DataArray or null
  65311. */
  65312. getData(): Nullable<DataArray>;
  65313. /**
  65314. * Gets underlying native buffer
  65315. * @returns underlying native buffer
  65316. */
  65317. getBuffer(): Nullable<DataBuffer>;
  65318. /**
  65319. * Gets the stride in float32 units (i.e. byte stride / 4).
  65320. * May not be an integer if the byte stride is not divisible by 4.
  65321. * DEPRECATED. Use byteStride instead.
  65322. * @returns the stride in float32 units
  65323. */
  65324. getStrideSize(): number;
  65325. /**
  65326. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65327. * @param data defines the data to store
  65328. */
  65329. create(data?: Nullable<DataArray>): void;
  65330. /** @hidden */
  65331. _rebuild(): void;
  65332. /**
  65333. * Update current buffer data
  65334. * @param data defines the data to store
  65335. */
  65336. update(data: DataArray): void;
  65337. /**
  65338. * Updates the data directly.
  65339. * @param data the new data
  65340. * @param offset the new offset
  65341. * @param vertexCount the vertex count (optional)
  65342. * @param useBytes set to true if the offset is in bytes
  65343. */
  65344. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65345. /**
  65346. * Release all resources
  65347. */
  65348. dispose(): void;
  65349. }
  65350. /**
  65351. * Specialized buffer used to store vertex data
  65352. */
  65353. export class VertexBuffer {
  65354. /** @hidden */
  65355. _buffer: Buffer;
  65356. private _kind;
  65357. private _size;
  65358. private _ownsBuffer;
  65359. private _instanced;
  65360. private _instanceDivisor;
  65361. /**
  65362. * The byte type.
  65363. */
  65364. static readonly BYTE: number;
  65365. /**
  65366. * The unsigned byte type.
  65367. */
  65368. static readonly UNSIGNED_BYTE: number;
  65369. /**
  65370. * The short type.
  65371. */
  65372. static readonly SHORT: number;
  65373. /**
  65374. * The unsigned short type.
  65375. */
  65376. static readonly UNSIGNED_SHORT: number;
  65377. /**
  65378. * The integer type.
  65379. */
  65380. static readonly INT: number;
  65381. /**
  65382. * The unsigned integer type.
  65383. */
  65384. static readonly UNSIGNED_INT: number;
  65385. /**
  65386. * The float type.
  65387. */
  65388. static readonly FLOAT: number;
  65389. /**
  65390. * Gets or sets the instance divisor when in instanced mode
  65391. */
  65392. instanceDivisor: number;
  65393. /**
  65394. * Gets the byte stride.
  65395. */
  65396. readonly byteStride: number;
  65397. /**
  65398. * Gets the byte offset.
  65399. */
  65400. readonly byteOffset: number;
  65401. /**
  65402. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65403. */
  65404. readonly normalized: boolean;
  65405. /**
  65406. * Gets the data type of each component in the array.
  65407. */
  65408. readonly type: number;
  65409. /**
  65410. * Constructor
  65411. * @param engine the engine
  65412. * @param data the data to use for this vertex buffer
  65413. * @param kind the vertex buffer kind
  65414. * @param updatable whether the data is updatable
  65415. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65416. * @param stride the stride (optional)
  65417. * @param instanced whether the buffer is instanced (optional)
  65418. * @param offset the offset of the data (optional)
  65419. * @param size the number of components (optional)
  65420. * @param type the type of the component (optional)
  65421. * @param normalized whether the data contains normalized data (optional)
  65422. * @param useBytes set to true if stride and offset are in bytes (optional)
  65423. */
  65424. 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);
  65425. /** @hidden */
  65426. _rebuild(): void;
  65427. /**
  65428. * Returns the kind of the VertexBuffer (string)
  65429. * @returns a string
  65430. */
  65431. getKind(): string;
  65432. /**
  65433. * Gets a boolean indicating if the VertexBuffer is updatable?
  65434. * @returns true if the buffer is updatable
  65435. */
  65436. isUpdatable(): boolean;
  65437. /**
  65438. * Gets current buffer's data
  65439. * @returns a DataArray or null
  65440. */
  65441. getData(): Nullable<DataArray>;
  65442. /**
  65443. * Gets underlying native buffer
  65444. * @returns underlying native buffer
  65445. */
  65446. getBuffer(): Nullable<DataBuffer>;
  65447. /**
  65448. * Gets the stride in float32 units (i.e. byte stride / 4).
  65449. * May not be an integer if the byte stride is not divisible by 4.
  65450. * DEPRECATED. Use byteStride instead.
  65451. * @returns the stride in float32 units
  65452. */
  65453. getStrideSize(): number;
  65454. /**
  65455. * Returns the offset as a multiple of the type byte length.
  65456. * DEPRECATED. Use byteOffset instead.
  65457. * @returns the offset in bytes
  65458. */
  65459. getOffset(): number;
  65460. /**
  65461. * Returns the number of components per vertex attribute (integer)
  65462. * @returns the size in float
  65463. */
  65464. getSize(): number;
  65465. /**
  65466. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65467. * @returns true if this buffer is instanced
  65468. */
  65469. getIsInstanced(): boolean;
  65470. /**
  65471. * Returns the instancing divisor, zero for non-instanced (integer).
  65472. * @returns a number
  65473. */
  65474. getInstanceDivisor(): number;
  65475. /**
  65476. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65477. * @param data defines the data to store
  65478. */
  65479. create(data?: DataArray): void;
  65480. /**
  65481. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65482. * This function will create a new buffer if the current one is not updatable
  65483. * @param data defines the data to store
  65484. */
  65485. update(data: DataArray): void;
  65486. /**
  65487. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65488. * Returns the directly updated WebGLBuffer.
  65489. * @param data the new data
  65490. * @param offset the new offset
  65491. * @param useBytes set to true if the offset is in bytes
  65492. */
  65493. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65494. /**
  65495. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65496. */
  65497. dispose(): void;
  65498. /**
  65499. * Enumerates each value of this vertex buffer as numbers.
  65500. * @param count the number of values to enumerate
  65501. * @param callback the callback function called for each value
  65502. */
  65503. forEach(count: number, callback: (value: number, index: number) => void): void;
  65504. /**
  65505. * Positions
  65506. */
  65507. static readonly PositionKind: string;
  65508. /**
  65509. * Normals
  65510. */
  65511. static readonly NormalKind: string;
  65512. /**
  65513. * Tangents
  65514. */
  65515. static readonly TangentKind: string;
  65516. /**
  65517. * Texture coordinates
  65518. */
  65519. static readonly UVKind: string;
  65520. /**
  65521. * Texture coordinates 2
  65522. */
  65523. static readonly UV2Kind: string;
  65524. /**
  65525. * Texture coordinates 3
  65526. */
  65527. static readonly UV3Kind: string;
  65528. /**
  65529. * Texture coordinates 4
  65530. */
  65531. static readonly UV4Kind: string;
  65532. /**
  65533. * Texture coordinates 5
  65534. */
  65535. static readonly UV5Kind: string;
  65536. /**
  65537. * Texture coordinates 6
  65538. */
  65539. static readonly UV6Kind: string;
  65540. /**
  65541. * Colors
  65542. */
  65543. static readonly ColorKind: string;
  65544. /**
  65545. * Matrix indices (for bones)
  65546. */
  65547. static readonly MatricesIndicesKind: string;
  65548. /**
  65549. * Matrix weights (for bones)
  65550. */
  65551. static readonly MatricesWeightsKind: string;
  65552. /**
  65553. * Additional matrix indices (for bones)
  65554. */
  65555. static readonly MatricesIndicesExtraKind: string;
  65556. /**
  65557. * Additional matrix weights (for bones)
  65558. */
  65559. static readonly MatricesWeightsExtraKind: string;
  65560. /**
  65561. * Deduces the stride given a kind.
  65562. * @param kind The kind string to deduce
  65563. * @returns The deduced stride
  65564. */
  65565. static DeduceStride(kind: string): number;
  65566. /**
  65567. * Gets the byte length of the given type.
  65568. * @param type the type
  65569. * @returns the number of bytes
  65570. */
  65571. static GetTypeByteLength(type: number): number;
  65572. /**
  65573. * Enumerates each value of the given parameters as numbers.
  65574. * @param data the data to enumerate
  65575. * @param byteOffset the byte offset of the data
  65576. * @param byteStride the byte stride of the data
  65577. * @param componentCount the number of components per element
  65578. * @param componentType the type of the component
  65579. * @param count the number of values to enumerate
  65580. * @param normalized whether the data is normalized
  65581. * @param callback the callback function called for each value
  65582. */
  65583. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65584. private static _GetFloatValue;
  65585. }
  65586. }
  65587. declare module BABYLON {
  65588. /**
  65589. * Scalar computation library
  65590. */
  65591. export class Scalar {
  65592. /**
  65593. * Two pi constants convenient for computation.
  65594. */
  65595. static TwoPi: number;
  65596. /**
  65597. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65598. * @param a number
  65599. * @param b number
  65600. * @param epsilon (default = 1.401298E-45)
  65601. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65602. */
  65603. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65604. /**
  65605. * Returns a string : the upper case translation of the number i to hexadecimal.
  65606. * @param i number
  65607. * @returns the upper case translation of the number i to hexadecimal.
  65608. */
  65609. static ToHex(i: number): string;
  65610. /**
  65611. * Returns -1 if value is negative and +1 is value is positive.
  65612. * @param value the value
  65613. * @returns the value itself if it's equal to zero.
  65614. */
  65615. static Sign(value: number): number;
  65616. /**
  65617. * Returns the value itself if it's between min and max.
  65618. * Returns min if the value is lower than min.
  65619. * Returns max if the value is greater than max.
  65620. * @param value the value to clmap
  65621. * @param min the min value to clamp to (default: 0)
  65622. * @param max the max value to clamp to (default: 1)
  65623. * @returns the clamped value
  65624. */
  65625. static Clamp(value: number, min?: number, max?: number): number;
  65626. /**
  65627. * the log2 of value.
  65628. * @param value the value to compute log2 of
  65629. * @returns the log2 of value.
  65630. */
  65631. static Log2(value: number): number;
  65632. /**
  65633. * Loops the value, so that it is never larger than length and never smaller than 0.
  65634. *
  65635. * This is similar to the modulo operator but it works with floating point numbers.
  65636. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65637. * With t = 5 and length = 2.5, the result would be 0.0.
  65638. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65639. * @param value the value
  65640. * @param length the length
  65641. * @returns the looped value
  65642. */
  65643. static Repeat(value: number, length: number): number;
  65644. /**
  65645. * Normalize the value between 0.0 and 1.0 using min and max values
  65646. * @param value value to normalize
  65647. * @param min max to normalize between
  65648. * @param max min to normalize between
  65649. * @returns the normalized value
  65650. */
  65651. static Normalize(value: number, min: number, max: number): number;
  65652. /**
  65653. * Denormalize the value from 0.0 and 1.0 using min and max values
  65654. * @param normalized value to denormalize
  65655. * @param min max to denormalize between
  65656. * @param max min to denormalize between
  65657. * @returns the denormalized value
  65658. */
  65659. static Denormalize(normalized: number, min: number, max: number): number;
  65660. /**
  65661. * Calculates the shortest difference between two given angles given in degrees.
  65662. * @param current current angle in degrees
  65663. * @param target target angle in degrees
  65664. * @returns the delta
  65665. */
  65666. static DeltaAngle(current: number, target: number): number;
  65667. /**
  65668. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65669. * @param tx value
  65670. * @param length length
  65671. * @returns The returned value will move back and forth between 0 and length
  65672. */
  65673. static PingPong(tx: number, length: number): number;
  65674. /**
  65675. * Interpolates between min and max with smoothing at the limits.
  65676. *
  65677. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65678. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65679. * @param from from
  65680. * @param to to
  65681. * @param tx value
  65682. * @returns the smooth stepped value
  65683. */
  65684. static SmoothStep(from: number, to: number, tx: number): number;
  65685. /**
  65686. * Moves a value current towards target.
  65687. *
  65688. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65689. * Negative values of maxDelta pushes the value away from target.
  65690. * @param current current value
  65691. * @param target target value
  65692. * @param maxDelta max distance to move
  65693. * @returns resulting value
  65694. */
  65695. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65696. /**
  65697. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65698. *
  65699. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65700. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65701. * @param current current value
  65702. * @param target target value
  65703. * @param maxDelta max distance to move
  65704. * @returns resulting angle
  65705. */
  65706. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65707. /**
  65708. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65709. * @param start start value
  65710. * @param end target value
  65711. * @param amount amount to lerp between
  65712. * @returns the lerped value
  65713. */
  65714. static Lerp(start: number, end: number, amount: number): number;
  65715. /**
  65716. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65717. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65718. * @param start start value
  65719. * @param end target value
  65720. * @param amount amount to lerp between
  65721. * @returns the lerped value
  65722. */
  65723. static LerpAngle(start: number, end: number, amount: number): number;
  65724. /**
  65725. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65726. * @param a start value
  65727. * @param b target value
  65728. * @param value value between a and b
  65729. * @returns the inverseLerp value
  65730. */
  65731. static InverseLerp(a: number, b: number, value: number): number;
  65732. /**
  65733. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65734. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65735. * @param value1 spline value
  65736. * @param tangent1 spline value
  65737. * @param value2 spline value
  65738. * @param tangent2 spline value
  65739. * @param amount input value
  65740. * @returns hermite result
  65741. */
  65742. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65743. /**
  65744. * Returns a random float number between and min and max values
  65745. * @param min min value of random
  65746. * @param max max value of random
  65747. * @returns random value
  65748. */
  65749. static RandomRange(min: number, max: number): number;
  65750. /**
  65751. * This function returns percentage of a number in a given range.
  65752. *
  65753. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65754. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65755. * @param number to convert to percentage
  65756. * @param min min range
  65757. * @param max max range
  65758. * @returns the percentage
  65759. */
  65760. static RangeToPercent(number: number, min: number, max: number): number;
  65761. /**
  65762. * This function returns number that corresponds to the percentage in a given range.
  65763. *
  65764. * PercentToRange(0.34,0,100) will return 34.
  65765. * @param percent to convert to number
  65766. * @param min min range
  65767. * @param max max range
  65768. * @returns the number
  65769. */
  65770. static PercentToRange(percent: number, min: number, max: number): number;
  65771. /**
  65772. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65773. * @param angle The angle to normalize in radian.
  65774. * @return The converted angle.
  65775. */
  65776. static NormalizeRadians(angle: number): number;
  65777. }
  65778. }
  65779. declare module BABYLON {
  65780. /**
  65781. * Constant used to convert a value to gamma space
  65782. * @ignorenaming
  65783. */
  65784. export const ToGammaSpace: number;
  65785. /**
  65786. * Constant used to convert a value to linear space
  65787. * @ignorenaming
  65788. */
  65789. export const ToLinearSpace = 2.2;
  65790. /**
  65791. * Constant used to define the minimal number value in Babylon.js
  65792. * @ignorenaming
  65793. */
  65794. let Epsilon: number;
  65795. }
  65796. declare module BABYLON {
  65797. /**
  65798. * Class used to represent a viewport on screen
  65799. */
  65800. export class Viewport {
  65801. /** viewport left coordinate */
  65802. x: number;
  65803. /** viewport top coordinate */
  65804. y: number;
  65805. /**viewport width */
  65806. width: number;
  65807. /** viewport height */
  65808. height: number;
  65809. /**
  65810. * Creates a Viewport object located at (x, y) and sized (width, height)
  65811. * @param x defines viewport left coordinate
  65812. * @param y defines viewport top coordinate
  65813. * @param width defines the viewport width
  65814. * @param height defines the viewport height
  65815. */
  65816. constructor(
  65817. /** viewport left coordinate */
  65818. x: number,
  65819. /** viewport top coordinate */
  65820. y: number,
  65821. /**viewport width */
  65822. width: number,
  65823. /** viewport height */
  65824. height: number);
  65825. /**
  65826. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65827. * @param renderWidth defines the rendering width
  65828. * @param renderHeight defines the rendering height
  65829. * @returns a new Viewport
  65830. */
  65831. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65832. /**
  65833. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65834. * @param renderWidth defines the rendering width
  65835. * @param renderHeight defines the rendering height
  65836. * @param ref defines the target viewport
  65837. * @returns the current viewport
  65838. */
  65839. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65840. /**
  65841. * Returns a new Viewport copied from the current one
  65842. * @returns a new Viewport
  65843. */
  65844. clone(): Viewport;
  65845. }
  65846. }
  65847. declare module BABYLON {
  65848. /**
  65849. * Class containing a set of static utilities functions for arrays.
  65850. */
  65851. export class ArrayTools {
  65852. /**
  65853. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65854. * @param size the number of element to construct and put in the array
  65855. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65856. * @returns a new array filled with new objects
  65857. */
  65858. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65859. }
  65860. }
  65861. declare module BABYLON {
  65862. /**
  65863. * @hidden
  65864. */
  65865. export interface IColor4Like {
  65866. r: float;
  65867. g: float;
  65868. b: float;
  65869. a: float;
  65870. }
  65871. /**
  65872. * @hidden
  65873. */
  65874. export interface IColor3Like {
  65875. r: float;
  65876. g: float;
  65877. b: float;
  65878. }
  65879. /**
  65880. * @hidden
  65881. */
  65882. export interface IVector4Like {
  65883. x: float;
  65884. y: float;
  65885. z: float;
  65886. w: float;
  65887. }
  65888. /**
  65889. * @hidden
  65890. */
  65891. export interface IVector3Like {
  65892. x: float;
  65893. y: float;
  65894. z: float;
  65895. }
  65896. /**
  65897. * @hidden
  65898. */
  65899. export interface IVector2Like {
  65900. x: float;
  65901. y: float;
  65902. }
  65903. /**
  65904. * @hidden
  65905. */
  65906. export interface IMatrixLike {
  65907. toArray(): DeepImmutable<Float32Array>;
  65908. updateFlag: int;
  65909. }
  65910. /**
  65911. * @hidden
  65912. */
  65913. export interface IViewportLike {
  65914. x: float;
  65915. y: float;
  65916. width: float;
  65917. height: float;
  65918. }
  65919. /**
  65920. * @hidden
  65921. */
  65922. export interface IPlaneLike {
  65923. normal: IVector3Like;
  65924. d: float;
  65925. normalize(): void;
  65926. }
  65927. }
  65928. declare module BABYLON {
  65929. /**
  65930. * Class representing a vector containing 2 coordinates
  65931. */
  65932. export class Vector2 {
  65933. /** defines the first coordinate */
  65934. x: number;
  65935. /** defines the second coordinate */
  65936. y: number;
  65937. /**
  65938. * Creates a new Vector2 from the given x and y coordinates
  65939. * @param x defines the first coordinate
  65940. * @param y defines the second coordinate
  65941. */
  65942. constructor(
  65943. /** defines the first coordinate */
  65944. x?: number,
  65945. /** defines the second coordinate */
  65946. y?: number);
  65947. /**
  65948. * Gets a string with the Vector2 coordinates
  65949. * @returns a string with the Vector2 coordinates
  65950. */
  65951. toString(): string;
  65952. /**
  65953. * Gets class name
  65954. * @returns the string "Vector2"
  65955. */
  65956. getClassName(): string;
  65957. /**
  65958. * Gets current vector hash code
  65959. * @returns the Vector2 hash code as a number
  65960. */
  65961. getHashCode(): number;
  65962. /**
  65963. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65964. * @param array defines the source array
  65965. * @param index defines the offset in source array
  65966. * @returns the current Vector2
  65967. */
  65968. toArray(array: FloatArray, index?: number): Vector2;
  65969. /**
  65970. * Copy the current vector to an array
  65971. * @returns a new array with 2 elements: the Vector2 coordinates.
  65972. */
  65973. asArray(): number[];
  65974. /**
  65975. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65976. * @param source defines the source Vector2
  65977. * @returns the current updated Vector2
  65978. */
  65979. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65980. /**
  65981. * Sets the Vector2 coordinates with the given floats
  65982. * @param x defines the first coordinate
  65983. * @param y defines the second coordinate
  65984. * @returns the current updated Vector2
  65985. */
  65986. copyFromFloats(x: number, y: number): Vector2;
  65987. /**
  65988. * Sets the Vector2 coordinates with the given floats
  65989. * @param x defines the first coordinate
  65990. * @param y defines the second coordinate
  65991. * @returns the current updated Vector2
  65992. */
  65993. set(x: number, y: number): Vector2;
  65994. /**
  65995. * Add another vector with the current one
  65996. * @param otherVector defines the other vector
  65997. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65998. */
  65999. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66000. /**
  66001. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66002. * @param otherVector defines the other vector
  66003. * @param result defines the target vector
  66004. * @returns the unmodified current Vector2
  66005. */
  66006. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66007. /**
  66008. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66009. * @param otherVector defines the other vector
  66010. * @returns the current updated Vector2
  66011. */
  66012. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66013. /**
  66014. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66015. * @param otherVector defines the other vector
  66016. * @returns a new Vector2
  66017. */
  66018. addVector3(otherVector: Vector3): Vector2;
  66019. /**
  66020. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66021. * @param otherVector defines the other vector
  66022. * @returns a new Vector2
  66023. */
  66024. subtract(otherVector: Vector2): Vector2;
  66025. /**
  66026. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66027. * @param otherVector defines the other vector
  66028. * @param result defines the target vector
  66029. * @returns the unmodified current Vector2
  66030. */
  66031. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66032. /**
  66033. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66034. * @param otherVector defines the other vector
  66035. * @returns the current updated Vector2
  66036. */
  66037. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66038. /**
  66039. * Multiplies in place the current Vector2 coordinates by the given ones
  66040. * @param otherVector defines the other vector
  66041. * @returns the current updated Vector2
  66042. */
  66043. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66044. /**
  66045. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66046. * @param otherVector defines the other vector
  66047. * @returns a new Vector2
  66048. */
  66049. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66050. /**
  66051. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66052. * @param otherVector defines the other vector
  66053. * @param result defines the target vector
  66054. * @returns the unmodified current Vector2
  66055. */
  66056. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66057. /**
  66058. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66059. * @param x defines the first coordinate
  66060. * @param y defines the second coordinate
  66061. * @returns a new Vector2
  66062. */
  66063. multiplyByFloats(x: number, y: number): Vector2;
  66064. /**
  66065. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  66066. * @param otherVector defines the other vector
  66067. * @returns a new Vector2
  66068. */
  66069. divide(otherVector: Vector2): Vector2;
  66070. /**
  66071. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  66072. * @param otherVector defines the other vector
  66073. * @param result defines the target vector
  66074. * @returns the unmodified current Vector2
  66075. */
  66076. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66077. /**
  66078. * Divides the current Vector2 coordinates by the given ones
  66079. * @param otherVector defines the other vector
  66080. * @returns the current updated Vector2
  66081. */
  66082. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66083. /**
  66084. * Gets a new Vector2 with current Vector2 negated coordinates
  66085. * @returns a new Vector2
  66086. */
  66087. negate(): Vector2;
  66088. /**
  66089. * Multiply the Vector2 coordinates by scale
  66090. * @param scale defines the scaling factor
  66091. * @returns the current updated Vector2
  66092. */
  66093. scaleInPlace(scale: number): Vector2;
  66094. /**
  66095. * Returns a new Vector2 scaled by "scale" from the current Vector2
  66096. * @param scale defines the scaling factor
  66097. * @returns a new Vector2
  66098. */
  66099. scale(scale: number): Vector2;
  66100. /**
  66101. * Scale the current Vector2 values by a factor to a given Vector2
  66102. * @param scale defines the scale factor
  66103. * @param result defines the Vector2 object where to store the result
  66104. * @returns the unmodified current Vector2
  66105. */
  66106. scaleToRef(scale: number, result: Vector2): Vector2;
  66107. /**
  66108. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  66109. * @param scale defines the scale factor
  66110. * @param result defines the Vector2 object where to store the result
  66111. * @returns the unmodified current Vector2
  66112. */
  66113. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  66114. /**
  66115. * Gets a boolean if two vectors are equals
  66116. * @param otherVector defines the other vector
  66117. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  66118. */
  66119. equals(otherVector: DeepImmutable<Vector2>): boolean;
  66120. /**
  66121. * Gets a boolean if two vectors are equals (using an epsilon value)
  66122. * @param otherVector defines the other vector
  66123. * @param epsilon defines the minimal distance to consider equality
  66124. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  66125. */
  66126. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  66127. /**
  66128. * Gets a new Vector2 from current Vector2 floored values
  66129. * @returns a new Vector2
  66130. */
  66131. floor(): Vector2;
  66132. /**
  66133. * Gets a new Vector2 from current Vector2 floored values
  66134. * @returns a new Vector2
  66135. */
  66136. fract(): Vector2;
  66137. /**
  66138. * Gets the length of the vector
  66139. * @returns the vector length (float)
  66140. */
  66141. length(): number;
  66142. /**
  66143. * Gets the vector squared length
  66144. * @returns the vector squared length (float)
  66145. */
  66146. lengthSquared(): number;
  66147. /**
  66148. * Normalize the vector
  66149. * @returns the current updated Vector2
  66150. */
  66151. normalize(): Vector2;
  66152. /**
  66153. * Gets a new Vector2 copied from the Vector2
  66154. * @returns a new Vector2
  66155. */
  66156. clone(): Vector2;
  66157. /**
  66158. * Gets a new Vector2(0, 0)
  66159. * @returns a new Vector2
  66160. */
  66161. static Zero(): Vector2;
  66162. /**
  66163. * Gets a new Vector2(1, 1)
  66164. * @returns a new Vector2
  66165. */
  66166. static One(): Vector2;
  66167. /**
  66168. * Gets a new Vector2 set from the given index element of the given array
  66169. * @param array defines the data source
  66170. * @param offset defines the offset in the data source
  66171. * @returns a new Vector2
  66172. */
  66173. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  66174. /**
  66175. * Sets "result" from the given index element of the given array
  66176. * @param array defines the data source
  66177. * @param offset defines the offset in the data source
  66178. * @param result defines the target vector
  66179. */
  66180. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66181. /**
  66182. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66183. * @param value1 defines 1st point of control
  66184. * @param value2 defines 2nd point of control
  66185. * @param value3 defines 3rd point of control
  66186. * @param value4 defines 4th point of control
  66187. * @param amount defines the interpolation factor
  66188. * @returns a new Vector2
  66189. */
  66190. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66191. /**
  66192. * 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".
  66193. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66194. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66195. * @param value defines the value to clamp
  66196. * @param min defines the lower limit
  66197. * @param max defines the upper limit
  66198. * @returns a new Vector2
  66199. */
  66200. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66201. /**
  66202. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66203. * @param value1 defines the 1st control point
  66204. * @param tangent1 defines the outgoing tangent
  66205. * @param value2 defines the 2nd control point
  66206. * @param tangent2 defines the incoming tangent
  66207. * @param amount defines the interpolation factor
  66208. * @returns a new Vector2
  66209. */
  66210. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66211. /**
  66212. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66213. * @param start defines the start vector
  66214. * @param end defines the end vector
  66215. * @param amount defines the interpolation factor
  66216. * @returns a new Vector2
  66217. */
  66218. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66219. /**
  66220. * Gets the dot product of the vector "left" and the vector "right"
  66221. * @param left defines first vector
  66222. * @param right defines second vector
  66223. * @returns the dot product (float)
  66224. */
  66225. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66226. /**
  66227. * Returns a new Vector2 equal to the normalized given vector
  66228. * @param vector defines the vector to normalize
  66229. * @returns a new Vector2
  66230. */
  66231. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66232. /**
  66233. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66234. * @param left defines 1st vector
  66235. * @param right defines 2nd vector
  66236. * @returns a new Vector2
  66237. */
  66238. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66239. /**
  66240. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66241. * @param left defines 1st vector
  66242. * @param right defines 2nd vector
  66243. * @returns a new Vector2
  66244. */
  66245. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66246. /**
  66247. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66248. * @param vector defines the vector to transform
  66249. * @param transformation defines the matrix to apply
  66250. * @returns a new Vector2
  66251. */
  66252. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66253. /**
  66254. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66255. * @param vector defines the vector to transform
  66256. * @param transformation defines the matrix to apply
  66257. * @param result defines the target vector
  66258. */
  66259. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66260. /**
  66261. * Determines if a given vector is included in a triangle
  66262. * @param p defines the vector to test
  66263. * @param p0 defines 1st triangle point
  66264. * @param p1 defines 2nd triangle point
  66265. * @param p2 defines 3rd triangle point
  66266. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66267. */
  66268. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66269. /**
  66270. * Gets the distance between the vectors "value1" and "value2"
  66271. * @param value1 defines first vector
  66272. * @param value2 defines second vector
  66273. * @returns the distance between vectors
  66274. */
  66275. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66276. /**
  66277. * Returns the squared distance between the vectors "value1" and "value2"
  66278. * @param value1 defines first vector
  66279. * @param value2 defines second vector
  66280. * @returns the squared distance between vectors
  66281. */
  66282. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66283. /**
  66284. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66285. * @param value1 defines first vector
  66286. * @param value2 defines second vector
  66287. * @returns a new Vector2
  66288. */
  66289. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66290. /**
  66291. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66292. * @param p defines the middle point
  66293. * @param segA defines one point of the segment
  66294. * @param segB defines the other point of the segment
  66295. * @returns the shortest distance
  66296. */
  66297. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66298. }
  66299. /**
  66300. * Classed used to store (x,y,z) vector representation
  66301. * A Vector3 is the main object used in 3D geometry
  66302. * It can represent etiher the coordinates of a point the space, either a direction
  66303. * Reminder: js uses a left handed forward facing system
  66304. */
  66305. export class Vector3 {
  66306. /**
  66307. * Defines the first coordinates (on X axis)
  66308. */
  66309. x: number;
  66310. /**
  66311. * Defines the second coordinates (on Y axis)
  66312. */
  66313. y: number;
  66314. /**
  66315. * Defines the third coordinates (on Z axis)
  66316. */
  66317. z: number;
  66318. private static _UpReadOnly;
  66319. private static _ZeroReadOnly;
  66320. /**
  66321. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66322. * @param x defines the first coordinates (on X axis)
  66323. * @param y defines the second coordinates (on Y axis)
  66324. * @param z defines the third coordinates (on Z axis)
  66325. */
  66326. constructor(
  66327. /**
  66328. * Defines the first coordinates (on X axis)
  66329. */
  66330. x?: number,
  66331. /**
  66332. * Defines the second coordinates (on Y axis)
  66333. */
  66334. y?: number,
  66335. /**
  66336. * Defines the third coordinates (on Z axis)
  66337. */
  66338. z?: number);
  66339. /**
  66340. * Creates a string representation of the Vector3
  66341. * @returns a string with the Vector3 coordinates.
  66342. */
  66343. toString(): string;
  66344. /**
  66345. * Gets the class name
  66346. * @returns the string "Vector3"
  66347. */
  66348. getClassName(): string;
  66349. /**
  66350. * Creates the Vector3 hash code
  66351. * @returns a number which tends to be unique between Vector3 instances
  66352. */
  66353. getHashCode(): number;
  66354. /**
  66355. * Creates an array containing three elements : the coordinates of the Vector3
  66356. * @returns a new array of numbers
  66357. */
  66358. asArray(): number[];
  66359. /**
  66360. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66361. * @param array defines the destination array
  66362. * @param index defines the offset in the destination array
  66363. * @returns the current Vector3
  66364. */
  66365. toArray(array: FloatArray, index?: number): Vector3;
  66366. /**
  66367. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66368. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66369. */
  66370. toQuaternion(): Quaternion;
  66371. /**
  66372. * Adds the given vector to the current Vector3
  66373. * @param otherVector defines the second operand
  66374. * @returns the current updated Vector3
  66375. */
  66376. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66377. /**
  66378. * Adds the given coordinates to the current Vector3
  66379. * @param x defines the x coordinate of the operand
  66380. * @param y defines the y coordinate of the operand
  66381. * @param z defines the z coordinate of the operand
  66382. * @returns the current updated Vector3
  66383. */
  66384. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66385. /**
  66386. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66387. * @param otherVector defines the second operand
  66388. * @returns the resulting Vector3
  66389. */
  66390. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66391. /**
  66392. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66393. * @param otherVector defines the second operand
  66394. * @param result defines the Vector3 object where to store the result
  66395. * @returns the current Vector3
  66396. */
  66397. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66398. /**
  66399. * Subtract the given vector from the current Vector3
  66400. * @param otherVector defines the second operand
  66401. * @returns the current updated Vector3
  66402. */
  66403. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66404. /**
  66405. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66406. * @param otherVector defines the second operand
  66407. * @returns the resulting Vector3
  66408. */
  66409. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66410. /**
  66411. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66412. * @param otherVector defines the second operand
  66413. * @param result defines the Vector3 object where to store the result
  66414. * @returns the current Vector3
  66415. */
  66416. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66417. /**
  66418. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66419. * @param x defines the x coordinate of the operand
  66420. * @param y defines the y coordinate of the operand
  66421. * @param z defines the z coordinate of the operand
  66422. * @returns the resulting Vector3
  66423. */
  66424. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66425. /**
  66426. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66427. * @param x defines the x coordinate of the operand
  66428. * @param y defines the y coordinate of the operand
  66429. * @param z defines the z coordinate of the operand
  66430. * @param result defines the Vector3 object where to store the result
  66431. * @returns the current Vector3
  66432. */
  66433. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66434. /**
  66435. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66436. * @returns a new Vector3
  66437. */
  66438. negate(): Vector3;
  66439. /**
  66440. * Multiplies the Vector3 coordinates by the float "scale"
  66441. * @param scale defines the multiplier factor
  66442. * @returns the current updated Vector3
  66443. */
  66444. scaleInPlace(scale: number): Vector3;
  66445. /**
  66446. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66447. * @param scale defines the multiplier factor
  66448. * @returns a new Vector3
  66449. */
  66450. scale(scale: number): Vector3;
  66451. /**
  66452. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66453. * @param scale defines the multiplier factor
  66454. * @param result defines the Vector3 object where to store the result
  66455. * @returns the current Vector3
  66456. */
  66457. scaleToRef(scale: number, result: Vector3): Vector3;
  66458. /**
  66459. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66460. * @param scale defines the scale factor
  66461. * @param result defines the Vector3 object where to store the result
  66462. * @returns the unmodified current Vector3
  66463. */
  66464. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66465. /**
  66466. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66467. * @param otherVector defines the second operand
  66468. * @returns true if both vectors are equals
  66469. */
  66470. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66471. /**
  66472. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66473. * @param otherVector defines the second operand
  66474. * @param epsilon defines the minimal distance to define values as equals
  66475. * @returns true if both vectors are distant less than epsilon
  66476. */
  66477. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66478. /**
  66479. * Returns true if the current Vector3 coordinates equals the given floats
  66480. * @param x defines the x coordinate of the operand
  66481. * @param y defines the y coordinate of the operand
  66482. * @param z defines the z coordinate of the operand
  66483. * @returns true if both vectors are equals
  66484. */
  66485. equalsToFloats(x: number, y: number, z: number): boolean;
  66486. /**
  66487. * Multiplies the current Vector3 coordinates by the given ones
  66488. * @param otherVector defines the second operand
  66489. * @returns the current updated Vector3
  66490. */
  66491. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66492. /**
  66493. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66494. * @param otherVector defines the second operand
  66495. * @returns the new Vector3
  66496. */
  66497. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66498. /**
  66499. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66500. * @param otherVector defines the second operand
  66501. * @param result defines the Vector3 object where to store the result
  66502. * @returns the current Vector3
  66503. */
  66504. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66505. /**
  66506. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66507. * @param x defines the x coordinate of the operand
  66508. * @param y defines the y coordinate of the operand
  66509. * @param z defines the z coordinate of the operand
  66510. * @returns the new Vector3
  66511. */
  66512. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66513. /**
  66514. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66515. * @param otherVector defines the second operand
  66516. * @returns the new Vector3
  66517. */
  66518. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66519. /**
  66520. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66521. * @param otherVector defines the second operand
  66522. * @param result defines the Vector3 object where to store the result
  66523. * @returns the current Vector3
  66524. */
  66525. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66526. /**
  66527. * Divides the current Vector3 coordinates by the given ones.
  66528. * @param otherVector defines the second operand
  66529. * @returns the current updated Vector3
  66530. */
  66531. divideInPlace(otherVector: Vector3): Vector3;
  66532. /**
  66533. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66534. * @param other defines the second operand
  66535. * @returns the current updated Vector3
  66536. */
  66537. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66538. /**
  66539. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66540. * @param other defines the second operand
  66541. * @returns the current updated Vector3
  66542. */
  66543. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66544. /**
  66545. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66546. * @param x defines the x coordinate of the operand
  66547. * @param y defines the y coordinate of the operand
  66548. * @param z defines the z coordinate of the operand
  66549. * @returns the current updated Vector3
  66550. */
  66551. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66552. /**
  66553. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66554. * @param x defines the x coordinate of the operand
  66555. * @param y defines the y coordinate of the operand
  66556. * @param z defines the z coordinate of the operand
  66557. * @returns the current updated Vector3
  66558. */
  66559. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66560. /**
  66561. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66562. * Check if is non uniform within a certain amount of decimal places to account for this
  66563. * @param epsilon the amount the values can differ
  66564. * @returns if the the vector is non uniform to a certain number of decimal places
  66565. */
  66566. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66567. /**
  66568. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66569. */
  66570. readonly isNonUniform: boolean;
  66571. /**
  66572. * Gets a new Vector3 from current Vector3 floored values
  66573. * @returns a new Vector3
  66574. */
  66575. floor(): Vector3;
  66576. /**
  66577. * Gets a new Vector3 from current Vector3 floored values
  66578. * @returns a new Vector3
  66579. */
  66580. fract(): Vector3;
  66581. /**
  66582. * Gets the length of the Vector3
  66583. * @returns the length of the Vector3
  66584. */
  66585. length(): number;
  66586. /**
  66587. * Gets the squared length of the Vector3
  66588. * @returns squared length of the Vector3
  66589. */
  66590. lengthSquared(): number;
  66591. /**
  66592. * Normalize the current Vector3.
  66593. * Please note that this is an in place operation.
  66594. * @returns the current updated Vector3
  66595. */
  66596. normalize(): Vector3;
  66597. /**
  66598. * Reorders the x y z properties of the vector in place
  66599. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66600. * @returns the current updated vector
  66601. */
  66602. reorderInPlace(order: string): this;
  66603. /**
  66604. * Rotates the vector around 0,0,0 by a quaternion
  66605. * @param quaternion the rotation quaternion
  66606. * @param result vector to store the result
  66607. * @returns the resulting vector
  66608. */
  66609. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66610. /**
  66611. * Rotates a vector around a given point
  66612. * @param quaternion the rotation quaternion
  66613. * @param point the point to rotate around
  66614. * @param result vector to store the result
  66615. * @returns the resulting vector
  66616. */
  66617. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66618. /**
  66619. * Normalize the current Vector3 with the given input length.
  66620. * Please note that this is an in place operation.
  66621. * @param len the length of the vector
  66622. * @returns the current updated Vector3
  66623. */
  66624. normalizeFromLength(len: number): Vector3;
  66625. /**
  66626. * Normalize the current Vector3 to a new vector
  66627. * @returns the new Vector3
  66628. */
  66629. normalizeToNew(): Vector3;
  66630. /**
  66631. * Normalize the current Vector3 to the reference
  66632. * @param reference define the Vector3 to update
  66633. * @returns the updated Vector3
  66634. */
  66635. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66636. /**
  66637. * Creates a new Vector3 copied from the current Vector3
  66638. * @returns the new Vector3
  66639. */
  66640. clone(): Vector3;
  66641. /**
  66642. * Copies the given vector coordinates to the current Vector3 ones
  66643. * @param source defines the source Vector3
  66644. * @returns the current updated Vector3
  66645. */
  66646. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66647. /**
  66648. * Copies the given floats to the current Vector3 coordinates
  66649. * @param x defines the x coordinate of the operand
  66650. * @param y defines the y coordinate of the operand
  66651. * @param z defines the z coordinate of the operand
  66652. * @returns the current updated Vector3
  66653. */
  66654. copyFromFloats(x: number, y: number, z: number): Vector3;
  66655. /**
  66656. * Copies the given floats to the current Vector3 coordinates
  66657. * @param x defines the x coordinate of the operand
  66658. * @param y defines the y coordinate of the operand
  66659. * @param z defines the z coordinate of the operand
  66660. * @returns the current updated Vector3
  66661. */
  66662. set(x: number, y: number, z: number): Vector3;
  66663. /**
  66664. * Copies the given float to the current Vector3 coordinates
  66665. * @param v defines the x, y and z coordinates of the operand
  66666. * @returns the current updated Vector3
  66667. */
  66668. setAll(v: number): Vector3;
  66669. /**
  66670. * Get the clip factor between two vectors
  66671. * @param vector0 defines the first operand
  66672. * @param vector1 defines the second operand
  66673. * @param axis defines the axis to use
  66674. * @param size defines the size along the axis
  66675. * @returns the clip factor
  66676. */
  66677. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66678. /**
  66679. * Get angle between two vectors
  66680. * @param vector0 angle between vector0 and vector1
  66681. * @param vector1 angle between vector0 and vector1
  66682. * @param normal direction of the normal
  66683. * @return the angle between vector0 and vector1
  66684. */
  66685. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66686. /**
  66687. * Returns a new Vector3 set from the index "offset" of the given array
  66688. * @param array defines the source array
  66689. * @param offset defines the offset in the source array
  66690. * @returns the new Vector3
  66691. */
  66692. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66693. /**
  66694. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66695. * This function is deprecated. Use FromArray instead
  66696. * @param array defines the source array
  66697. * @param offset defines the offset in the source array
  66698. * @returns the new Vector3
  66699. */
  66700. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66701. /**
  66702. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66703. * @param array defines the source array
  66704. * @param offset defines the offset in the source array
  66705. * @param result defines the Vector3 where to store the result
  66706. */
  66707. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66708. /**
  66709. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66710. * This function is deprecated. Use FromArrayToRef instead.
  66711. * @param array defines the source array
  66712. * @param offset defines the offset in the source array
  66713. * @param result defines the Vector3 where to store the result
  66714. */
  66715. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66716. /**
  66717. * Sets the given vector "result" with the given floats.
  66718. * @param x defines the x coordinate of the source
  66719. * @param y defines the y coordinate of the source
  66720. * @param z defines the z coordinate of the source
  66721. * @param result defines the Vector3 where to store the result
  66722. */
  66723. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66724. /**
  66725. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66726. * @returns a new empty Vector3
  66727. */
  66728. static Zero(): Vector3;
  66729. /**
  66730. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66731. * @returns a new unit Vector3
  66732. */
  66733. static One(): Vector3;
  66734. /**
  66735. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66736. * @returns a new up Vector3
  66737. */
  66738. static Up(): Vector3;
  66739. /**
  66740. * Gets a up Vector3 that must not be updated
  66741. */
  66742. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66743. /**
  66744. * Gets a zero Vector3 that must not be updated
  66745. */
  66746. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66747. /**
  66748. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66749. * @returns a new down Vector3
  66750. */
  66751. static Down(): Vector3;
  66752. /**
  66753. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66754. * @returns a new forward Vector3
  66755. */
  66756. static Forward(): Vector3;
  66757. /**
  66758. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66759. * @returns a new forward Vector3
  66760. */
  66761. static Backward(): Vector3;
  66762. /**
  66763. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66764. * @returns a new right Vector3
  66765. */
  66766. static Right(): Vector3;
  66767. /**
  66768. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66769. * @returns a new left Vector3
  66770. */
  66771. static Left(): Vector3;
  66772. /**
  66773. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66774. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66775. * @param vector defines the Vector3 to transform
  66776. * @param transformation defines the transformation matrix
  66777. * @returns the transformed Vector3
  66778. */
  66779. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66780. /**
  66781. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66782. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66783. * @param vector defines the Vector3 to transform
  66784. * @param transformation defines the transformation matrix
  66785. * @param result defines the Vector3 where to store the result
  66786. */
  66787. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66788. /**
  66789. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66790. * This method computes tranformed coordinates only, not transformed direction vectors
  66791. * @param x define the x coordinate of the source vector
  66792. * @param y define the y coordinate of the source vector
  66793. * @param z define the z coordinate of the source vector
  66794. * @param transformation defines the transformation matrix
  66795. * @param result defines the Vector3 where to store the result
  66796. */
  66797. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66798. /**
  66799. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66800. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66801. * @param vector defines the Vector3 to transform
  66802. * @param transformation defines the transformation matrix
  66803. * @returns the new Vector3
  66804. */
  66805. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66806. /**
  66807. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66808. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66809. * @param vector defines the Vector3 to transform
  66810. * @param transformation defines the transformation matrix
  66811. * @param result defines the Vector3 where to store the result
  66812. */
  66813. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66814. /**
  66815. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66816. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66817. * @param x define the x coordinate of the source vector
  66818. * @param y define the y coordinate of the source vector
  66819. * @param z define the z coordinate of the source vector
  66820. * @param transformation defines the transformation matrix
  66821. * @param result defines the Vector3 where to store the result
  66822. */
  66823. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66824. /**
  66825. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66826. * @param value1 defines the first control point
  66827. * @param value2 defines the second control point
  66828. * @param value3 defines the third control point
  66829. * @param value4 defines the fourth control point
  66830. * @param amount defines the amount on the spline to use
  66831. * @returns the new Vector3
  66832. */
  66833. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66834. /**
  66835. * 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"
  66836. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66837. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66838. * @param value defines the current value
  66839. * @param min defines the lower range value
  66840. * @param max defines the upper range value
  66841. * @returns the new Vector3
  66842. */
  66843. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66844. /**
  66845. * 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"
  66846. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66847. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66848. * @param value defines the current value
  66849. * @param min defines the lower range value
  66850. * @param max defines the upper range value
  66851. * @param result defines the Vector3 where to store the result
  66852. */
  66853. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66854. /**
  66855. * Checks if a given vector is inside a specific range
  66856. * @param v defines the vector to test
  66857. * @param min defines the minimum range
  66858. * @param max defines the maximum range
  66859. */
  66860. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66861. /**
  66862. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66863. * @param value1 defines the first control point
  66864. * @param tangent1 defines the first tangent vector
  66865. * @param value2 defines the second control point
  66866. * @param tangent2 defines the second tangent vector
  66867. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66868. * @returns the new Vector3
  66869. */
  66870. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66871. /**
  66872. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66873. * @param start defines the start value
  66874. * @param end defines the end value
  66875. * @param amount max defines amount between both (between 0 and 1)
  66876. * @returns the new Vector3
  66877. */
  66878. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66879. /**
  66880. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66881. * @param start defines the start value
  66882. * @param end defines the end value
  66883. * @param amount max defines amount between both (between 0 and 1)
  66884. * @param result defines the Vector3 where to store the result
  66885. */
  66886. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66887. /**
  66888. * Returns the dot product (float) between the vectors "left" and "right"
  66889. * @param left defines the left operand
  66890. * @param right defines the right operand
  66891. * @returns the dot product
  66892. */
  66893. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66894. /**
  66895. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66896. * The cross product is then orthogonal to both "left" and "right"
  66897. * @param left defines the left operand
  66898. * @param right defines the right operand
  66899. * @returns the cross product
  66900. */
  66901. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66902. /**
  66903. * Sets the given vector "result" with the cross product of "left" and "right"
  66904. * The cross product is then orthogonal to both "left" and "right"
  66905. * @param left defines the left operand
  66906. * @param right defines the right operand
  66907. * @param result defines the Vector3 where to store the result
  66908. */
  66909. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66910. /**
  66911. * Returns a new Vector3 as the normalization of the given vector
  66912. * @param vector defines the Vector3 to normalize
  66913. * @returns the new Vector3
  66914. */
  66915. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66916. /**
  66917. * Sets the given vector "result" with the normalization of the given first vector
  66918. * @param vector defines the Vector3 to normalize
  66919. * @param result defines the Vector3 where to store the result
  66920. */
  66921. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66922. /**
  66923. * Project a Vector3 onto screen space
  66924. * @param vector defines the Vector3 to project
  66925. * @param world defines the world matrix to use
  66926. * @param transform defines the transform (view x projection) matrix to use
  66927. * @param viewport defines the screen viewport to use
  66928. * @returns the new Vector3
  66929. */
  66930. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66931. /** @hidden */
  66932. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66933. /**
  66934. * Unproject from screen space to object space
  66935. * @param source defines the screen space Vector3 to use
  66936. * @param viewportWidth defines the current width of the viewport
  66937. * @param viewportHeight defines the current height of the viewport
  66938. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66939. * @param transform defines the transform (view x projection) matrix to use
  66940. * @returns the new Vector3
  66941. */
  66942. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66943. /**
  66944. * Unproject from screen space to object space
  66945. * @param source defines the screen space Vector3 to use
  66946. * @param viewportWidth defines the current width of the viewport
  66947. * @param viewportHeight defines the current height of the viewport
  66948. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66949. * @param view defines the view matrix to use
  66950. * @param projection defines the projection matrix to use
  66951. * @returns the new Vector3
  66952. */
  66953. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66954. /**
  66955. * Unproject from screen space to object space
  66956. * @param source defines the screen space Vector3 to use
  66957. * @param viewportWidth defines the current width of the viewport
  66958. * @param viewportHeight defines the current height of the viewport
  66959. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66960. * @param view defines the view matrix to use
  66961. * @param projection defines the projection matrix to use
  66962. * @param result defines the Vector3 where to store the result
  66963. */
  66964. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66965. /**
  66966. * Unproject from screen space to object space
  66967. * @param sourceX defines the screen space x coordinate to use
  66968. * @param sourceY defines the screen space y coordinate to use
  66969. * @param sourceZ defines the screen space z coordinate to use
  66970. * @param viewportWidth defines the current width of the viewport
  66971. * @param viewportHeight defines the current height of the viewport
  66972. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66973. * @param view defines the view matrix to use
  66974. * @param projection defines the projection matrix to use
  66975. * @param result defines the Vector3 where to store the result
  66976. */
  66977. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66978. /**
  66979. * Gets the minimal coordinate values between two Vector3
  66980. * @param left defines the first operand
  66981. * @param right defines the second operand
  66982. * @returns the new Vector3
  66983. */
  66984. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66985. /**
  66986. * Gets the maximal coordinate values between two Vector3
  66987. * @param left defines the first operand
  66988. * @param right defines the second operand
  66989. * @returns the new Vector3
  66990. */
  66991. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66992. /**
  66993. * Returns the distance between the vectors "value1" and "value2"
  66994. * @param value1 defines the first operand
  66995. * @param value2 defines the second operand
  66996. * @returns the distance
  66997. */
  66998. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66999. /**
  67000. * Returns the squared distance between the vectors "value1" and "value2"
  67001. * @param value1 defines the first operand
  67002. * @param value2 defines the second operand
  67003. * @returns the squared distance
  67004. */
  67005. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67006. /**
  67007. * Returns a new Vector3 located at the center between "value1" and "value2"
  67008. * @param value1 defines the first operand
  67009. * @param value2 defines the second operand
  67010. * @returns the new Vector3
  67011. */
  67012. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67013. /**
  67014. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67015. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67016. * to something in order to rotate it from its local system to the given target system
  67017. * Note: axis1, axis2 and axis3 are normalized during this operation
  67018. * @param axis1 defines the first axis
  67019. * @param axis2 defines the second axis
  67020. * @param axis3 defines the third axis
  67021. * @returns a new Vector3
  67022. */
  67023. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67024. /**
  67025. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67026. * @param axis1 defines the first axis
  67027. * @param axis2 defines the second axis
  67028. * @param axis3 defines the third axis
  67029. * @param ref defines the Vector3 where to store the result
  67030. */
  67031. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67032. }
  67033. /**
  67034. * Vector4 class created for EulerAngle class conversion to Quaternion
  67035. */
  67036. export class Vector4 {
  67037. /** x value of the vector */
  67038. x: number;
  67039. /** y value of the vector */
  67040. y: number;
  67041. /** z value of the vector */
  67042. z: number;
  67043. /** w value of the vector */
  67044. w: number;
  67045. /**
  67046. * Creates a Vector4 object from the given floats.
  67047. * @param x x value of the vector
  67048. * @param y y value of the vector
  67049. * @param z z value of the vector
  67050. * @param w w value of the vector
  67051. */
  67052. constructor(
  67053. /** x value of the vector */
  67054. x: number,
  67055. /** y value of the vector */
  67056. y: number,
  67057. /** z value of the vector */
  67058. z: number,
  67059. /** w value of the vector */
  67060. w: number);
  67061. /**
  67062. * Returns the string with the Vector4 coordinates.
  67063. * @returns a string containing all the vector values
  67064. */
  67065. toString(): string;
  67066. /**
  67067. * Returns the string "Vector4".
  67068. * @returns "Vector4"
  67069. */
  67070. getClassName(): string;
  67071. /**
  67072. * Returns the Vector4 hash code.
  67073. * @returns a unique hash code
  67074. */
  67075. getHashCode(): number;
  67076. /**
  67077. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  67078. * @returns the resulting array
  67079. */
  67080. asArray(): number[];
  67081. /**
  67082. * Populates the given array from the given index with the Vector4 coordinates.
  67083. * @param array array to populate
  67084. * @param index index of the array to start at (default: 0)
  67085. * @returns the Vector4.
  67086. */
  67087. toArray(array: FloatArray, index?: number): Vector4;
  67088. /**
  67089. * Adds the given vector to the current Vector4.
  67090. * @param otherVector the vector to add
  67091. * @returns the updated Vector4.
  67092. */
  67093. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67094. /**
  67095. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  67096. * @param otherVector the vector to add
  67097. * @returns the resulting vector
  67098. */
  67099. add(otherVector: DeepImmutable<Vector4>): Vector4;
  67100. /**
  67101. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  67102. * @param otherVector the vector to add
  67103. * @param result the vector to store the result
  67104. * @returns the current Vector4.
  67105. */
  67106. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67107. /**
  67108. * Subtract in place the given vector from the current Vector4.
  67109. * @param otherVector the vector to subtract
  67110. * @returns the updated Vector4.
  67111. */
  67112. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67113. /**
  67114. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  67115. * @param otherVector the vector to add
  67116. * @returns the new vector with the result
  67117. */
  67118. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  67119. /**
  67120. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  67121. * @param otherVector the vector to subtract
  67122. * @param result the vector to store the result
  67123. * @returns the current Vector4.
  67124. */
  67125. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67126. /**
  67127. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67128. */
  67129. /**
  67130. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67131. * @param x value to subtract
  67132. * @param y value to subtract
  67133. * @param z value to subtract
  67134. * @param w value to subtract
  67135. * @returns new vector containing the result
  67136. */
  67137. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67138. /**
  67139. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67140. * @param x value to subtract
  67141. * @param y value to subtract
  67142. * @param z value to subtract
  67143. * @param w value to subtract
  67144. * @param result the vector to store the result in
  67145. * @returns the current Vector4.
  67146. */
  67147. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  67148. /**
  67149. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  67150. * @returns a new vector with the negated values
  67151. */
  67152. negate(): Vector4;
  67153. /**
  67154. * Multiplies the current Vector4 coordinates by scale (float).
  67155. * @param scale the number to scale with
  67156. * @returns the updated Vector4.
  67157. */
  67158. scaleInPlace(scale: number): Vector4;
  67159. /**
  67160. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  67161. * @param scale the number to scale with
  67162. * @returns a new vector with the result
  67163. */
  67164. scale(scale: number): Vector4;
  67165. /**
  67166. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  67167. * @param scale the number to scale with
  67168. * @param result a vector to store the result in
  67169. * @returns the current Vector4.
  67170. */
  67171. scaleToRef(scale: number, result: Vector4): Vector4;
  67172. /**
  67173. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  67174. * @param scale defines the scale factor
  67175. * @param result defines the Vector4 object where to store the result
  67176. * @returns the unmodified current Vector4
  67177. */
  67178. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67179. /**
  67180. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67181. * @param otherVector the vector to compare against
  67182. * @returns true if they are equal
  67183. */
  67184. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67185. /**
  67186. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67187. * @param otherVector vector to compare against
  67188. * @param epsilon (Default: very small number)
  67189. * @returns true if they are equal
  67190. */
  67191. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67192. /**
  67193. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67194. * @param x x value to compare against
  67195. * @param y y value to compare against
  67196. * @param z z value to compare against
  67197. * @param w w value to compare against
  67198. * @returns true if equal
  67199. */
  67200. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67201. /**
  67202. * Multiplies in place the current Vector4 by the given one.
  67203. * @param otherVector vector to multiple with
  67204. * @returns the updated Vector4.
  67205. */
  67206. multiplyInPlace(otherVector: Vector4): Vector4;
  67207. /**
  67208. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67209. * @param otherVector vector to multiple with
  67210. * @returns resulting new vector
  67211. */
  67212. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67213. /**
  67214. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67215. * @param otherVector vector to multiple with
  67216. * @param result vector to store the result
  67217. * @returns the current Vector4.
  67218. */
  67219. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67220. /**
  67221. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67222. * @param x x value multiply with
  67223. * @param y y value multiply with
  67224. * @param z z value multiply with
  67225. * @param w w value multiply with
  67226. * @returns resulting new vector
  67227. */
  67228. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67229. /**
  67230. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67231. * @param otherVector vector to devide with
  67232. * @returns resulting new vector
  67233. */
  67234. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67235. /**
  67236. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67237. * @param otherVector vector to devide with
  67238. * @param result vector to store the result
  67239. * @returns the current Vector4.
  67240. */
  67241. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67242. /**
  67243. * Divides the current Vector3 coordinates by the given ones.
  67244. * @param otherVector vector to devide with
  67245. * @returns the updated Vector3.
  67246. */
  67247. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67248. /**
  67249. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67250. * @param other defines the second operand
  67251. * @returns the current updated Vector4
  67252. */
  67253. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67254. /**
  67255. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67256. * @param other defines the second operand
  67257. * @returns the current updated Vector4
  67258. */
  67259. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67260. /**
  67261. * Gets a new Vector4 from current Vector4 floored values
  67262. * @returns a new Vector4
  67263. */
  67264. floor(): Vector4;
  67265. /**
  67266. * Gets a new Vector4 from current Vector3 floored values
  67267. * @returns a new Vector4
  67268. */
  67269. fract(): Vector4;
  67270. /**
  67271. * Returns the Vector4 length (float).
  67272. * @returns the length
  67273. */
  67274. length(): number;
  67275. /**
  67276. * Returns the Vector4 squared length (float).
  67277. * @returns the length squared
  67278. */
  67279. lengthSquared(): number;
  67280. /**
  67281. * Normalizes in place the Vector4.
  67282. * @returns the updated Vector4.
  67283. */
  67284. normalize(): Vector4;
  67285. /**
  67286. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67287. * @returns this converted to a new vector3
  67288. */
  67289. toVector3(): Vector3;
  67290. /**
  67291. * Returns a new Vector4 copied from the current one.
  67292. * @returns the new cloned vector
  67293. */
  67294. clone(): Vector4;
  67295. /**
  67296. * Updates the current Vector4 with the given one coordinates.
  67297. * @param source the source vector to copy from
  67298. * @returns the updated Vector4.
  67299. */
  67300. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67301. /**
  67302. * Updates the current Vector4 coordinates with the given floats.
  67303. * @param x float to copy from
  67304. * @param y float to copy from
  67305. * @param z float to copy from
  67306. * @param w float to copy from
  67307. * @returns the updated Vector4.
  67308. */
  67309. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67310. /**
  67311. * Updates the current Vector4 coordinates with the given floats.
  67312. * @param x float to set from
  67313. * @param y float to set from
  67314. * @param z float to set from
  67315. * @param w float to set from
  67316. * @returns the updated Vector4.
  67317. */
  67318. set(x: number, y: number, z: number, w: number): Vector4;
  67319. /**
  67320. * Copies the given float to the current Vector3 coordinates
  67321. * @param v defines the x, y, z and w coordinates of the operand
  67322. * @returns the current updated Vector3
  67323. */
  67324. setAll(v: number): Vector4;
  67325. /**
  67326. * Returns a new Vector4 set from the starting index of the given array.
  67327. * @param array the array to pull values from
  67328. * @param offset the offset into the array to start at
  67329. * @returns the new vector
  67330. */
  67331. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67332. /**
  67333. * Updates the given vector "result" from the starting index of the given array.
  67334. * @param array the array to pull values from
  67335. * @param offset the offset into the array to start at
  67336. * @param result the vector to store the result in
  67337. */
  67338. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67339. /**
  67340. * Updates the given vector "result" from the starting index of the given Float32Array.
  67341. * @param array the array to pull values from
  67342. * @param offset the offset into the array to start at
  67343. * @param result the vector to store the result in
  67344. */
  67345. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67346. /**
  67347. * Updates the given vector "result" coordinates from the given floats.
  67348. * @param x float to set from
  67349. * @param y float to set from
  67350. * @param z float to set from
  67351. * @param w float to set from
  67352. * @param result the vector to the floats in
  67353. */
  67354. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67355. /**
  67356. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67357. * @returns the new vector
  67358. */
  67359. static Zero(): Vector4;
  67360. /**
  67361. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67362. * @returns the new vector
  67363. */
  67364. static One(): Vector4;
  67365. /**
  67366. * Returns a new normalized Vector4 from the given one.
  67367. * @param vector the vector to normalize
  67368. * @returns the vector
  67369. */
  67370. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67371. /**
  67372. * Updates the given vector "result" from the normalization of the given one.
  67373. * @param vector the vector to normalize
  67374. * @param result the vector to store the result in
  67375. */
  67376. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67377. /**
  67378. * Returns a vector with the minimum values from the left and right vectors
  67379. * @param left left vector to minimize
  67380. * @param right right vector to minimize
  67381. * @returns a new vector with the minimum of the left and right vector values
  67382. */
  67383. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67384. /**
  67385. * Returns a vector with the maximum values from the left and right vectors
  67386. * @param left left vector to maximize
  67387. * @param right right vector to maximize
  67388. * @returns a new vector with the maximum of the left and right vector values
  67389. */
  67390. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67391. /**
  67392. * Returns the distance (float) between the vectors "value1" and "value2".
  67393. * @param value1 value to calulate the distance between
  67394. * @param value2 value to calulate the distance between
  67395. * @return the distance between the two vectors
  67396. */
  67397. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67398. /**
  67399. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67400. * @param value1 value to calulate the distance between
  67401. * @param value2 value to calulate the distance between
  67402. * @return the distance between the two vectors squared
  67403. */
  67404. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67405. /**
  67406. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67407. * @param value1 value to calulate the center between
  67408. * @param value2 value to calulate the center between
  67409. * @return the center between the two vectors
  67410. */
  67411. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67412. /**
  67413. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67414. * This methods computes transformed normalized direction vectors only.
  67415. * @param vector the vector to transform
  67416. * @param transformation the transformation matrix to apply
  67417. * @returns the new vector
  67418. */
  67419. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67420. /**
  67421. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67422. * This methods computes transformed normalized direction vectors only.
  67423. * @param vector the vector to transform
  67424. * @param transformation the transformation matrix to apply
  67425. * @param result the vector to store the result in
  67426. */
  67427. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67428. /**
  67429. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67430. * This methods computes transformed normalized direction vectors only.
  67431. * @param x value to transform
  67432. * @param y value to transform
  67433. * @param z value to transform
  67434. * @param w value to transform
  67435. * @param transformation the transformation matrix to apply
  67436. * @param result the vector to store the results in
  67437. */
  67438. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67439. /**
  67440. * Creates a new Vector4 from a Vector3
  67441. * @param source defines the source data
  67442. * @param w defines the 4th component (default is 0)
  67443. * @returns a new Vector4
  67444. */
  67445. static FromVector3(source: Vector3, w?: number): Vector4;
  67446. }
  67447. /**
  67448. * Class used to store quaternion data
  67449. * @see https://en.wikipedia.org/wiki/Quaternion
  67450. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67451. */
  67452. export class Quaternion {
  67453. /** defines the first component (0 by default) */
  67454. x: number;
  67455. /** defines the second component (0 by default) */
  67456. y: number;
  67457. /** defines the third component (0 by default) */
  67458. z: number;
  67459. /** defines the fourth component (1.0 by default) */
  67460. w: number;
  67461. /**
  67462. * Creates a new Quaternion from the given floats
  67463. * @param x defines the first component (0 by default)
  67464. * @param y defines the second component (0 by default)
  67465. * @param z defines the third component (0 by default)
  67466. * @param w defines the fourth component (1.0 by default)
  67467. */
  67468. constructor(
  67469. /** defines the first component (0 by default) */
  67470. x?: number,
  67471. /** defines the second component (0 by default) */
  67472. y?: number,
  67473. /** defines the third component (0 by default) */
  67474. z?: number,
  67475. /** defines the fourth component (1.0 by default) */
  67476. w?: number);
  67477. /**
  67478. * Gets a string representation for the current quaternion
  67479. * @returns a string with the Quaternion coordinates
  67480. */
  67481. toString(): string;
  67482. /**
  67483. * Gets the class name of the quaternion
  67484. * @returns the string "Quaternion"
  67485. */
  67486. getClassName(): string;
  67487. /**
  67488. * Gets a hash code for this quaternion
  67489. * @returns the quaternion hash code
  67490. */
  67491. getHashCode(): number;
  67492. /**
  67493. * Copy the quaternion to an array
  67494. * @returns a new array populated with 4 elements from the quaternion coordinates
  67495. */
  67496. asArray(): number[];
  67497. /**
  67498. * Check if two quaternions are equals
  67499. * @param otherQuaternion defines the second operand
  67500. * @return true if the current quaternion and the given one coordinates are strictly equals
  67501. */
  67502. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67503. /**
  67504. * Clone the current quaternion
  67505. * @returns a new quaternion copied from the current one
  67506. */
  67507. clone(): Quaternion;
  67508. /**
  67509. * Copy a quaternion to the current one
  67510. * @param other defines the other quaternion
  67511. * @returns the updated current quaternion
  67512. */
  67513. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67514. /**
  67515. * Updates the current quaternion with the given float coordinates
  67516. * @param x defines the x coordinate
  67517. * @param y defines the y coordinate
  67518. * @param z defines the z coordinate
  67519. * @param w defines the w coordinate
  67520. * @returns the updated current quaternion
  67521. */
  67522. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67523. /**
  67524. * Updates the current quaternion from the given float coordinates
  67525. * @param x defines the x coordinate
  67526. * @param y defines the y coordinate
  67527. * @param z defines the z coordinate
  67528. * @param w defines the w coordinate
  67529. * @returns the updated current quaternion
  67530. */
  67531. set(x: number, y: number, z: number, w: number): Quaternion;
  67532. /**
  67533. * Adds two quaternions
  67534. * @param other defines the second operand
  67535. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67536. */
  67537. add(other: DeepImmutable<Quaternion>): Quaternion;
  67538. /**
  67539. * Add a quaternion to the current one
  67540. * @param other defines the quaternion to add
  67541. * @returns the current quaternion
  67542. */
  67543. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67544. /**
  67545. * Subtract two quaternions
  67546. * @param other defines the second operand
  67547. * @returns a new quaternion as the subtraction result of the given one from the current one
  67548. */
  67549. subtract(other: Quaternion): Quaternion;
  67550. /**
  67551. * Multiplies the current quaternion by a scale factor
  67552. * @param value defines the scale factor
  67553. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67554. */
  67555. scale(value: number): Quaternion;
  67556. /**
  67557. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67558. * @param scale defines the scale factor
  67559. * @param result defines the Quaternion object where to store the result
  67560. * @returns the unmodified current quaternion
  67561. */
  67562. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67563. /**
  67564. * Multiplies in place the current quaternion by a scale factor
  67565. * @param value defines the scale factor
  67566. * @returns the current modified quaternion
  67567. */
  67568. scaleInPlace(value: number): Quaternion;
  67569. /**
  67570. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67571. * @param scale defines the scale factor
  67572. * @param result defines the Quaternion object where to store the result
  67573. * @returns the unmodified current quaternion
  67574. */
  67575. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67576. /**
  67577. * Multiplies two quaternions
  67578. * @param q1 defines the second operand
  67579. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67580. */
  67581. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67582. /**
  67583. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67584. * @param q1 defines the second operand
  67585. * @param result defines the target quaternion
  67586. * @returns the current quaternion
  67587. */
  67588. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67589. /**
  67590. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67591. * @param q1 defines the second operand
  67592. * @returns the currentupdated quaternion
  67593. */
  67594. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67595. /**
  67596. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67597. * @param ref defines the target quaternion
  67598. * @returns the current quaternion
  67599. */
  67600. conjugateToRef(ref: Quaternion): Quaternion;
  67601. /**
  67602. * Conjugates in place (1-q) the current quaternion
  67603. * @returns the current updated quaternion
  67604. */
  67605. conjugateInPlace(): Quaternion;
  67606. /**
  67607. * Conjugates in place (1-q) the current quaternion
  67608. * @returns a new quaternion
  67609. */
  67610. conjugate(): Quaternion;
  67611. /**
  67612. * Gets length of current quaternion
  67613. * @returns the quaternion length (float)
  67614. */
  67615. length(): number;
  67616. /**
  67617. * Normalize in place the current quaternion
  67618. * @returns the current updated quaternion
  67619. */
  67620. normalize(): Quaternion;
  67621. /**
  67622. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67623. * @param order is a reserved parameter and is ignore for now
  67624. * @returns a new Vector3 containing the Euler angles
  67625. */
  67626. toEulerAngles(order?: string): Vector3;
  67627. /**
  67628. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67629. * @param result defines the vector which will be filled with the Euler angles
  67630. * @param order is a reserved parameter and is ignore for now
  67631. * @returns the current unchanged quaternion
  67632. */
  67633. toEulerAnglesToRef(result: Vector3): Quaternion;
  67634. /**
  67635. * Updates the given rotation matrix with the current quaternion values
  67636. * @param result defines the target matrix
  67637. * @returns the current unchanged quaternion
  67638. */
  67639. toRotationMatrix(result: Matrix): Quaternion;
  67640. /**
  67641. * Updates the current quaternion from the given rotation matrix values
  67642. * @param matrix defines the source matrix
  67643. * @returns the current updated quaternion
  67644. */
  67645. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67646. /**
  67647. * Creates a new quaternion from a rotation matrix
  67648. * @param matrix defines the source matrix
  67649. * @returns a new quaternion created from the given rotation matrix values
  67650. */
  67651. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67652. /**
  67653. * Updates the given quaternion with the given rotation matrix values
  67654. * @param matrix defines the source matrix
  67655. * @param result defines the target quaternion
  67656. */
  67657. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67658. /**
  67659. * Returns the dot product (float) between the quaternions "left" and "right"
  67660. * @param left defines the left operand
  67661. * @param right defines the right operand
  67662. * @returns the dot product
  67663. */
  67664. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67665. /**
  67666. * Checks if the two quaternions are close to each other
  67667. * @param quat0 defines the first quaternion to check
  67668. * @param quat1 defines the second quaternion to check
  67669. * @returns true if the two quaternions are close to each other
  67670. */
  67671. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67672. /**
  67673. * Creates an empty quaternion
  67674. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67675. */
  67676. static Zero(): Quaternion;
  67677. /**
  67678. * Inverse a given quaternion
  67679. * @param q defines the source quaternion
  67680. * @returns a new quaternion as the inverted current quaternion
  67681. */
  67682. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67683. /**
  67684. * Inverse a given quaternion
  67685. * @param q defines the source quaternion
  67686. * @param result the quaternion the result will be stored in
  67687. * @returns the result quaternion
  67688. */
  67689. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67690. /**
  67691. * Creates an identity quaternion
  67692. * @returns the identity quaternion
  67693. */
  67694. static Identity(): Quaternion;
  67695. /**
  67696. * Gets a boolean indicating if the given quaternion is identity
  67697. * @param quaternion defines the quaternion to check
  67698. * @returns true if the quaternion is identity
  67699. */
  67700. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67701. /**
  67702. * Creates a quaternion from a rotation around an axis
  67703. * @param axis defines the axis to use
  67704. * @param angle defines the angle to use
  67705. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67706. */
  67707. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67708. /**
  67709. * Creates a rotation around an axis and stores it into the given quaternion
  67710. * @param axis defines the axis to use
  67711. * @param angle defines the angle to use
  67712. * @param result defines the target quaternion
  67713. * @returns the target quaternion
  67714. */
  67715. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67716. /**
  67717. * Creates a new quaternion from data stored into an array
  67718. * @param array defines the data source
  67719. * @param offset defines the offset in the source array where the data starts
  67720. * @returns a new quaternion
  67721. */
  67722. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67723. /**
  67724. * Create a quaternion from Euler rotation angles
  67725. * @param x Pitch
  67726. * @param y Yaw
  67727. * @param z Roll
  67728. * @returns the new Quaternion
  67729. */
  67730. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67731. /**
  67732. * Updates a quaternion from Euler rotation angles
  67733. * @param x Pitch
  67734. * @param y Yaw
  67735. * @param z Roll
  67736. * @param result the quaternion to store the result
  67737. * @returns the updated quaternion
  67738. */
  67739. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67740. /**
  67741. * Create a quaternion from Euler rotation vector
  67742. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67743. * @returns the new Quaternion
  67744. */
  67745. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67746. /**
  67747. * Updates a quaternion from Euler rotation vector
  67748. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67749. * @param result the quaternion to store the result
  67750. * @returns the updated quaternion
  67751. */
  67752. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67753. /**
  67754. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67755. * @param yaw defines the rotation around Y axis
  67756. * @param pitch defines the rotation around X axis
  67757. * @param roll defines the rotation around Z axis
  67758. * @returns the new quaternion
  67759. */
  67760. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67761. /**
  67762. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67763. * @param yaw defines the rotation around Y axis
  67764. * @param pitch defines the rotation around X axis
  67765. * @param roll defines the rotation around Z axis
  67766. * @param result defines the target quaternion
  67767. */
  67768. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67769. /**
  67770. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67771. * @param alpha defines the rotation around first axis
  67772. * @param beta defines the rotation around second axis
  67773. * @param gamma defines the rotation around third axis
  67774. * @returns the new quaternion
  67775. */
  67776. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67777. /**
  67778. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67779. * @param alpha defines the rotation around first axis
  67780. * @param beta defines the rotation around second axis
  67781. * @param gamma defines the rotation around third axis
  67782. * @param result defines the target quaternion
  67783. */
  67784. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67785. /**
  67786. * 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)
  67787. * @param axis1 defines the first axis
  67788. * @param axis2 defines the second axis
  67789. * @param axis3 defines the third axis
  67790. * @returns the new quaternion
  67791. */
  67792. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67793. /**
  67794. * 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
  67795. * @param axis1 defines the first axis
  67796. * @param axis2 defines the second axis
  67797. * @param axis3 defines the third axis
  67798. * @param ref defines the target quaternion
  67799. */
  67800. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67801. /**
  67802. * Interpolates between two quaternions
  67803. * @param left defines first quaternion
  67804. * @param right defines second quaternion
  67805. * @param amount defines the gradient to use
  67806. * @returns the new interpolated quaternion
  67807. */
  67808. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67809. /**
  67810. * Interpolates between two quaternions and stores it into a target quaternion
  67811. * @param left defines first quaternion
  67812. * @param right defines second quaternion
  67813. * @param amount defines the gradient to use
  67814. * @param result defines the target quaternion
  67815. */
  67816. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67817. /**
  67818. * Interpolate between two quaternions using Hermite interpolation
  67819. * @param value1 defines first quaternion
  67820. * @param tangent1 defines the incoming tangent
  67821. * @param value2 defines second quaternion
  67822. * @param tangent2 defines the outgoing tangent
  67823. * @param amount defines the target quaternion
  67824. * @returns the new interpolated quaternion
  67825. */
  67826. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67827. }
  67828. /**
  67829. * Class used to store matrix data (4x4)
  67830. */
  67831. export class Matrix {
  67832. private static _updateFlagSeed;
  67833. private static _identityReadOnly;
  67834. private _isIdentity;
  67835. private _isIdentityDirty;
  67836. private _isIdentity3x2;
  67837. private _isIdentity3x2Dirty;
  67838. /**
  67839. * Gets the update flag of the matrix which is an unique number for the matrix.
  67840. * It will be incremented every time the matrix data change.
  67841. * You can use it to speed the comparison between two versions of the same matrix.
  67842. */
  67843. updateFlag: number;
  67844. private readonly _m;
  67845. /**
  67846. * Gets the internal data of the matrix
  67847. */
  67848. readonly m: DeepImmutable<Float32Array>;
  67849. /** @hidden */
  67850. _markAsUpdated(): void;
  67851. /** @hidden */
  67852. private _updateIdentityStatus;
  67853. /**
  67854. * Creates an empty matrix (filled with zeros)
  67855. */
  67856. constructor();
  67857. /**
  67858. * Check if the current matrix is identity
  67859. * @returns true is the matrix is the identity matrix
  67860. */
  67861. isIdentity(): boolean;
  67862. /**
  67863. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67864. * @returns true is the matrix is the identity matrix
  67865. */
  67866. isIdentityAs3x2(): boolean;
  67867. /**
  67868. * Gets the determinant of the matrix
  67869. * @returns the matrix determinant
  67870. */
  67871. determinant(): number;
  67872. /**
  67873. * Returns the matrix as a Float32Array
  67874. * @returns the matrix underlying array
  67875. */
  67876. toArray(): DeepImmutable<Float32Array>;
  67877. /**
  67878. * Returns the matrix as a Float32Array
  67879. * @returns the matrix underlying array.
  67880. */
  67881. asArray(): DeepImmutable<Float32Array>;
  67882. /**
  67883. * Inverts the current matrix in place
  67884. * @returns the current inverted matrix
  67885. */
  67886. invert(): Matrix;
  67887. /**
  67888. * Sets all the matrix elements to zero
  67889. * @returns the current matrix
  67890. */
  67891. reset(): Matrix;
  67892. /**
  67893. * Adds the current matrix with a second one
  67894. * @param other defines the matrix to add
  67895. * @returns a new matrix as the addition of the current matrix and the given one
  67896. */
  67897. add(other: DeepImmutable<Matrix>): Matrix;
  67898. /**
  67899. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67900. * @param other defines the matrix to add
  67901. * @param result defines the target matrix
  67902. * @returns the current matrix
  67903. */
  67904. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67905. /**
  67906. * Adds in place the given matrix to the current matrix
  67907. * @param other defines the second operand
  67908. * @returns the current updated matrix
  67909. */
  67910. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67911. /**
  67912. * Sets the given matrix to the current inverted Matrix
  67913. * @param other defines the target matrix
  67914. * @returns the unmodified current matrix
  67915. */
  67916. invertToRef(other: Matrix): Matrix;
  67917. /**
  67918. * add a value at the specified position in the current Matrix
  67919. * @param index the index of the value within the matrix. between 0 and 15.
  67920. * @param value the value to be added
  67921. * @returns the current updated matrix
  67922. */
  67923. addAtIndex(index: number, value: number): Matrix;
  67924. /**
  67925. * mutiply the specified position in the current Matrix by a value
  67926. * @param index the index of the value within the matrix. between 0 and 15.
  67927. * @param value the value to be added
  67928. * @returns the current updated matrix
  67929. */
  67930. multiplyAtIndex(index: number, value: number): Matrix;
  67931. /**
  67932. * Inserts the translation vector (using 3 floats) in the current matrix
  67933. * @param x defines the 1st component of the translation
  67934. * @param y defines the 2nd component of the translation
  67935. * @param z defines the 3rd component of the translation
  67936. * @returns the current updated matrix
  67937. */
  67938. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67939. /**
  67940. * Adds the translation vector (using 3 floats) in the current matrix
  67941. * @param x defines the 1st component of the translation
  67942. * @param y defines the 2nd component of the translation
  67943. * @param z defines the 3rd component of the translation
  67944. * @returns the current updated matrix
  67945. */
  67946. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67947. /**
  67948. * Inserts the translation vector in the current matrix
  67949. * @param vector3 defines the translation to insert
  67950. * @returns the current updated matrix
  67951. */
  67952. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67953. /**
  67954. * Gets the translation value of the current matrix
  67955. * @returns a new Vector3 as the extracted translation from the matrix
  67956. */
  67957. getTranslation(): Vector3;
  67958. /**
  67959. * Fill a Vector3 with the extracted translation from the matrix
  67960. * @param result defines the Vector3 where to store the translation
  67961. * @returns the current matrix
  67962. */
  67963. getTranslationToRef(result: Vector3): Matrix;
  67964. /**
  67965. * Remove rotation and scaling part from the matrix
  67966. * @returns the updated matrix
  67967. */
  67968. removeRotationAndScaling(): Matrix;
  67969. /**
  67970. * Multiply two matrices
  67971. * @param other defines the second operand
  67972. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67973. */
  67974. multiply(other: DeepImmutable<Matrix>): Matrix;
  67975. /**
  67976. * Copy the current matrix from the given one
  67977. * @param other defines the source matrix
  67978. * @returns the current updated matrix
  67979. */
  67980. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67981. /**
  67982. * Populates the given array from the starting index with the current matrix values
  67983. * @param array defines the target array
  67984. * @param offset defines the offset in the target array where to start storing values
  67985. * @returns the current matrix
  67986. */
  67987. copyToArray(array: Float32Array, offset?: number): Matrix;
  67988. /**
  67989. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67990. * @param other defines the second operand
  67991. * @param result defines the matrix where to store the multiplication
  67992. * @returns the current matrix
  67993. */
  67994. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67995. /**
  67996. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67997. * @param other defines the second operand
  67998. * @param result defines the array where to store the multiplication
  67999. * @param offset defines the offset in the target array where to start storing values
  68000. * @returns the current matrix
  68001. */
  68002. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68003. /**
  68004. * Check equality between this matrix and a second one
  68005. * @param value defines the second matrix to compare
  68006. * @returns true is the current matrix and the given one values are strictly equal
  68007. */
  68008. equals(value: DeepImmutable<Matrix>): boolean;
  68009. /**
  68010. * Clone the current matrix
  68011. * @returns a new matrix from the current matrix
  68012. */
  68013. clone(): Matrix;
  68014. /**
  68015. * Returns the name of the current matrix class
  68016. * @returns the string "Matrix"
  68017. */
  68018. getClassName(): string;
  68019. /**
  68020. * Gets the hash code of the current matrix
  68021. * @returns the hash code
  68022. */
  68023. getHashCode(): number;
  68024. /**
  68025. * Decomposes the current Matrix into a translation, rotation and scaling components
  68026. * @param scale defines the scale vector3 given as a reference to update
  68027. * @param rotation defines the rotation quaternion given as a reference to update
  68028. * @param translation defines the translation vector3 given as a reference to update
  68029. * @returns true if operation was successful
  68030. */
  68031. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68032. /**
  68033. * Gets specific row of the matrix
  68034. * @param index defines the number of the row to get
  68035. * @returns the index-th row of the current matrix as a new Vector4
  68036. */
  68037. getRow(index: number): Nullable<Vector4>;
  68038. /**
  68039. * Sets the index-th row of the current matrix to the vector4 values
  68040. * @param index defines the number of the row to set
  68041. * @param row defines the target vector4
  68042. * @returns the updated current matrix
  68043. */
  68044. setRow(index: number, row: Vector4): Matrix;
  68045. /**
  68046. * Compute the transpose of the matrix
  68047. * @returns the new transposed matrix
  68048. */
  68049. transpose(): Matrix;
  68050. /**
  68051. * Compute the transpose of the matrix and store it in a given matrix
  68052. * @param result defines the target matrix
  68053. * @returns the current matrix
  68054. */
  68055. transposeToRef(result: Matrix): Matrix;
  68056. /**
  68057. * Sets the index-th row of the current matrix with the given 4 x float values
  68058. * @param index defines the row index
  68059. * @param x defines the x component to set
  68060. * @param y defines the y component to set
  68061. * @param z defines the z component to set
  68062. * @param w defines the w component to set
  68063. * @returns the updated current matrix
  68064. */
  68065. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  68066. /**
  68067. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  68068. * @param scale defines the scale factor
  68069. * @returns a new matrix
  68070. */
  68071. scale(scale: number): Matrix;
  68072. /**
  68073. * Scale the current matrix values by a factor to a given result matrix
  68074. * @param scale defines the scale factor
  68075. * @param result defines the matrix to store the result
  68076. * @returns the current matrix
  68077. */
  68078. scaleToRef(scale: number, result: Matrix): Matrix;
  68079. /**
  68080. * Scale the current matrix values by a factor and add the result to a given matrix
  68081. * @param scale defines the scale factor
  68082. * @param result defines the Matrix to store the result
  68083. * @returns the current matrix
  68084. */
  68085. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  68086. /**
  68087. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  68088. * @param ref matrix to store the result
  68089. */
  68090. toNormalMatrix(ref: Matrix): void;
  68091. /**
  68092. * Gets only rotation part of the current matrix
  68093. * @returns a new matrix sets to the extracted rotation matrix from the current one
  68094. */
  68095. getRotationMatrix(): Matrix;
  68096. /**
  68097. * Extracts the rotation matrix from the current one and sets it as the given "result"
  68098. * @param result defines the target matrix to store data to
  68099. * @returns the current matrix
  68100. */
  68101. getRotationMatrixToRef(result: Matrix): Matrix;
  68102. /**
  68103. * Toggles model matrix from being right handed to left handed in place and vice versa
  68104. */
  68105. toggleModelMatrixHandInPlace(): void;
  68106. /**
  68107. * Toggles projection matrix from being right handed to left handed in place and vice versa
  68108. */
  68109. toggleProjectionMatrixHandInPlace(): void;
  68110. /**
  68111. * Creates a matrix from an array
  68112. * @param array defines the source array
  68113. * @param offset defines an offset in the source array
  68114. * @returns a new Matrix set from the starting index of the given array
  68115. */
  68116. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  68117. /**
  68118. * Copy the content of an array into a given matrix
  68119. * @param array defines the source array
  68120. * @param offset defines an offset in the source array
  68121. * @param result defines the target matrix
  68122. */
  68123. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  68124. /**
  68125. * Stores an array into a matrix after having multiplied each component by a given factor
  68126. * @param array defines the source array
  68127. * @param offset defines the offset in the source array
  68128. * @param scale defines the scaling factor
  68129. * @param result defines the target matrix
  68130. */
  68131. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  68132. /**
  68133. * Gets an identity matrix that must not be updated
  68134. */
  68135. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  68136. /**
  68137. * Stores a list of values (16) inside a given matrix
  68138. * @param initialM11 defines 1st value of 1st row
  68139. * @param initialM12 defines 2nd value of 1st row
  68140. * @param initialM13 defines 3rd value of 1st row
  68141. * @param initialM14 defines 4th value of 1st row
  68142. * @param initialM21 defines 1st value of 2nd row
  68143. * @param initialM22 defines 2nd value of 2nd row
  68144. * @param initialM23 defines 3rd value of 2nd row
  68145. * @param initialM24 defines 4th value of 2nd row
  68146. * @param initialM31 defines 1st value of 3rd row
  68147. * @param initialM32 defines 2nd value of 3rd row
  68148. * @param initialM33 defines 3rd value of 3rd row
  68149. * @param initialM34 defines 4th value of 3rd row
  68150. * @param initialM41 defines 1st value of 4th row
  68151. * @param initialM42 defines 2nd value of 4th row
  68152. * @param initialM43 defines 3rd value of 4th row
  68153. * @param initialM44 defines 4th value of 4th row
  68154. * @param result defines the target matrix
  68155. */
  68156. 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;
  68157. /**
  68158. * Creates new matrix from a list of values (16)
  68159. * @param initialM11 defines 1st value of 1st row
  68160. * @param initialM12 defines 2nd value of 1st row
  68161. * @param initialM13 defines 3rd value of 1st row
  68162. * @param initialM14 defines 4th value of 1st row
  68163. * @param initialM21 defines 1st value of 2nd row
  68164. * @param initialM22 defines 2nd value of 2nd row
  68165. * @param initialM23 defines 3rd value of 2nd row
  68166. * @param initialM24 defines 4th value of 2nd row
  68167. * @param initialM31 defines 1st value of 3rd row
  68168. * @param initialM32 defines 2nd value of 3rd row
  68169. * @param initialM33 defines 3rd value of 3rd row
  68170. * @param initialM34 defines 4th value of 3rd row
  68171. * @param initialM41 defines 1st value of 4th row
  68172. * @param initialM42 defines 2nd value of 4th row
  68173. * @param initialM43 defines 3rd value of 4th row
  68174. * @param initialM44 defines 4th value of 4th row
  68175. * @returns the new matrix
  68176. */
  68177. 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;
  68178. /**
  68179. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68180. * @param scale defines the scale vector3
  68181. * @param rotation defines the rotation quaternion
  68182. * @param translation defines the translation vector3
  68183. * @returns a new matrix
  68184. */
  68185. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68186. /**
  68187. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68188. * @param scale defines the scale vector3
  68189. * @param rotation defines the rotation quaternion
  68190. * @param translation defines the translation vector3
  68191. * @param result defines the target matrix
  68192. */
  68193. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68194. /**
  68195. * Creates a new identity matrix
  68196. * @returns a new identity matrix
  68197. */
  68198. static Identity(): Matrix;
  68199. /**
  68200. * Creates a new identity matrix and stores the result in a given matrix
  68201. * @param result defines the target matrix
  68202. */
  68203. static IdentityToRef(result: Matrix): void;
  68204. /**
  68205. * Creates a new zero matrix
  68206. * @returns a new zero matrix
  68207. */
  68208. static Zero(): Matrix;
  68209. /**
  68210. * Creates a new rotation matrix for "angle" radians around the X axis
  68211. * @param angle defines the angle (in radians) to use
  68212. * @return the new matrix
  68213. */
  68214. static RotationX(angle: number): Matrix;
  68215. /**
  68216. * Creates a new matrix as the invert of a given matrix
  68217. * @param source defines the source matrix
  68218. * @returns the new matrix
  68219. */
  68220. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68221. /**
  68222. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68223. * @param angle defines the angle (in radians) to use
  68224. * @param result defines the target matrix
  68225. */
  68226. static RotationXToRef(angle: number, result: Matrix): void;
  68227. /**
  68228. * Creates a new rotation matrix for "angle" radians around the Y axis
  68229. * @param angle defines the angle (in radians) to use
  68230. * @return the new matrix
  68231. */
  68232. static RotationY(angle: number): Matrix;
  68233. /**
  68234. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68235. * @param angle defines the angle (in radians) to use
  68236. * @param result defines the target matrix
  68237. */
  68238. static RotationYToRef(angle: number, result: Matrix): void;
  68239. /**
  68240. * Creates a new rotation matrix for "angle" radians around the Z axis
  68241. * @param angle defines the angle (in radians) to use
  68242. * @return the new matrix
  68243. */
  68244. static RotationZ(angle: number): Matrix;
  68245. /**
  68246. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68247. * @param angle defines the angle (in radians) to use
  68248. * @param result defines the target matrix
  68249. */
  68250. static RotationZToRef(angle: number, result: Matrix): void;
  68251. /**
  68252. * Creates a new rotation matrix for "angle" radians around the given axis
  68253. * @param axis defines the axis to use
  68254. * @param angle defines the angle (in radians) to use
  68255. * @return the new matrix
  68256. */
  68257. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68258. /**
  68259. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68260. * @param axis defines the axis to use
  68261. * @param angle defines the angle (in radians) to use
  68262. * @param result defines the target matrix
  68263. */
  68264. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68265. /**
  68266. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68267. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68268. * @param from defines the vector to align
  68269. * @param to defines the vector to align to
  68270. * @param result defines the target matrix
  68271. */
  68272. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68273. /**
  68274. * Creates a rotation matrix
  68275. * @param yaw defines the yaw angle in radians (Y axis)
  68276. * @param pitch defines the pitch angle in radians (X axis)
  68277. * @param roll defines the roll angle in radians (X axis)
  68278. * @returns the new rotation matrix
  68279. */
  68280. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68281. /**
  68282. * Creates a rotation matrix and stores it in a given matrix
  68283. * @param yaw defines the yaw angle in radians (Y axis)
  68284. * @param pitch defines the pitch angle in radians (X axis)
  68285. * @param roll defines the roll angle in radians (X axis)
  68286. * @param result defines the target matrix
  68287. */
  68288. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68289. /**
  68290. * Creates a scaling matrix
  68291. * @param x defines the scale factor on X axis
  68292. * @param y defines the scale factor on Y axis
  68293. * @param z defines the scale factor on Z axis
  68294. * @returns the new matrix
  68295. */
  68296. static Scaling(x: number, y: number, z: number): Matrix;
  68297. /**
  68298. * Creates a scaling matrix and stores it in a given matrix
  68299. * @param x defines the scale factor on X axis
  68300. * @param y defines the scale factor on Y axis
  68301. * @param z defines the scale factor on Z axis
  68302. * @param result defines the target matrix
  68303. */
  68304. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68305. /**
  68306. * Creates a translation matrix
  68307. * @param x defines the translation on X axis
  68308. * @param y defines the translation on Y axis
  68309. * @param z defines the translationon Z axis
  68310. * @returns the new matrix
  68311. */
  68312. static Translation(x: number, y: number, z: number): Matrix;
  68313. /**
  68314. * Creates a translation matrix and stores it in a given matrix
  68315. * @param x defines the translation on X axis
  68316. * @param y defines the translation on Y axis
  68317. * @param z defines the translationon Z axis
  68318. * @param result defines the target matrix
  68319. */
  68320. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68321. /**
  68322. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68323. * @param startValue defines the start value
  68324. * @param endValue defines the end value
  68325. * @param gradient defines the gradient factor
  68326. * @returns the new matrix
  68327. */
  68328. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68329. /**
  68330. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68331. * @param startValue defines the start value
  68332. * @param endValue defines the end value
  68333. * @param gradient defines the gradient factor
  68334. * @param result defines the Matrix object where to store data
  68335. */
  68336. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68337. /**
  68338. * Builds a new matrix whose values are computed by:
  68339. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68340. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68341. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68342. * @param startValue defines the first matrix
  68343. * @param endValue defines the second matrix
  68344. * @param gradient defines the gradient between the two matrices
  68345. * @returns the new matrix
  68346. */
  68347. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68348. /**
  68349. * Update a matrix to values which are computed by:
  68350. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68351. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68352. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68353. * @param startValue defines the first matrix
  68354. * @param endValue defines the second matrix
  68355. * @param gradient defines the gradient between the two matrices
  68356. * @param result defines the target matrix
  68357. */
  68358. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68359. /**
  68360. * 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"
  68361. * This function works in left handed mode
  68362. * @param eye defines the final position of the entity
  68363. * @param target defines where the entity should look at
  68364. * @param up defines the up vector for the entity
  68365. * @returns the new matrix
  68366. */
  68367. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68368. /**
  68369. * 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".
  68370. * This function works in left handed mode
  68371. * @param eye defines the final position of the entity
  68372. * @param target defines where the entity should look at
  68373. * @param up defines the up vector for the entity
  68374. * @param result defines the target matrix
  68375. */
  68376. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68377. /**
  68378. * 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"
  68379. * This function works in right handed mode
  68380. * @param eye defines the final position of the entity
  68381. * @param target defines where the entity should look at
  68382. * @param up defines the up vector for the entity
  68383. * @returns the new matrix
  68384. */
  68385. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68386. /**
  68387. * 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".
  68388. * This function works in right handed mode
  68389. * @param eye defines the final position of the entity
  68390. * @param target defines where the entity should look at
  68391. * @param up defines the up vector for the entity
  68392. * @param result defines the target matrix
  68393. */
  68394. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68395. /**
  68396. * Create a left-handed orthographic projection matrix
  68397. * @param width defines the viewport width
  68398. * @param height defines the viewport height
  68399. * @param znear defines the near clip plane
  68400. * @param zfar defines the far clip plane
  68401. * @returns a new matrix as a left-handed orthographic projection matrix
  68402. */
  68403. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68404. /**
  68405. * Store a left-handed orthographic projection to a given matrix
  68406. * @param width defines the viewport width
  68407. * @param height defines the viewport height
  68408. * @param znear defines the near clip plane
  68409. * @param zfar defines the far clip plane
  68410. * @param result defines the target matrix
  68411. */
  68412. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68413. /**
  68414. * Create a left-handed orthographic projection matrix
  68415. * @param left defines the viewport left coordinate
  68416. * @param right defines the viewport right coordinate
  68417. * @param bottom defines the viewport bottom coordinate
  68418. * @param top defines the viewport top coordinate
  68419. * @param znear defines the near clip plane
  68420. * @param zfar defines the far clip plane
  68421. * @returns a new matrix as a left-handed orthographic projection matrix
  68422. */
  68423. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68424. /**
  68425. * Stores a left-handed orthographic projection into a given matrix
  68426. * @param left defines the viewport left coordinate
  68427. * @param right defines the viewport right coordinate
  68428. * @param bottom defines the viewport bottom coordinate
  68429. * @param top defines the viewport top coordinate
  68430. * @param znear defines the near clip plane
  68431. * @param zfar defines the far clip plane
  68432. * @param result defines the target matrix
  68433. */
  68434. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68435. /**
  68436. * Creates a right-handed orthographic projection matrix
  68437. * @param left defines the viewport left coordinate
  68438. * @param right defines the viewport right coordinate
  68439. * @param bottom defines the viewport bottom coordinate
  68440. * @param top defines the viewport top coordinate
  68441. * @param znear defines the near clip plane
  68442. * @param zfar defines the far clip plane
  68443. * @returns a new matrix as a right-handed orthographic projection matrix
  68444. */
  68445. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68446. /**
  68447. * Stores a right-handed orthographic projection into a given matrix
  68448. * @param left defines the viewport left coordinate
  68449. * @param right defines the viewport right coordinate
  68450. * @param bottom defines the viewport bottom coordinate
  68451. * @param top defines the viewport top coordinate
  68452. * @param znear defines the near clip plane
  68453. * @param zfar defines the far clip plane
  68454. * @param result defines the target matrix
  68455. */
  68456. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68457. /**
  68458. * Creates a left-handed perspective projection matrix
  68459. * @param width defines the viewport width
  68460. * @param height defines the viewport height
  68461. * @param znear defines the near clip plane
  68462. * @param zfar defines the far clip plane
  68463. * @returns a new matrix as a left-handed perspective projection matrix
  68464. */
  68465. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68466. /**
  68467. * Creates a left-handed perspective projection matrix
  68468. * @param fov defines the horizontal field of view
  68469. * @param aspect defines the aspect ratio
  68470. * @param znear defines the near clip plane
  68471. * @param zfar defines the far clip plane
  68472. * @returns a new matrix as a left-handed perspective projection matrix
  68473. */
  68474. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68475. /**
  68476. * Stores a left-handed perspective projection into a given matrix
  68477. * @param fov defines the horizontal field of view
  68478. * @param aspect defines the aspect ratio
  68479. * @param znear defines the near clip plane
  68480. * @param zfar defines the far clip plane
  68481. * @param result defines the target matrix
  68482. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68483. */
  68484. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68485. /**
  68486. * Creates a right-handed perspective projection matrix
  68487. * @param fov defines the horizontal field of view
  68488. * @param aspect defines the aspect ratio
  68489. * @param znear defines the near clip plane
  68490. * @param zfar defines the far clip plane
  68491. * @returns a new matrix as a right-handed perspective projection matrix
  68492. */
  68493. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68494. /**
  68495. * Stores a right-handed perspective projection into a given matrix
  68496. * @param fov defines the horizontal field of view
  68497. * @param aspect defines the aspect ratio
  68498. * @param znear defines the near clip plane
  68499. * @param zfar defines the far clip plane
  68500. * @param result defines the target matrix
  68501. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68502. */
  68503. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68504. /**
  68505. * Stores a perspective projection for WebVR info a given matrix
  68506. * @param fov defines the field of view
  68507. * @param znear defines the near clip plane
  68508. * @param zfar defines the far clip plane
  68509. * @param result defines the target matrix
  68510. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68511. */
  68512. static PerspectiveFovWebVRToRef(fov: {
  68513. upDegrees: number;
  68514. downDegrees: number;
  68515. leftDegrees: number;
  68516. rightDegrees: number;
  68517. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68518. /**
  68519. * Computes a complete transformation matrix
  68520. * @param viewport defines the viewport to use
  68521. * @param world defines the world matrix
  68522. * @param view defines the view matrix
  68523. * @param projection defines the projection matrix
  68524. * @param zmin defines the near clip plane
  68525. * @param zmax defines the far clip plane
  68526. * @returns the transformation matrix
  68527. */
  68528. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68529. /**
  68530. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68531. * @param matrix defines the matrix to use
  68532. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68533. */
  68534. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68535. /**
  68536. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68537. * @param matrix defines the matrix to use
  68538. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68539. */
  68540. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68541. /**
  68542. * Compute the transpose of a given matrix
  68543. * @param matrix defines the matrix to transpose
  68544. * @returns the new matrix
  68545. */
  68546. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68547. /**
  68548. * Compute the transpose of a matrix and store it in a target matrix
  68549. * @param matrix defines the matrix to transpose
  68550. * @param result defines the target matrix
  68551. */
  68552. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68553. /**
  68554. * Computes a reflection matrix from a plane
  68555. * @param plane defines the reflection plane
  68556. * @returns a new matrix
  68557. */
  68558. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68559. /**
  68560. * Computes a reflection matrix from a plane
  68561. * @param plane defines the reflection plane
  68562. * @param result defines the target matrix
  68563. */
  68564. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68565. /**
  68566. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68567. * @param xaxis defines the value of the 1st axis
  68568. * @param yaxis defines the value of the 2nd axis
  68569. * @param zaxis defines the value of the 3rd axis
  68570. * @param result defines the target matrix
  68571. */
  68572. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68573. /**
  68574. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68575. * @param quat defines the quaternion to use
  68576. * @param result defines the target matrix
  68577. */
  68578. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68579. }
  68580. /**
  68581. * @hidden
  68582. */
  68583. export class TmpVectors {
  68584. static Vector2: Vector2[];
  68585. static Vector3: Vector3[];
  68586. static Vector4: Vector4[];
  68587. static Quaternion: Quaternion[];
  68588. static Matrix: Matrix[];
  68589. }
  68590. }
  68591. declare module BABYLON {
  68592. /** Defines the cross module used constants to avoid circular dependncies */
  68593. export class Constants {
  68594. /** Defines that alpha blending is disabled */
  68595. static readonly ALPHA_DISABLE: number;
  68596. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68597. static readonly ALPHA_ADD: number;
  68598. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68599. static readonly ALPHA_COMBINE: number;
  68600. /** Defines that alpha blending to DEST - SRC * DEST */
  68601. static readonly ALPHA_SUBTRACT: number;
  68602. /** Defines that alpha blending to SRC * DEST */
  68603. static readonly ALPHA_MULTIPLY: number;
  68604. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68605. static readonly ALPHA_MAXIMIZED: number;
  68606. /** Defines that alpha blending to SRC + DEST */
  68607. static readonly ALPHA_ONEONE: number;
  68608. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68609. static readonly ALPHA_PREMULTIPLIED: number;
  68610. /**
  68611. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68612. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68613. */
  68614. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68615. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68616. static readonly ALPHA_INTERPOLATE: number;
  68617. /**
  68618. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68619. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68620. */
  68621. static readonly ALPHA_SCREENMODE: number;
  68622. /** Defines that the ressource is not delayed*/
  68623. static readonly DELAYLOADSTATE_NONE: number;
  68624. /** Defines that the ressource was successfully delay loaded */
  68625. static readonly DELAYLOADSTATE_LOADED: number;
  68626. /** Defines that the ressource is currently delay loading */
  68627. static readonly DELAYLOADSTATE_LOADING: number;
  68628. /** Defines that the ressource is delayed and has not started loading */
  68629. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68630. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68631. static readonly NEVER: number;
  68632. /** 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 */
  68633. static readonly ALWAYS: number;
  68634. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68635. static readonly LESS: number;
  68636. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68637. static readonly EQUAL: number;
  68638. /** 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 */
  68639. static readonly LEQUAL: number;
  68640. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68641. static readonly GREATER: number;
  68642. /** 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 */
  68643. static readonly GEQUAL: number;
  68644. /** 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 */
  68645. static readonly NOTEQUAL: number;
  68646. /** Passed to stencilOperation to specify that stencil value must be kept */
  68647. static readonly KEEP: number;
  68648. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68649. static readonly REPLACE: number;
  68650. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68651. static readonly INCR: number;
  68652. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68653. static readonly DECR: number;
  68654. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68655. static readonly INVERT: number;
  68656. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68657. static readonly INCR_WRAP: number;
  68658. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68659. static readonly DECR_WRAP: number;
  68660. /** Texture is not repeating outside of 0..1 UVs */
  68661. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68662. /** Texture is repeating outside of 0..1 UVs */
  68663. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68664. /** Texture is repeating and mirrored */
  68665. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68666. /** ALPHA */
  68667. static readonly TEXTUREFORMAT_ALPHA: number;
  68668. /** LUMINANCE */
  68669. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68670. /** LUMINANCE_ALPHA */
  68671. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68672. /** RGB */
  68673. static readonly TEXTUREFORMAT_RGB: number;
  68674. /** RGBA */
  68675. static readonly TEXTUREFORMAT_RGBA: number;
  68676. /** RED */
  68677. static readonly TEXTUREFORMAT_RED: number;
  68678. /** RED (2nd reference) */
  68679. static readonly TEXTUREFORMAT_R: number;
  68680. /** RG */
  68681. static readonly TEXTUREFORMAT_RG: number;
  68682. /** RED_INTEGER */
  68683. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68684. /** RED_INTEGER (2nd reference) */
  68685. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68686. /** RG_INTEGER */
  68687. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68688. /** RGB_INTEGER */
  68689. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68690. /** RGBA_INTEGER */
  68691. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68692. /** UNSIGNED_BYTE */
  68693. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68694. /** UNSIGNED_BYTE (2nd reference) */
  68695. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68696. /** FLOAT */
  68697. static readonly TEXTURETYPE_FLOAT: number;
  68698. /** HALF_FLOAT */
  68699. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68700. /** BYTE */
  68701. static readonly TEXTURETYPE_BYTE: number;
  68702. /** SHORT */
  68703. static readonly TEXTURETYPE_SHORT: number;
  68704. /** UNSIGNED_SHORT */
  68705. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68706. /** INT */
  68707. static readonly TEXTURETYPE_INT: number;
  68708. /** UNSIGNED_INT */
  68709. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68710. /** UNSIGNED_SHORT_4_4_4_4 */
  68711. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68712. /** UNSIGNED_SHORT_5_5_5_1 */
  68713. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68714. /** UNSIGNED_SHORT_5_6_5 */
  68715. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68716. /** UNSIGNED_INT_2_10_10_10_REV */
  68717. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68718. /** UNSIGNED_INT_24_8 */
  68719. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68720. /** UNSIGNED_INT_10F_11F_11F_REV */
  68721. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68722. /** UNSIGNED_INT_5_9_9_9_REV */
  68723. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68724. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68725. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68726. /** nearest is mag = nearest and min = nearest and mip = linear */
  68727. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68728. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68729. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68730. /** Trilinear is mag = linear and min = linear and mip = linear */
  68731. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68732. /** nearest is mag = nearest and min = nearest and mip = linear */
  68733. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68734. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68735. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68736. /** Trilinear is mag = linear and min = linear and mip = linear */
  68737. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68738. /** mag = nearest and min = nearest and mip = nearest */
  68739. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68740. /** mag = nearest and min = linear and mip = nearest */
  68741. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68742. /** mag = nearest and min = linear and mip = linear */
  68743. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68744. /** mag = nearest and min = linear and mip = none */
  68745. static readonly TEXTURE_NEAREST_LINEAR: number;
  68746. /** mag = nearest and min = nearest and mip = none */
  68747. static readonly TEXTURE_NEAREST_NEAREST: number;
  68748. /** mag = linear and min = nearest and mip = nearest */
  68749. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68750. /** mag = linear and min = nearest and mip = linear */
  68751. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68752. /** mag = linear and min = linear and mip = none */
  68753. static readonly TEXTURE_LINEAR_LINEAR: number;
  68754. /** mag = linear and min = nearest and mip = none */
  68755. static readonly TEXTURE_LINEAR_NEAREST: number;
  68756. /** Explicit coordinates mode */
  68757. static readonly TEXTURE_EXPLICIT_MODE: number;
  68758. /** Spherical coordinates mode */
  68759. static readonly TEXTURE_SPHERICAL_MODE: number;
  68760. /** Planar coordinates mode */
  68761. static readonly TEXTURE_PLANAR_MODE: number;
  68762. /** Cubic coordinates mode */
  68763. static readonly TEXTURE_CUBIC_MODE: number;
  68764. /** Projection coordinates mode */
  68765. static readonly TEXTURE_PROJECTION_MODE: number;
  68766. /** Skybox coordinates mode */
  68767. static readonly TEXTURE_SKYBOX_MODE: number;
  68768. /** Inverse Cubic coordinates mode */
  68769. static readonly TEXTURE_INVCUBIC_MODE: number;
  68770. /** Equirectangular coordinates mode */
  68771. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68772. /** Equirectangular Fixed coordinates mode */
  68773. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68774. /** Equirectangular Fixed Mirrored coordinates mode */
  68775. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68776. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68777. static readonly SCALEMODE_FLOOR: number;
  68778. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68779. static readonly SCALEMODE_NEAREST: number;
  68780. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68781. static readonly SCALEMODE_CEILING: number;
  68782. /**
  68783. * The dirty texture flag value
  68784. */
  68785. static readonly MATERIAL_TextureDirtyFlag: number;
  68786. /**
  68787. * The dirty light flag value
  68788. */
  68789. static readonly MATERIAL_LightDirtyFlag: number;
  68790. /**
  68791. * The dirty fresnel flag value
  68792. */
  68793. static readonly MATERIAL_FresnelDirtyFlag: number;
  68794. /**
  68795. * The dirty attribute flag value
  68796. */
  68797. static readonly MATERIAL_AttributesDirtyFlag: number;
  68798. /**
  68799. * The dirty misc flag value
  68800. */
  68801. static readonly MATERIAL_MiscDirtyFlag: number;
  68802. /**
  68803. * The all dirty flag value
  68804. */
  68805. static readonly MATERIAL_AllDirtyFlag: number;
  68806. /**
  68807. * Returns the triangle fill mode
  68808. */
  68809. static readonly MATERIAL_TriangleFillMode: number;
  68810. /**
  68811. * Returns the wireframe mode
  68812. */
  68813. static readonly MATERIAL_WireFrameFillMode: number;
  68814. /**
  68815. * Returns the point fill mode
  68816. */
  68817. static readonly MATERIAL_PointFillMode: number;
  68818. /**
  68819. * Returns the point list draw mode
  68820. */
  68821. static readonly MATERIAL_PointListDrawMode: number;
  68822. /**
  68823. * Returns the line list draw mode
  68824. */
  68825. static readonly MATERIAL_LineListDrawMode: number;
  68826. /**
  68827. * Returns the line loop draw mode
  68828. */
  68829. static readonly MATERIAL_LineLoopDrawMode: number;
  68830. /**
  68831. * Returns the line strip draw mode
  68832. */
  68833. static readonly MATERIAL_LineStripDrawMode: number;
  68834. /**
  68835. * Returns the triangle strip draw mode
  68836. */
  68837. static readonly MATERIAL_TriangleStripDrawMode: number;
  68838. /**
  68839. * Returns the triangle fan draw mode
  68840. */
  68841. static readonly MATERIAL_TriangleFanDrawMode: number;
  68842. /**
  68843. * Stores the clock-wise side orientation
  68844. */
  68845. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68846. /**
  68847. * Stores the counter clock-wise side orientation
  68848. */
  68849. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68850. /**
  68851. * Nothing
  68852. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68853. */
  68854. static readonly ACTION_NothingTrigger: number;
  68855. /**
  68856. * On pick
  68857. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68858. */
  68859. static readonly ACTION_OnPickTrigger: number;
  68860. /**
  68861. * On left pick
  68862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68863. */
  68864. static readonly ACTION_OnLeftPickTrigger: number;
  68865. /**
  68866. * On right pick
  68867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68868. */
  68869. static readonly ACTION_OnRightPickTrigger: number;
  68870. /**
  68871. * On center pick
  68872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68873. */
  68874. static readonly ACTION_OnCenterPickTrigger: number;
  68875. /**
  68876. * On pick down
  68877. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68878. */
  68879. static readonly ACTION_OnPickDownTrigger: number;
  68880. /**
  68881. * On double pick
  68882. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68883. */
  68884. static readonly ACTION_OnDoublePickTrigger: number;
  68885. /**
  68886. * On pick up
  68887. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68888. */
  68889. static readonly ACTION_OnPickUpTrigger: number;
  68890. /**
  68891. * On pick out.
  68892. * This trigger will only be raised if you also declared a OnPickDown
  68893. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68894. */
  68895. static readonly ACTION_OnPickOutTrigger: number;
  68896. /**
  68897. * On long press
  68898. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68899. */
  68900. static readonly ACTION_OnLongPressTrigger: number;
  68901. /**
  68902. * On pointer over
  68903. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68904. */
  68905. static readonly ACTION_OnPointerOverTrigger: number;
  68906. /**
  68907. * On pointer out
  68908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68909. */
  68910. static readonly ACTION_OnPointerOutTrigger: number;
  68911. /**
  68912. * On every frame
  68913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68914. */
  68915. static readonly ACTION_OnEveryFrameTrigger: number;
  68916. /**
  68917. * On intersection enter
  68918. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68919. */
  68920. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68921. /**
  68922. * On intersection exit
  68923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68924. */
  68925. static readonly ACTION_OnIntersectionExitTrigger: number;
  68926. /**
  68927. * On key down
  68928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68929. */
  68930. static readonly ACTION_OnKeyDownTrigger: number;
  68931. /**
  68932. * On key up
  68933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68934. */
  68935. static readonly ACTION_OnKeyUpTrigger: number;
  68936. /**
  68937. * Billboard mode will only apply to Y axis
  68938. */
  68939. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68940. /**
  68941. * Billboard mode will apply to all axes
  68942. */
  68943. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68944. /**
  68945. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68946. */
  68947. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68948. /**
  68949. * Gets or sets base Assets URL
  68950. */
  68951. static PARTICLES_BaseAssetsUrl: string;
  68952. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68953. * Test order :
  68954. * Is the bounding sphere outside the frustum ?
  68955. * If not, are the bounding box vertices outside the frustum ?
  68956. * It not, then the cullable object is in the frustum.
  68957. */
  68958. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68959. /** Culling strategy : Bounding Sphere Only.
  68960. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68961. * It's also less accurate than the standard because some not visible objects can still be selected.
  68962. * Test : is the bounding sphere outside the frustum ?
  68963. * If not, then the cullable object is in the frustum.
  68964. */
  68965. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68966. /** Culling strategy : Optimistic Inclusion.
  68967. * This in an inclusion test first, then the standard exclusion test.
  68968. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68969. * 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.
  68970. * Anyway, it's as accurate as the standard strategy.
  68971. * Test :
  68972. * Is the cullable object bounding sphere center in the frustum ?
  68973. * If not, apply the default culling strategy.
  68974. */
  68975. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68976. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68977. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68978. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68979. * 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.
  68980. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68981. * Test :
  68982. * Is the cullable object bounding sphere center in the frustum ?
  68983. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68984. */
  68985. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68986. /**
  68987. * No logging while loading
  68988. */
  68989. static readonly SCENELOADER_NO_LOGGING: number;
  68990. /**
  68991. * Minimal logging while loading
  68992. */
  68993. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68994. /**
  68995. * Summary logging while loading
  68996. */
  68997. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68998. /**
  68999. * Detailled logging while loading
  69000. */
  69001. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69002. }
  69003. }
  69004. declare module BABYLON {
  69005. /**
  69006. * Class used to store and describe the pipeline context associated with an effect
  69007. */
  69008. export interface IPipelineContext {
  69009. /**
  69010. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69011. */
  69012. isAsync: boolean;
  69013. /**
  69014. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69015. */
  69016. isReady: boolean;
  69017. /** @hidden */
  69018. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69019. }
  69020. }
  69021. declare module BABYLON {
  69022. /** @hidden */
  69023. export interface IShaderProcessor {
  69024. attributeProcessor?: (attribute: string) => string;
  69025. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69026. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69027. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69028. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69029. lineProcessor?: (line: string, isFragment: boolean) => string;
  69030. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69031. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69032. }
  69033. }
  69034. declare module BABYLON {
  69035. /** @hidden */
  69036. export interface ProcessingOptions {
  69037. defines: string[];
  69038. indexParameters: any;
  69039. isFragment: boolean;
  69040. shouldUseHighPrecisionShader: boolean;
  69041. supportsUniformBuffers: boolean;
  69042. shadersRepository: string;
  69043. includesShadersStore: {
  69044. [key: string]: string;
  69045. };
  69046. processor?: IShaderProcessor;
  69047. version: string;
  69048. platformName: string;
  69049. lookForClosingBracketForUniformBuffer?: boolean;
  69050. }
  69051. }
  69052. declare module BABYLON {
  69053. /**
  69054. * Helper to manipulate strings
  69055. */
  69056. export class StringTools {
  69057. /**
  69058. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69059. * @param str Source string
  69060. * @param suffix Suffix to search for in the source string
  69061. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69062. */
  69063. static EndsWith(str: string, suffix: string): boolean;
  69064. /**
  69065. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  69066. * @param str Source string
  69067. * @param suffix Suffix to search for in the source string
  69068. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69069. */
  69070. static StartsWith(str: string, suffix: string): boolean;
  69071. }
  69072. }
  69073. declare module BABYLON {
  69074. /** @hidden */
  69075. export class ShaderCodeNode {
  69076. line: string;
  69077. children: ShaderCodeNode[];
  69078. additionalDefineKey?: string;
  69079. additionalDefineValue?: string;
  69080. isValid(preprocessors: {
  69081. [key: string]: string;
  69082. }): boolean;
  69083. process(preprocessors: {
  69084. [key: string]: string;
  69085. }, options: ProcessingOptions): string;
  69086. }
  69087. }
  69088. declare module BABYLON {
  69089. /** @hidden */
  69090. export class ShaderCodeCursor {
  69091. private _lines;
  69092. lineIndex: number;
  69093. readonly currentLine: string;
  69094. readonly canRead: boolean;
  69095. lines: string[];
  69096. }
  69097. }
  69098. declare module BABYLON {
  69099. /** @hidden */
  69100. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69101. process(preprocessors: {
  69102. [key: string]: string;
  69103. }, options: ProcessingOptions): string;
  69104. }
  69105. }
  69106. declare module BABYLON {
  69107. /** @hidden */
  69108. export class ShaderDefineExpression {
  69109. isTrue(preprocessors: {
  69110. [key: string]: string;
  69111. }): boolean;
  69112. }
  69113. }
  69114. declare module BABYLON {
  69115. /** @hidden */
  69116. export class ShaderCodeTestNode extends ShaderCodeNode {
  69117. testExpression: ShaderDefineExpression;
  69118. isValid(preprocessors: {
  69119. [key: string]: string;
  69120. }): boolean;
  69121. }
  69122. }
  69123. declare module BABYLON {
  69124. /** @hidden */
  69125. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69126. define: string;
  69127. not: boolean;
  69128. constructor(define: string, not?: boolean);
  69129. isTrue(preprocessors: {
  69130. [key: string]: string;
  69131. }): boolean;
  69132. }
  69133. }
  69134. declare module BABYLON {
  69135. /** @hidden */
  69136. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69137. leftOperand: ShaderDefineExpression;
  69138. rightOperand: ShaderDefineExpression;
  69139. isTrue(preprocessors: {
  69140. [key: string]: string;
  69141. }): boolean;
  69142. }
  69143. }
  69144. declare module BABYLON {
  69145. /** @hidden */
  69146. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69147. leftOperand: ShaderDefineExpression;
  69148. rightOperand: ShaderDefineExpression;
  69149. isTrue(preprocessors: {
  69150. [key: string]: string;
  69151. }): boolean;
  69152. }
  69153. }
  69154. declare module BABYLON {
  69155. /** @hidden */
  69156. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69157. define: string;
  69158. operand: string;
  69159. testValue: string;
  69160. constructor(define: string, operand: string, testValue: string);
  69161. isTrue(preprocessors: {
  69162. [key: string]: string;
  69163. }): boolean;
  69164. }
  69165. }
  69166. declare module BABYLON {
  69167. /**
  69168. * @ignore
  69169. * Application error to support additional information when loading a file
  69170. */
  69171. export class LoadFileError extends Error {
  69172. /** defines the optional web request */
  69173. request?: WebRequest | undefined;
  69174. private static _setPrototypeOf;
  69175. /**
  69176. * Creates a new LoadFileError
  69177. * @param message defines the message of the error
  69178. * @param request defines the optional web request
  69179. */
  69180. constructor(message: string,
  69181. /** defines the optional web request */
  69182. request?: WebRequest | undefined);
  69183. }
  69184. }
  69185. declare module BABYLON {
  69186. /**
  69187. * Class used to enable access to offline support
  69188. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69189. */
  69190. export interface IOfflineProvider {
  69191. /**
  69192. * Gets a boolean indicating if scene must be saved in the database
  69193. */
  69194. enableSceneOffline: boolean;
  69195. /**
  69196. * Gets a boolean indicating if textures must be saved in the database
  69197. */
  69198. enableTexturesOffline: boolean;
  69199. /**
  69200. * Open the offline support and make it available
  69201. * @param successCallback defines the callback to call on success
  69202. * @param errorCallback defines the callback to call on error
  69203. */
  69204. open(successCallback: () => void, errorCallback: () => void): void;
  69205. /**
  69206. * Loads an image from the offline support
  69207. * @param url defines the url to load from
  69208. * @param image defines the target DOM image
  69209. */
  69210. loadImage(url: string, image: HTMLImageElement): void;
  69211. /**
  69212. * Loads a file from offline support
  69213. * @param url defines the URL to load from
  69214. * @param sceneLoaded defines a callback to call on success
  69215. * @param progressCallBack defines a callback to call when progress changed
  69216. * @param errorCallback defines a callback to call on error
  69217. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69218. */
  69219. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69220. }
  69221. }
  69222. declare module BABYLON {
  69223. /**
  69224. * Class used to help managing file picking and drag'n'drop
  69225. * File Storage
  69226. */
  69227. export class FilesInputStore {
  69228. /**
  69229. * List of files ready to be loaded
  69230. */
  69231. static FilesToLoad: {
  69232. [key: string]: File;
  69233. };
  69234. }
  69235. }
  69236. declare module BABYLON {
  69237. /**
  69238. * Class used to define a retry strategy when error happens while loading assets
  69239. */
  69240. export class RetryStrategy {
  69241. /**
  69242. * Function used to defines an exponential back off strategy
  69243. * @param maxRetries defines the maximum number of retries (3 by default)
  69244. * @param baseInterval defines the interval between retries
  69245. * @returns the strategy function to use
  69246. */
  69247. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69248. }
  69249. }
  69250. declare module BABYLON {
  69251. /**
  69252. * @hidden
  69253. */
  69254. export class FileTools {
  69255. /**
  69256. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69257. */
  69258. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69259. /**
  69260. * Gets or sets the base URL to use to load assets
  69261. */
  69262. static BaseUrl: string;
  69263. /**
  69264. * Default behaviour for cors in the application.
  69265. * It can be a string if the expected behavior is identical in the entire app.
  69266. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69267. */
  69268. static CorsBehavior: string | ((url: string | string[]) => string);
  69269. /**
  69270. * Gets or sets a function used to pre-process url before using them to load assets
  69271. */
  69272. static PreprocessUrl: (url: string) => string;
  69273. /**
  69274. * Removes unwanted characters from an url
  69275. * @param url defines the url to clean
  69276. * @returns the cleaned url
  69277. */
  69278. private static _CleanUrl;
  69279. /**
  69280. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69281. * @param url define the url we are trying
  69282. * @param element define the dom element where to configure the cors policy
  69283. */
  69284. static SetCorsBehavior(url: string | string[], element: {
  69285. crossOrigin: string | null;
  69286. }): void;
  69287. /**
  69288. * Loads an image as an HTMLImageElement.
  69289. * @param input url string, ArrayBuffer, or Blob to load
  69290. * @param onLoad callback called when the image successfully loads
  69291. * @param onError callback called when the image fails to load
  69292. * @param offlineProvider offline provider for caching
  69293. * @returns the HTMLImageElement of the loaded image
  69294. */
  69295. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69296. /**
  69297. * Loads a file
  69298. * @param fileToLoad defines the file to load
  69299. * @param callback defines the callback to call when data is loaded
  69300. * @param progressCallBack defines the callback to call during loading process
  69301. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69302. * @returns a file request object
  69303. */
  69304. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69305. /**
  69306. * Loads a file
  69307. * @param url url string, ArrayBuffer, or Blob to load
  69308. * @param onSuccess callback called when the file successfully loads
  69309. * @param onProgress callback called while file is loading (if the server supports this mode)
  69310. * @param offlineProvider defines the offline provider for caching
  69311. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69312. * @param onError callback called when the file fails to load
  69313. * @returns a file request object
  69314. */
  69315. 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;
  69316. /**
  69317. * Checks if the loaded document was accessed via `file:`-Protocol.
  69318. * @returns boolean
  69319. */
  69320. static IsFileURL(): boolean;
  69321. }
  69322. }
  69323. declare module BABYLON {
  69324. /** @hidden */
  69325. export class ShaderProcessor {
  69326. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69327. private static _ProcessPrecision;
  69328. private static _ExtractOperation;
  69329. private static _BuildSubExpression;
  69330. private static _BuildExpression;
  69331. private static _MoveCursorWithinIf;
  69332. private static _MoveCursor;
  69333. private static _EvaluatePreProcessors;
  69334. private static _PreparePreProcessors;
  69335. private static _ProcessShaderConversion;
  69336. private static _ProcessIncludes;
  69337. }
  69338. }
  69339. declare module BABYLON {
  69340. /**
  69341. * Class used to hold a RBG color
  69342. */
  69343. export class Color3 {
  69344. /**
  69345. * Defines the red component (between 0 and 1, default is 0)
  69346. */
  69347. r: number;
  69348. /**
  69349. * Defines the green component (between 0 and 1, default is 0)
  69350. */
  69351. g: number;
  69352. /**
  69353. * Defines the blue component (between 0 and 1, default is 0)
  69354. */
  69355. b: number;
  69356. /**
  69357. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69358. * @param r defines the red component (between 0 and 1, default is 0)
  69359. * @param g defines the green component (between 0 and 1, default is 0)
  69360. * @param b defines the blue component (between 0 and 1, default is 0)
  69361. */
  69362. constructor(
  69363. /**
  69364. * Defines the red component (between 0 and 1, default is 0)
  69365. */
  69366. r?: number,
  69367. /**
  69368. * Defines the green component (between 0 and 1, default is 0)
  69369. */
  69370. g?: number,
  69371. /**
  69372. * Defines the blue component (between 0 and 1, default is 0)
  69373. */
  69374. b?: number);
  69375. /**
  69376. * Creates a string with the Color3 current values
  69377. * @returns the string representation of the Color3 object
  69378. */
  69379. toString(): string;
  69380. /**
  69381. * Returns the string "Color3"
  69382. * @returns "Color3"
  69383. */
  69384. getClassName(): string;
  69385. /**
  69386. * Compute the Color3 hash code
  69387. * @returns an unique number that can be used to hash Color3 objects
  69388. */
  69389. getHashCode(): number;
  69390. /**
  69391. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69392. * @param array defines the array where to store the r,g,b components
  69393. * @param index defines an optional index in the target array to define where to start storing values
  69394. * @returns the current Color3 object
  69395. */
  69396. toArray(array: FloatArray, index?: number): Color3;
  69397. /**
  69398. * Returns a new Color4 object from the current Color3 and the given alpha
  69399. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69400. * @returns a new Color4 object
  69401. */
  69402. toColor4(alpha?: number): Color4;
  69403. /**
  69404. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69405. * @returns the new array
  69406. */
  69407. asArray(): number[];
  69408. /**
  69409. * Returns the luminance value
  69410. * @returns a float value
  69411. */
  69412. toLuminance(): number;
  69413. /**
  69414. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69415. * @param otherColor defines the second operand
  69416. * @returns the new Color3 object
  69417. */
  69418. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69419. /**
  69420. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69421. * @param otherColor defines the second operand
  69422. * @param result defines the Color3 object where to store the result
  69423. * @returns the current Color3
  69424. */
  69425. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69426. /**
  69427. * Determines equality between Color3 objects
  69428. * @param otherColor defines the second operand
  69429. * @returns true if the rgb values are equal to the given ones
  69430. */
  69431. equals(otherColor: DeepImmutable<Color3>): boolean;
  69432. /**
  69433. * Determines equality between the current Color3 object and a set of r,b,g values
  69434. * @param r defines the red component to check
  69435. * @param g defines the green component to check
  69436. * @param b defines the blue component to check
  69437. * @returns true if the rgb values are equal to the given ones
  69438. */
  69439. equalsFloats(r: number, g: number, b: number): boolean;
  69440. /**
  69441. * Multiplies in place each rgb value by scale
  69442. * @param scale defines the scaling factor
  69443. * @returns the updated Color3
  69444. */
  69445. scale(scale: number): Color3;
  69446. /**
  69447. * Multiplies the rgb values by scale and stores the result into "result"
  69448. * @param scale defines the scaling factor
  69449. * @param result defines the Color3 object where to store the result
  69450. * @returns the unmodified current Color3
  69451. */
  69452. scaleToRef(scale: number, result: Color3): Color3;
  69453. /**
  69454. * Scale the current Color3 values by a factor and add the result to a given Color3
  69455. * @param scale defines the scale factor
  69456. * @param result defines color to store the result into
  69457. * @returns the unmodified current Color3
  69458. */
  69459. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69460. /**
  69461. * Clamps the rgb values by the min and max values and stores the result into "result"
  69462. * @param min defines minimum clamping value (default is 0)
  69463. * @param max defines maximum clamping value (default is 1)
  69464. * @param result defines color to store the result into
  69465. * @returns the original Color3
  69466. */
  69467. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69468. /**
  69469. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69470. * @param otherColor defines the second operand
  69471. * @returns the new Color3
  69472. */
  69473. add(otherColor: DeepImmutable<Color3>): Color3;
  69474. /**
  69475. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69476. * @param otherColor defines the second operand
  69477. * @param result defines Color3 object to store the result into
  69478. * @returns the unmodified current Color3
  69479. */
  69480. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69481. /**
  69482. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69483. * @param otherColor defines the second operand
  69484. * @returns the new Color3
  69485. */
  69486. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69487. /**
  69488. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69489. * @param otherColor defines the second operand
  69490. * @param result defines Color3 object to store the result into
  69491. * @returns the unmodified current Color3
  69492. */
  69493. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69494. /**
  69495. * Copy the current object
  69496. * @returns a new Color3 copied the current one
  69497. */
  69498. clone(): Color3;
  69499. /**
  69500. * Copies the rgb values from the source in the current Color3
  69501. * @param source defines the source Color3 object
  69502. * @returns the updated Color3 object
  69503. */
  69504. copyFrom(source: DeepImmutable<Color3>): Color3;
  69505. /**
  69506. * Updates the Color3 rgb values from the given floats
  69507. * @param r defines the red component to read from
  69508. * @param g defines the green component to read from
  69509. * @param b defines the blue component to read from
  69510. * @returns the current Color3 object
  69511. */
  69512. copyFromFloats(r: number, g: number, b: number): Color3;
  69513. /**
  69514. * Updates the Color3 rgb values from the given floats
  69515. * @param r defines the red component to read from
  69516. * @param g defines the green component to read from
  69517. * @param b defines the blue component to read from
  69518. * @returns the current Color3 object
  69519. */
  69520. set(r: number, g: number, b: number): Color3;
  69521. /**
  69522. * Compute the Color3 hexadecimal code as a string
  69523. * @returns a string containing the hexadecimal representation of the Color3 object
  69524. */
  69525. toHexString(): string;
  69526. /**
  69527. * Computes a new Color3 converted from the current one to linear space
  69528. * @returns a new Color3 object
  69529. */
  69530. toLinearSpace(): Color3;
  69531. /**
  69532. * Converts current color in rgb space to HSV values
  69533. * @returns a new color3 representing the HSV values
  69534. */
  69535. toHSV(): Color3;
  69536. /**
  69537. * Converts current color in rgb space to HSV values
  69538. * @param result defines the Color3 where to store the HSV values
  69539. */
  69540. toHSVToRef(result: Color3): void;
  69541. /**
  69542. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69543. * @param convertedColor defines the Color3 object where to store the linear space version
  69544. * @returns the unmodified Color3
  69545. */
  69546. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69547. /**
  69548. * Computes a new Color3 converted from the current one to gamma space
  69549. * @returns a new Color3 object
  69550. */
  69551. toGammaSpace(): Color3;
  69552. /**
  69553. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69554. * @param convertedColor defines the Color3 object where to store the gamma space version
  69555. * @returns the unmodified Color3
  69556. */
  69557. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69558. private static _BlackReadOnly;
  69559. /**
  69560. * Convert Hue, saturation and value to a Color3 (RGB)
  69561. * @param hue defines the hue
  69562. * @param saturation defines the saturation
  69563. * @param value defines the value
  69564. * @param result defines the Color3 where to store the RGB values
  69565. */
  69566. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69567. /**
  69568. * Creates a new Color3 from the string containing valid hexadecimal values
  69569. * @param hex defines a string containing valid hexadecimal values
  69570. * @returns a new Color3 object
  69571. */
  69572. static FromHexString(hex: string): Color3;
  69573. /**
  69574. * Creates a new Color3 from the starting index of the given array
  69575. * @param array defines the source array
  69576. * @param offset defines an offset in the source array
  69577. * @returns a new Color3 object
  69578. */
  69579. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69580. /**
  69581. * Creates a new Color3 from integer values (< 256)
  69582. * @param r defines the red component to read from (value between 0 and 255)
  69583. * @param g defines the green component to read from (value between 0 and 255)
  69584. * @param b defines the blue component to read from (value between 0 and 255)
  69585. * @returns a new Color3 object
  69586. */
  69587. static FromInts(r: number, g: number, b: number): Color3;
  69588. /**
  69589. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69590. * @param start defines the start Color3 value
  69591. * @param end defines the end Color3 value
  69592. * @param amount defines the gradient value between start and end
  69593. * @returns a new Color3 object
  69594. */
  69595. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69596. /**
  69597. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69598. * @param left defines the start value
  69599. * @param right defines the end value
  69600. * @param amount defines the gradient factor
  69601. * @param result defines the Color3 object where to store the result
  69602. */
  69603. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69604. /**
  69605. * Returns a Color3 value containing a red color
  69606. * @returns a new Color3 object
  69607. */
  69608. static Red(): Color3;
  69609. /**
  69610. * Returns a Color3 value containing a green color
  69611. * @returns a new Color3 object
  69612. */
  69613. static Green(): Color3;
  69614. /**
  69615. * Returns a Color3 value containing a blue color
  69616. * @returns a new Color3 object
  69617. */
  69618. static Blue(): Color3;
  69619. /**
  69620. * Returns a Color3 value containing a black color
  69621. * @returns a new Color3 object
  69622. */
  69623. static Black(): Color3;
  69624. /**
  69625. * Gets a Color3 value containing a black color that must not be updated
  69626. */
  69627. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69628. /**
  69629. * Returns a Color3 value containing a white color
  69630. * @returns a new Color3 object
  69631. */
  69632. static White(): Color3;
  69633. /**
  69634. * Returns a Color3 value containing a purple color
  69635. * @returns a new Color3 object
  69636. */
  69637. static Purple(): Color3;
  69638. /**
  69639. * Returns a Color3 value containing a magenta color
  69640. * @returns a new Color3 object
  69641. */
  69642. static Magenta(): Color3;
  69643. /**
  69644. * Returns a Color3 value containing a yellow color
  69645. * @returns a new Color3 object
  69646. */
  69647. static Yellow(): Color3;
  69648. /**
  69649. * Returns a Color3 value containing a gray color
  69650. * @returns a new Color3 object
  69651. */
  69652. static Gray(): Color3;
  69653. /**
  69654. * Returns a Color3 value containing a teal color
  69655. * @returns a new Color3 object
  69656. */
  69657. static Teal(): Color3;
  69658. /**
  69659. * Returns a Color3 value containing a random color
  69660. * @returns a new Color3 object
  69661. */
  69662. static Random(): Color3;
  69663. }
  69664. /**
  69665. * Class used to hold a RBGA color
  69666. */
  69667. export class Color4 {
  69668. /**
  69669. * Defines the red component (between 0 and 1, default is 0)
  69670. */
  69671. r: number;
  69672. /**
  69673. * Defines the green component (between 0 and 1, default is 0)
  69674. */
  69675. g: number;
  69676. /**
  69677. * Defines the blue component (between 0 and 1, default is 0)
  69678. */
  69679. b: number;
  69680. /**
  69681. * Defines the alpha component (between 0 and 1, default is 1)
  69682. */
  69683. a: number;
  69684. /**
  69685. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69686. * @param r defines the red component (between 0 and 1, default is 0)
  69687. * @param g defines the green component (between 0 and 1, default is 0)
  69688. * @param b defines the blue component (between 0 and 1, default is 0)
  69689. * @param a defines the alpha component (between 0 and 1, default is 1)
  69690. */
  69691. constructor(
  69692. /**
  69693. * Defines the red component (between 0 and 1, default is 0)
  69694. */
  69695. r?: number,
  69696. /**
  69697. * Defines the green component (between 0 and 1, default is 0)
  69698. */
  69699. g?: number,
  69700. /**
  69701. * Defines the blue component (between 0 and 1, default is 0)
  69702. */
  69703. b?: number,
  69704. /**
  69705. * Defines the alpha component (between 0 and 1, default is 1)
  69706. */
  69707. a?: number);
  69708. /**
  69709. * Adds in place the given Color4 values to the current Color4 object
  69710. * @param right defines the second operand
  69711. * @returns the current updated Color4 object
  69712. */
  69713. addInPlace(right: DeepImmutable<Color4>): Color4;
  69714. /**
  69715. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69716. * @returns the new array
  69717. */
  69718. asArray(): number[];
  69719. /**
  69720. * Stores from the starting index in the given array the Color4 successive values
  69721. * @param array defines the array where to store the r,g,b components
  69722. * @param index defines an optional index in the target array to define where to start storing values
  69723. * @returns the current Color4 object
  69724. */
  69725. toArray(array: number[], index?: number): Color4;
  69726. /**
  69727. * Determines equality between Color4 objects
  69728. * @param otherColor defines the second operand
  69729. * @returns true if the rgba values are equal to the given ones
  69730. */
  69731. equals(otherColor: DeepImmutable<Color4>): boolean;
  69732. /**
  69733. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69734. * @param right defines the second operand
  69735. * @returns a new Color4 object
  69736. */
  69737. add(right: DeepImmutable<Color4>): Color4;
  69738. /**
  69739. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69740. * @param right defines the second operand
  69741. * @returns a new Color4 object
  69742. */
  69743. subtract(right: DeepImmutable<Color4>): Color4;
  69744. /**
  69745. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69746. * @param right defines the second operand
  69747. * @param result defines the Color4 object where to store the result
  69748. * @returns the current Color4 object
  69749. */
  69750. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69751. /**
  69752. * Creates a new Color4 with the current Color4 values multiplied by scale
  69753. * @param scale defines the scaling factor to apply
  69754. * @returns a new Color4 object
  69755. */
  69756. scale(scale: number): Color4;
  69757. /**
  69758. * Multiplies the current Color4 values by scale and stores the result in "result"
  69759. * @param scale defines the scaling factor to apply
  69760. * @param result defines the Color4 object where to store the result
  69761. * @returns the current unmodified Color4
  69762. */
  69763. scaleToRef(scale: number, result: Color4): Color4;
  69764. /**
  69765. * Scale the current Color4 values by a factor and add the result to a given Color4
  69766. * @param scale defines the scale factor
  69767. * @param result defines the Color4 object where to store the result
  69768. * @returns the unmodified current Color4
  69769. */
  69770. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69771. /**
  69772. * Clamps the rgb values by the min and max values and stores the result into "result"
  69773. * @param min defines minimum clamping value (default is 0)
  69774. * @param max defines maximum clamping value (default is 1)
  69775. * @param result defines color to store the result into.
  69776. * @returns the cuurent Color4
  69777. */
  69778. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69779. /**
  69780. * Multipy an Color4 value by another and return a new Color4 object
  69781. * @param color defines the Color4 value to multiply by
  69782. * @returns a new Color4 object
  69783. */
  69784. multiply(color: Color4): Color4;
  69785. /**
  69786. * Multipy a Color4 value by another and push the result in a reference value
  69787. * @param color defines the Color4 value to multiply by
  69788. * @param result defines the Color4 to fill the result in
  69789. * @returns the result Color4
  69790. */
  69791. multiplyToRef(color: Color4, result: Color4): Color4;
  69792. /**
  69793. * Creates a string with the Color4 current values
  69794. * @returns the string representation of the Color4 object
  69795. */
  69796. toString(): string;
  69797. /**
  69798. * Returns the string "Color4"
  69799. * @returns "Color4"
  69800. */
  69801. getClassName(): string;
  69802. /**
  69803. * Compute the Color4 hash code
  69804. * @returns an unique number that can be used to hash Color4 objects
  69805. */
  69806. getHashCode(): number;
  69807. /**
  69808. * Creates a new Color4 copied from the current one
  69809. * @returns a new Color4 object
  69810. */
  69811. clone(): Color4;
  69812. /**
  69813. * Copies the given Color4 values into the current one
  69814. * @param source defines the source Color4 object
  69815. * @returns the current updated Color4 object
  69816. */
  69817. copyFrom(source: Color4): Color4;
  69818. /**
  69819. * Copies the given float values into the current one
  69820. * @param r defines the red component to read from
  69821. * @param g defines the green component to read from
  69822. * @param b defines the blue component to read from
  69823. * @param a defines the alpha component to read from
  69824. * @returns the current updated Color4 object
  69825. */
  69826. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69827. /**
  69828. * Copies the given float values into the current one
  69829. * @param r defines the red component to read from
  69830. * @param g defines the green component to read from
  69831. * @param b defines the blue component to read from
  69832. * @param a defines the alpha component to read from
  69833. * @returns the current updated Color4 object
  69834. */
  69835. set(r: number, g: number, b: number, a: number): Color4;
  69836. /**
  69837. * Compute the Color4 hexadecimal code as a string
  69838. * @returns a string containing the hexadecimal representation of the Color4 object
  69839. */
  69840. toHexString(): string;
  69841. /**
  69842. * Computes a new Color4 converted from the current one to linear space
  69843. * @returns a new Color4 object
  69844. */
  69845. toLinearSpace(): Color4;
  69846. /**
  69847. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69848. * @param convertedColor defines the Color4 object where to store the linear space version
  69849. * @returns the unmodified Color4
  69850. */
  69851. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69852. /**
  69853. * Computes a new Color4 converted from the current one to gamma space
  69854. * @returns a new Color4 object
  69855. */
  69856. toGammaSpace(): Color4;
  69857. /**
  69858. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69859. * @param convertedColor defines the Color4 object where to store the gamma space version
  69860. * @returns the unmodified Color4
  69861. */
  69862. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69863. /**
  69864. * Creates a new Color4 from the string containing valid hexadecimal values
  69865. * @param hex defines a string containing valid hexadecimal values
  69866. * @returns a new Color4 object
  69867. */
  69868. static FromHexString(hex: string): Color4;
  69869. /**
  69870. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69871. * @param left defines the start value
  69872. * @param right defines the end value
  69873. * @param amount defines the gradient factor
  69874. * @returns a new Color4 object
  69875. */
  69876. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69877. /**
  69878. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69879. * @param left defines the start value
  69880. * @param right defines the end value
  69881. * @param amount defines the gradient factor
  69882. * @param result defines the Color4 object where to store data
  69883. */
  69884. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69885. /**
  69886. * Creates a new Color4 from a Color3 and an alpha value
  69887. * @param color3 defines the source Color3 to read from
  69888. * @param alpha defines the alpha component (1.0 by default)
  69889. * @returns a new Color4 object
  69890. */
  69891. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69892. /**
  69893. * Creates a new Color4 from the starting index element of the given array
  69894. * @param array defines the source array to read from
  69895. * @param offset defines the offset in the source array
  69896. * @returns a new Color4 object
  69897. */
  69898. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69899. /**
  69900. * Creates a new Color3 from integer values (< 256)
  69901. * @param r defines the red component to read from (value between 0 and 255)
  69902. * @param g defines the green component to read from (value between 0 and 255)
  69903. * @param b defines the blue component to read from (value between 0 and 255)
  69904. * @param a defines the alpha component to read from (value between 0 and 255)
  69905. * @returns a new Color3 object
  69906. */
  69907. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69908. /**
  69909. * Check the content of a given array and convert it to an array containing RGBA data
  69910. * If the original array was already containing count * 4 values then it is returned directly
  69911. * @param colors defines the array to check
  69912. * @param count defines the number of RGBA data to expect
  69913. * @returns an array containing count * 4 values (RGBA)
  69914. */
  69915. static CheckColors4(colors: number[], count: number): number[];
  69916. }
  69917. /**
  69918. * @hidden
  69919. */
  69920. export class TmpColors {
  69921. static Color3: Color3[];
  69922. static Color4: Color4[];
  69923. }
  69924. }
  69925. declare module BABYLON {
  69926. /**
  69927. * Class representing spherical harmonics coefficients to the 3rd degree
  69928. */
  69929. export class SphericalHarmonics {
  69930. /**
  69931. * Defines whether or not the harmonics have been prescaled for rendering.
  69932. */
  69933. preScaled: boolean;
  69934. /**
  69935. * The l0,0 coefficients of the spherical harmonics
  69936. */
  69937. l00: Vector3;
  69938. /**
  69939. * The l1,-1 coefficients of the spherical harmonics
  69940. */
  69941. l1_1: Vector3;
  69942. /**
  69943. * The l1,0 coefficients of the spherical harmonics
  69944. */
  69945. l10: Vector3;
  69946. /**
  69947. * The l1,1 coefficients of the spherical harmonics
  69948. */
  69949. l11: Vector3;
  69950. /**
  69951. * The l2,-2 coefficients of the spherical harmonics
  69952. */
  69953. l2_2: Vector3;
  69954. /**
  69955. * The l2,-1 coefficients of the spherical harmonics
  69956. */
  69957. l2_1: Vector3;
  69958. /**
  69959. * The l2,0 coefficients of the spherical harmonics
  69960. */
  69961. l20: Vector3;
  69962. /**
  69963. * The l2,1 coefficients of the spherical harmonics
  69964. */
  69965. l21: Vector3;
  69966. /**
  69967. * The l2,2 coefficients of the spherical harmonics
  69968. */
  69969. l22: Vector3;
  69970. /**
  69971. * Adds a light to the spherical harmonics
  69972. * @param direction the direction of the light
  69973. * @param color the color of the light
  69974. * @param deltaSolidAngle the delta solid angle of the light
  69975. */
  69976. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69977. /**
  69978. * Scales the spherical harmonics by the given amount
  69979. * @param scale the amount to scale
  69980. */
  69981. scaleInPlace(scale: number): void;
  69982. /**
  69983. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69984. *
  69985. * ```
  69986. * E_lm = A_l * L_lm
  69987. * ```
  69988. *
  69989. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69990. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69991. * the scaling factors are given in equation 9.
  69992. */
  69993. convertIncidentRadianceToIrradiance(): void;
  69994. /**
  69995. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69996. *
  69997. * ```
  69998. * L = (1/pi) * E * rho
  69999. * ```
  70000. *
  70001. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70002. */
  70003. convertIrradianceToLambertianRadiance(): void;
  70004. /**
  70005. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70006. * required operations at run time.
  70007. *
  70008. * This is simply done by scaling back the SH with Ylm constants parameter.
  70009. * The trigonometric part being applied by the shader at run time.
  70010. */
  70011. preScaleForRendering(): void;
  70012. /**
  70013. * Constructs a spherical harmonics from an array.
  70014. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70015. * @returns the spherical harmonics
  70016. */
  70017. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70018. /**
  70019. * Gets the spherical harmonics from polynomial
  70020. * @param polynomial the spherical polynomial
  70021. * @returns the spherical harmonics
  70022. */
  70023. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70024. }
  70025. /**
  70026. * Class representing spherical polynomial coefficients to the 3rd degree
  70027. */
  70028. export class SphericalPolynomial {
  70029. private _harmonics;
  70030. /**
  70031. * The spherical harmonics used to create the polynomials.
  70032. */
  70033. readonly preScaledHarmonics: SphericalHarmonics;
  70034. /**
  70035. * The x coefficients of the spherical polynomial
  70036. */
  70037. x: Vector3;
  70038. /**
  70039. * The y coefficients of the spherical polynomial
  70040. */
  70041. y: Vector3;
  70042. /**
  70043. * The z coefficients of the spherical polynomial
  70044. */
  70045. z: Vector3;
  70046. /**
  70047. * The xx coefficients of the spherical polynomial
  70048. */
  70049. xx: Vector3;
  70050. /**
  70051. * The yy coefficients of the spherical polynomial
  70052. */
  70053. yy: Vector3;
  70054. /**
  70055. * The zz coefficients of the spherical polynomial
  70056. */
  70057. zz: Vector3;
  70058. /**
  70059. * The xy coefficients of the spherical polynomial
  70060. */
  70061. xy: Vector3;
  70062. /**
  70063. * The yz coefficients of the spherical polynomial
  70064. */
  70065. yz: Vector3;
  70066. /**
  70067. * The zx coefficients of the spherical polynomial
  70068. */
  70069. zx: Vector3;
  70070. /**
  70071. * Adds an ambient color to the spherical polynomial
  70072. * @param color the color to add
  70073. */
  70074. addAmbient(color: Color3): void;
  70075. /**
  70076. * Scales the spherical polynomial by the given amount
  70077. * @param scale the amount to scale
  70078. */
  70079. scaleInPlace(scale: number): void;
  70080. /**
  70081. * Gets the spherical polynomial from harmonics
  70082. * @param harmonics the spherical harmonics
  70083. * @returns the spherical polynomial
  70084. */
  70085. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  70086. /**
  70087. * Constructs a spherical polynomial from an array.
  70088. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  70089. * @returns the spherical polynomial
  70090. */
  70091. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  70092. }
  70093. }
  70094. declare module BABYLON {
  70095. /**
  70096. * Define options used to create a render target texture
  70097. */
  70098. export class RenderTargetCreationOptions {
  70099. /**
  70100. * Specifies is mipmaps must be generated
  70101. */
  70102. generateMipMaps?: boolean;
  70103. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  70104. generateDepthBuffer?: boolean;
  70105. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  70106. generateStencilBuffer?: boolean;
  70107. /** Defines texture type (int by default) */
  70108. type?: number;
  70109. /** Defines sampling mode (trilinear by default) */
  70110. samplingMode?: number;
  70111. /** Defines format (RGBA by default) */
  70112. format?: number;
  70113. }
  70114. }
  70115. declare module BABYLON {
  70116. /**
  70117. * @hidden
  70118. **/
  70119. export class _AlphaState {
  70120. private _isAlphaBlendDirty;
  70121. private _isBlendFunctionParametersDirty;
  70122. private _isBlendEquationParametersDirty;
  70123. private _isBlendConstantsDirty;
  70124. private _alphaBlend;
  70125. private _blendFunctionParameters;
  70126. private _blendEquationParameters;
  70127. private _blendConstants;
  70128. /**
  70129. * Initializes the state.
  70130. */
  70131. constructor();
  70132. readonly isDirty: boolean;
  70133. alphaBlend: boolean;
  70134. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  70135. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  70136. setAlphaEquationParameters(rgb: number, alpha: number): void;
  70137. reset(): void;
  70138. apply(gl: WebGLRenderingContext): void;
  70139. }
  70140. }
  70141. declare module BABYLON {
  70142. /**
  70143. * @hidden
  70144. **/
  70145. export class _DepthCullingState {
  70146. private _isDepthTestDirty;
  70147. private _isDepthMaskDirty;
  70148. private _isDepthFuncDirty;
  70149. private _isCullFaceDirty;
  70150. private _isCullDirty;
  70151. private _isZOffsetDirty;
  70152. private _isFrontFaceDirty;
  70153. private _depthTest;
  70154. private _depthMask;
  70155. private _depthFunc;
  70156. private _cull;
  70157. private _cullFace;
  70158. private _zOffset;
  70159. private _frontFace;
  70160. /**
  70161. * Initializes the state.
  70162. */
  70163. constructor();
  70164. readonly isDirty: boolean;
  70165. zOffset: number;
  70166. cullFace: Nullable<number>;
  70167. cull: Nullable<boolean>;
  70168. depthFunc: Nullable<number>;
  70169. depthMask: boolean;
  70170. depthTest: boolean;
  70171. frontFace: Nullable<number>;
  70172. reset(): void;
  70173. apply(gl: WebGLRenderingContext): void;
  70174. }
  70175. }
  70176. declare module BABYLON {
  70177. /**
  70178. * @hidden
  70179. **/
  70180. export class _StencilState {
  70181. /** 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 */
  70182. static readonly ALWAYS: number;
  70183. /** Passed to stencilOperation to specify that stencil value must be kept */
  70184. static readonly KEEP: number;
  70185. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70186. static readonly REPLACE: number;
  70187. private _isStencilTestDirty;
  70188. private _isStencilMaskDirty;
  70189. private _isStencilFuncDirty;
  70190. private _isStencilOpDirty;
  70191. private _stencilTest;
  70192. private _stencilMask;
  70193. private _stencilFunc;
  70194. private _stencilFuncRef;
  70195. private _stencilFuncMask;
  70196. private _stencilOpStencilFail;
  70197. private _stencilOpDepthFail;
  70198. private _stencilOpStencilDepthPass;
  70199. readonly isDirty: boolean;
  70200. stencilFunc: number;
  70201. stencilFuncRef: number;
  70202. stencilFuncMask: number;
  70203. stencilOpStencilFail: number;
  70204. stencilOpDepthFail: number;
  70205. stencilOpStencilDepthPass: number;
  70206. stencilMask: number;
  70207. stencilTest: boolean;
  70208. constructor();
  70209. reset(): void;
  70210. apply(gl: WebGLRenderingContext): void;
  70211. }
  70212. }
  70213. declare module BABYLON {
  70214. /**
  70215. * @hidden
  70216. **/
  70217. export class _TimeToken {
  70218. _startTimeQuery: Nullable<WebGLQuery>;
  70219. _endTimeQuery: Nullable<WebGLQuery>;
  70220. _timeElapsedQuery: Nullable<WebGLQuery>;
  70221. _timeElapsedQueryEnded: boolean;
  70222. }
  70223. }
  70224. declare module BABYLON {
  70225. /**
  70226. * Class used to evalaute queries containing `and` and `or` operators
  70227. */
  70228. export class AndOrNotEvaluator {
  70229. /**
  70230. * Evaluate a query
  70231. * @param query defines the query to evaluate
  70232. * @param evaluateCallback defines the callback used to filter result
  70233. * @returns true if the query matches
  70234. */
  70235. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70236. private static _HandleParenthesisContent;
  70237. private static _SimplifyNegation;
  70238. }
  70239. }
  70240. declare module BABYLON {
  70241. /**
  70242. * Class used to store custom tags
  70243. */
  70244. export class Tags {
  70245. /**
  70246. * Adds support for tags on the given object
  70247. * @param obj defines the object to use
  70248. */
  70249. static EnableFor(obj: any): void;
  70250. /**
  70251. * Removes tags support
  70252. * @param obj defines the object to use
  70253. */
  70254. static DisableFor(obj: any): void;
  70255. /**
  70256. * Gets a boolean indicating if the given object has tags
  70257. * @param obj defines the object to use
  70258. * @returns a boolean
  70259. */
  70260. static HasTags(obj: any): boolean;
  70261. /**
  70262. * Gets the tags available on a given object
  70263. * @param obj defines the object to use
  70264. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70265. * @returns the tags
  70266. */
  70267. static GetTags(obj: any, asString?: boolean): any;
  70268. /**
  70269. * Adds tags to an object
  70270. * @param obj defines the object to use
  70271. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70272. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70273. */
  70274. static AddTagsTo(obj: any, tagsString: string): void;
  70275. /**
  70276. * @hidden
  70277. */
  70278. static _AddTagTo(obj: any, tag: string): void;
  70279. /**
  70280. * Removes specific tags from a specific object
  70281. * @param obj defines the object to use
  70282. * @param tagsString defines the tags to remove
  70283. */
  70284. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70285. /**
  70286. * @hidden
  70287. */
  70288. static _RemoveTagFrom(obj: any, tag: string): void;
  70289. /**
  70290. * Defines if tags hosted on an object match a given query
  70291. * @param obj defines the object to use
  70292. * @param tagsQuery defines the tag query
  70293. * @returns a boolean
  70294. */
  70295. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70296. }
  70297. }
  70298. declare module BABYLON {
  70299. /**
  70300. * Defines potential orientation for back face culling
  70301. */
  70302. export enum Orientation {
  70303. /**
  70304. * Clockwise
  70305. */
  70306. CW = 0,
  70307. /** Counter clockwise */
  70308. CCW = 1
  70309. }
  70310. /** Class used to represent a Bezier curve */
  70311. export class BezierCurve {
  70312. /**
  70313. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70314. * @param t defines the time
  70315. * @param x1 defines the left coordinate on X axis
  70316. * @param y1 defines the left coordinate on Y axis
  70317. * @param x2 defines the right coordinate on X axis
  70318. * @param y2 defines the right coordinate on Y axis
  70319. * @returns the interpolated value
  70320. */
  70321. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70322. }
  70323. /**
  70324. * Defines angle representation
  70325. */
  70326. export class Angle {
  70327. private _radians;
  70328. /**
  70329. * Creates an Angle object of "radians" radians (float).
  70330. * @param radians the angle in radians
  70331. */
  70332. constructor(radians: number);
  70333. /**
  70334. * Get value in degrees
  70335. * @returns the Angle value in degrees (float)
  70336. */
  70337. degrees(): number;
  70338. /**
  70339. * Get value in radians
  70340. * @returns the Angle value in radians (float)
  70341. */
  70342. radians(): number;
  70343. /**
  70344. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70345. * @param a defines first vector
  70346. * @param b defines second vector
  70347. * @returns a new Angle
  70348. */
  70349. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70350. /**
  70351. * Gets a new Angle object from the given float in radians
  70352. * @param radians defines the angle value in radians
  70353. * @returns a new Angle
  70354. */
  70355. static FromRadians(radians: number): Angle;
  70356. /**
  70357. * Gets a new Angle object from the given float in degrees
  70358. * @param degrees defines the angle value in degrees
  70359. * @returns a new Angle
  70360. */
  70361. static FromDegrees(degrees: number): Angle;
  70362. }
  70363. /**
  70364. * This represents an arc in a 2d space.
  70365. */
  70366. export class Arc2 {
  70367. /** Defines the start point of the arc */
  70368. startPoint: Vector2;
  70369. /** Defines the mid point of the arc */
  70370. midPoint: Vector2;
  70371. /** Defines the end point of the arc */
  70372. endPoint: Vector2;
  70373. /**
  70374. * Defines the center point of the arc.
  70375. */
  70376. centerPoint: Vector2;
  70377. /**
  70378. * Defines the radius of the arc.
  70379. */
  70380. radius: number;
  70381. /**
  70382. * Defines the angle of the arc (from mid point to end point).
  70383. */
  70384. angle: Angle;
  70385. /**
  70386. * Defines the start angle of the arc (from start point to middle point).
  70387. */
  70388. startAngle: Angle;
  70389. /**
  70390. * Defines the orientation of the arc (clock wise/counter clock wise).
  70391. */
  70392. orientation: Orientation;
  70393. /**
  70394. * Creates an Arc object from the three given points : start, middle and end.
  70395. * @param startPoint Defines the start point of the arc
  70396. * @param midPoint Defines the midlle point of the arc
  70397. * @param endPoint Defines the end point of the arc
  70398. */
  70399. constructor(
  70400. /** Defines the start point of the arc */
  70401. startPoint: Vector2,
  70402. /** Defines the mid point of the arc */
  70403. midPoint: Vector2,
  70404. /** Defines the end point of the arc */
  70405. endPoint: Vector2);
  70406. }
  70407. /**
  70408. * Represents a 2D path made up of multiple 2D points
  70409. */
  70410. export class Path2 {
  70411. private _points;
  70412. private _length;
  70413. /**
  70414. * If the path start and end point are the same
  70415. */
  70416. closed: boolean;
  70417. /**
  70418. * Creates a Path2 object from the starting 2D coordinates x and y.
  70419. * @param x the starting points x value
  70420. * @param y the starting points y value
  70421. */
  70422. constructor(x: number, y: number);
  70423. /**
  70424. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70425. * @param x the added points x value
  70426. * @param y the added points y value
  70427. * @returns the updated Path2.
  70428. */
  70429. addLineTo(x: number, y: number): Path2;
  70430. /**
  70431. * 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.
  70432. * @param midX middle point x value
  70433. * @param midY middle point y value
  70434. * @param endX end point x value
  70435. * @param endY end point y value
  70436. * @param numberOfSegments (default: 36)
  70437. * @returns the updated Path2.
  70438. */
  70439. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70440. /**
  70441. * Closes the Path2.
  70442. * @returns the Path2.
  70443. */
  70444. close(): Path2;
  70445. /**
  70446. * Gets the sum of the distance between each sequential point in the path
  70447. * @returns the Path2 total length (float).
  70448. */
  70449. length(): number;
  70450. /**
  70451. * Gets the points which construct the path
  70452. * @returns the Path2 internal array of points.
  70453. */
  70454. getPoints(): Vector2[];
  70455. /**
  70456. * Retreives the point at the distance aways from the starting point
  70457. * @param normalizedLengthPosition the length along the path to retreive the point from
  70458. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70459. */
  70460. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70461. /**
  70462. * Creates a new path starting from an x and y position
  70463. * @param x starting x value
  70464. * @param y starting y value
  70465. * @returns a new Path2 starting at the coordinates (x, y).
  70466. */
  70467. static StartingAt(x: number, y: number): Path2;
  70468. }
  70469. /**
  70470. * Represents a 3D path made up of multiple 3D points
  70471. */
  70472. export class Path3D {
  70473. /**
  70474. * an array of Vector3, the curve axis of the Path3D
  70475. */
  70476. path: Vector3[];
  70477. private _curve;
  70478. private _distances;
  70479. private _tangents;
  70480. private _normals;
  70481. private _binormals;
  70482. private _raw;
  70483. /**
  70484. * new Path3D(path, normal, raw)
  70485. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70486. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70487. * @param path an array of Vector3, the curve axis of the Path3D
  70488. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70489. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70490. */
  70491. constructor(
  70492. /**
  70493. * an array of Vector3, the curve axis of the Path3D
  70494. */
  70495. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70496. /**
  70497. * Returns the Path3D array of successive Vector3 designing its curve.
  70498. * @returns the Path3D array of successive Vector3 designing its curve.
  70499. */
  70500. getCurve(): Vector3[];
  70501. /**
  70502. * Returns an array populated with tangent vectors on each Path3D curve point.
  70503. * @returns an array populated with tangent vectors on each Path3D curve point.
  70504. */
  70505. getTangents(): Vector3[];
  70506. /**
  70507. * Returns an array populated with normal vectors on each Path3D curve point.
  70508. * @returns an array populated with normal vectors on each Path3D curve point.
  70509. */
  70510. getNormals(): Vector3[];
  70511. /**
  70512. * Returns an array populated with binormal vectors on each Path3D curve point.
  70513. * @returns an array populated with binormal vectors on each Path3D curve point.
  70514. */
  70515. getBinormals(): Vector3[];
  70516. /**
  70517. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70518. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70519. */
  70520. getDistances(): number[];
  70521. /**
  70522. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70523. * @param path path which all values are copied into the curves points
  70524. * @param firstNormal which should be projected onto the curve
  70525. * @returns the same object updated.
  70526. */
  70527. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70528. private _compute;
  70529. private _getFirstNonNullVector;
  70530. private _getLastNonNullVector;
  70531. private _normalVector;
  70532. }
  70533. /**
  70534. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70535. * A Curve3 is designed from a series of successive Vector3.
  70536. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70537. */
  70538. export class Curve3 {
  70539. private _points;
  70540. private _length;
  70541. /**
  70542. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70543. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70544. * @param v1 (Vector3) the control point
  70545. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70546. * @param nbPoints (integer) the wanted number of points in the curve
  70547. * @returns the created Curve3
  70548. */
  70549. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70550. /**
  70551. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70552. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70553. * @param v1 (Vector3) the first control point
  70554. * @param v2 (Vector3) the second control point
  70555. * @param v3 (Vector3) the end point of the Cubic Bezier
  70556. * @param nbPoints (integer) the wanted number of points in the curve
  70557. * @returns the created Curve3
  70558. */
  70559. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70560. /**
  70561. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70562. * @param p1 (Vector3) the origin point of the Hermite Spline
  70563. * @param t1 (Vector3) the tangent vector at the origin point
  70564. * @param p2 (Vector3) the end point of the Hermite Spline
  70565. * @param t2 (Vector3) the tangent vector at the end point
  70566. * @param nbPoints (integer) the wanted number of points in the curve
  70567. * @returns the created Curve3
  70568. */
  70569. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70570. /**
  70571. * Returns a Curve3 object along a CatmullRom Spline curve :
  70572. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70573. * @param nbPoints (integer) the wanted number of points between each curve control points
  70574. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70575. * @returns the created Curve3
  70576. */
  70577. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70578. /**
  70579. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70580. * A Curve3 is designed from a series of successive Vector3.
  70581. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70582. * @param points points which make up the curve
  70583. */
  70584. constructor(points: Vector3[]);
  70585. /**
  70586. * @returns the Curve3 stored array of successive Vector3
  70587. */
  70588. getPoints(): Vector3[];
  70589. /**
  70590. * @returns the computed length (float) of the curve.
  70591. */
  70592. length(): number;
  70593. /**
  70594. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70595. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70596. * curveA and curveB keep unchanged.
  70597. * @param curve the curve to continue from this curve
  70598. * @returns the newly constructed curve
  70599. */
  70600. continue(curve: DeepImmutable<Curve3>): Curve3;
  70601. private _computeLength;
  70602. }
  70603. }
  70604. declare module BABYLON {
  70605. /**
  70606. * This represents the main contract an easing function should follow.
  70607. * Easing functions are used throughout the animation system.
  70608. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70609. */
  70610. export interface IEasingFunction {
  70611. /**
  70612. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70613. * of the easing function.
  70614. * The link below provides some of the most common examples of easing functions.
  70615. * @see https://easings.net/
  70616. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70617. * @returns the corresponding value on the curve defined by the easing function
  70618. */
  70619. ease(gradient: number): number;
  70620. }
  70621. /**
  70622. * Base class used for every default easing function.
  70623. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70624. */
  70625. export class EasingFunction implements IEasingFunction {
  70626. /**
  70627. * Interpolation follows the mathematical formula associated with the easing function.
  70628. */
  70629. static readonly EASINGMODE_EASEIN: number;
  70630. /**
  70631. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70632. */
  70633. static readonly EASINGMODE_EASEOUT: number;
  70634. /**
  70635. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70636. */
  70637. static readonly EASINGMODE_EASEINOUT: number;
  70638. private _easingMode;
  70639. /**
  70640. * Sets the easing mode of the current function.
  70641. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70642. */
  70643. setEasingMode(easingMode: number): void;
  70644. /**
  70645. * Gets the current easing mode.
  70646. * @returns the easing mode
  70647. */
  70648. getEasingMode(): number;
  70649. /**
  70650. * @hidden
  70651. */
  70652. easeInCore(gradient: number): number;
  70653. /**
  70654. * Given an input gradient between 0 and 1, this returns the corresponding value
  70655. * of the easing function.
  70656. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70657. * @returns the corresponding value on the curve defined by the easing function
  70658. */
  70659. ease(gradient: number): number;
  70660. }
  70661. /**
  70662. * Easing function with a circle shape (see link below).
  70663. * @see https://easings.net/#easeInCirc
  70664. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70665. */
  70666. export class CircleEase extends EasingFunction implements IEasingFunction {
  70667. /** @hidden */
  70668. easeInCore(gradient: number): number;
  70669. }
  70670. /**
  70671. * Easing function with a ease back shape (see link below).
  70672. * @see https://easings.net/#easeInBack
  70673. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70674. */
  70675. export class BackEase extends EasingFunction implements IEasingFunction {
  70676. /** Defines the amplitude of the function */
  70677. amplitude: number;
  70678. /**
  70679. * Instantiates a back ease easing
  70680. * @see https://easings.net/#easeInBack
  70681. * @param amplitude Defines the amplitude of the function
  70682. */
  70683. constructor(
  70684. /** Defines the amplitude of the function */
  70685. amplitude?: number);
  70686. /** @hidden */
  70687. easeInCore(gradient: number): number;
  70688. }
  70689. /**
  70690. * Easing function with a bouncing shape (see link below).
  70691. * @see https://easings.net/#easeInBounce
  70692. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70693. */
  70694. export class BounceEase extends EasingFunction implements IEasingFunction {
  70695. /** Defines the number of bounces */
  70696. bounces: number;
  70697. /** Defines the amplitude of the bounce */
  70698. bounciness: number;
  70699. /**
  70700. * Instantiates a bounce easing
  70701. * @see https://easings.net/#easeInBounce
  70702. * @param bounces Defines the number of bounces
  70703. * @param bounciness Defines the amplitude of the bounce
  70704. */
  70705. constructor(
  70706. /** Defines the number of bounces */
  70707. bounces?: number,
  70708. /** Defines the amplitude of the bounce */
  70709. bounciness?: number);
  70710. /** @hidden */
  70711. easeInCore(gradient: number): number;
  70712. }
  70713. /**
  70714. * Easing function with a power of 3 shape (see link below).
  70715. * @see https://easings.net/#easeInCubic
  70716. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70717. */
  70718. export class CubicEase extends EasingFunction implements IEasingFunction {
  70719. /** @hidden */
  70720. easeInCore(gradient: number): number;
  70721. }
  70722. /**
  70723. * Easing function with an elastic shape (see link below).
  70724. * @see https://easings.net/#easeInElastic
  70725. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70726. */
  70727. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70728. /** Defines the number of oscillations*/
  70729. oscillations: number;
  70730. /** Defines the amplitude of the oscillations*/
  70731. springiness: number;
  70732. /**
  70733. * Instantiates an elastic easing function
  70734. * @see https://easings.net/#easeInElastic
  70735. * @param oscillations Defines the number of oscillations
  70736. * @param springiness Defines the amplitude of the oscillations
  70737. */
  70738. constructor(
  70739. /** Defines the number of oscillations*/
  70740. oscillations?: number,
  70741. /** Defines the amplitude of the oscillations*/
  70742. springiness?: number);
  70743. /** @hidden */
  70744. easeInCore(gradient: number): number;
  70745. }
  70746. /**
  70747. * Easing function with an exponential shape (see link below).
  70748. * @see https://easings.net/#easeInExpo
  70749. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70750. */
  70751. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70752. /** Defines the exponent of the function */
  70753. exponent: number;
  70754. /**
  70755. * Instantiates an exponential easing function
  70756. * @see https://easings.net/#easeInExpo
  70757. * @param exponent Defines the exponent of the function
  70758. */
  70759. constructor(
  70760. /** Defines the exponent of the function */
  70761. exponent?: number);
  70762. /** @hidden */
  70763. easeInCore(gradient: number): number;
  70764. }
  70765. /**
  70766. * Easing function with a power shape (see link below).
  70767. * @see https://easings.net/#easeInQuad
  70768. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70769. */
  70770. export class PowerEase extends EasingFunction implements IEasingFunction {
  70771. /** Defines the power of the function */
  70772. power: number;
  70773. /**
  70774. * Instantiates an power base easing function
  70775. * @see https://easings.net/#easeInQuad
  70776. * @param power Defines the power of the function
  70777. */
  70778. constructor(
  70779. /** Defines the power of the function */
  70780. power?: number);
  70781. /** @hidden */
  70782. easeInCore(gradient: number): number;
  70783. }
  70784. /**
  70785. * Easing function with a power of 2 shape (see link below).
  70786. * @see https://easings.net/#easeInQuad
  70787. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70788. */
  70789. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70790. /** @hidden */
  70791. easeInCore(gradient: number): number;
  70792. }
  70793. /**
  70794. * Easing function with a power of 4 shape (see link below).
  70795. * @see https://easings.net/#easeInQuart
  70796. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70797. */
  70798. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70799. /** @hidden */
  70800. easeInCore(gradient: number): number;
  70801. }
  70802. /**
  70803. * Easing function with a power of 5 shape (see link below).
  70804. * @see https://easings.net/#easeInQuint
  70805. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70806. */
  70807. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70808. /** @hidden */
  70809. easeInCore(gradient: number): number;
  70810. }
  70811. /**
  70812. * Easing function with a sin shape (see link below).
  70813. * @see https://easings.net/#easeInSine
  70814. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70815. */
  70816. export class SineEase extends EasingFunction implements IEasingFunction {
  70817. /** @hidden */
  70818. easeInCore(gradient: number): number;
  70819. }
  70820. /**
  70821. * Easing function with a bezier shape (see link below).
  70822. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70823. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70824. */
  70825. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70826. /** Defines the x component of the start tangent in the bezier curve */
  70827. x1: number;
  70828. /** Defines the y component of the start tangent in the bezier curve */
  70829. y1: number;
  70830. /** Defines the x component of the end tangent in the bezier curve */
  70831. x2: number;
  70832. /** Defines the y component of the end tangent in the bezier curve */
  70833. y2: number;
  70834. /**
  70835. * Instantiates a bezier function
  70836. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70837. * @param x1 Defines the x component of the start tangent in the bezier curve
  70838. * @param y1 Defines the y component of the start tangent in the bezier curve
  70839. * @param x2 Defines the x component of the end tangent in the bezier curve
  70840. * @param y2 Defines the y component of the end tangent in the bezier curve
  70841. */
  70842. constructor(
  70843. /** Defines the x component of the start tangent in the bezier curve */
  70844. x1?: number,
  70845. /** Defines the y component of the start tangent in the bezier curve */
  70846. y1?: number,
  70847. /** Defines the x component of the end tangent in the bezier curve */
  70848. x2?: number,
  70849. /** Defines the y component of the end tangent in the bezier curve */
  70850. y2?: number);
  70851. /** @hidden */
  70852. easeInCore(gradient: number): number;
  70853. }
  70854. }
  70855. declare module BABYLON {
  70856. /**
  70857. * Defines an interface which represents an animation key frame
  70858. */
  70859. export interface IAnimationKey {
  70860. /**
  70861. * Frame of the key frame
  70862. */
  70863. frame: number;
  70864. /**
  70865. * Value at the specifies key frame
  70866. */
  70867. value: any;
  70868. /**
  70869. * The input tangent for the cubic hermite spline
  70870. */
  70871. inTangent?: any;
  70872. /**
  70873. * The output tangent for the cubic hermite spline
  70874. */
  70875. outTangent?: any;
  70876. /**
  70877. * The animation interpolation type
  70878. */
  70879. interpolation?: AnimationKeyInterpolation;
  70880. }
  70881. /**
  70882. * Enum for the animation key frame interpolation type
  70883. */
  70884. export enum AnimationKeyInterpolation {
  70885. /**
  70886. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70887. */
  70888. STEP = 1
  70889. }
  70890. }
  70891. declare module BABYLON {
  70892. /**
  70893. * Represents the range of an animation
  70894. */
  70895. export class AnimationRange {
  70896. /**The name of the animation range**/
  70897. name: string;
  70898. /**The starting frame of the animation */
  70899. from: number;
  70900. /**The ending frame of the animation*/
  70901. to: number;
  70902. /**
  70903. * Initializes the range of an animation
  70904. * @param name The name of the animation range
  70905. * @param from The starting frame of the animation
  70906. * @param to The ending frame of the animation
  70907. */
  70908. constructor(
  70909. /**The name of the animation range**/
  70910. name: string,
  70911. /**The starting frame of the animation */
  70912. from: number,
  70913. /**The ending frame of the animation*/
  70914. to: number);
  70915. /**
  70916. * Makes a copy of the animation range
  70917. * @returns A copy of the animation range
  70918. */
  70919. clone(): AnimationRange;
  70920. }
  70921. }
  70922. declare module BABYLON {
  70923. /**
  70924. * Composed of a frame, and an action function
  70925. */
  70926. export class AnimationEvent {
  70927. /** The frame for which the event is triggered **/
  70928. frame: number;
  70929. /** The event to perform when triggered **/
  70930. action: (currentFrame: number) => void;
  70931. /** Specifies if the event should be triggered only once**/
  70932. onlyOnce?: boolean | undefined;
  70933. /**
  70934. * Specifies if the animation event is done
  70935. */
  70936. isDone: boolean;
  70937. /**
  70938. * Initializes the animation event
  70939. * @param frame The frame for which the event is triggered
  70940. * @param action The event to perform when triggered
  70941. * @param onlyOnce Specifies if the event should be triggered only once
  70942. */
  70943. constructor(
  70944. /** The frame for which the event is triggered **/
  70945. frame: number,
  70946. /** The event to perform when triggered **/
  70947. action: (currentFrame: number) => void,
  70948. /** Specifies if the event should be triggered only once**/
  70949. onlyOnce?: boolean | undefined);
  70950. /** @hidden */
  70951. _clone(): AnimationEvent;
  70952. }
  70953. }
  70954. declare module BABYLON {
  70955. /**
  70956. * Interface used to define a behavior
  70957. */
  70958. export interface Behavior<T> {
  70959. /** gets or sets behavior's name */
  70960. name: string;
  70961. /**
  70962. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70963. */
  70964. init(): void;
  70965. /**
  70966. * Called when the behavior is attached to a target
  70967. * @param target defines the target where the behavior is attached to
  70968. */
  70969. attach(target: T): void;
  70970. /**
  70971. * Called when the behavior is detached from its target
  70972. */
  70973. detach(): void;
  70974. }
  70975. /**
  70976. * Interface implemented by classes supporting behaviors
  70977. */
  70978. export interface IBehaviorAware<T> {
  70979. /**
  70980. * Attach a behavior
  70981. * @param behavior defines the behavior to attach
  70982. * @returns the current host
  70983. */
  70984. addBehavior(behavior: Behavior<T>): T;
  70985. /**
  70986. * Remove a behavior from the current object
  70987. * @param behavior defines the behavior to detach
  70988. * @returns the current host
  70989. */
  70990. removeBehavior(behavior: Behavior<T>): T;
  70991. /**
  70992. * Gets a behavior using its name to search
  70993. * @param name defines the name to search
  70994. * @returns the behavior or null if not found
  70995. */
  70996. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70997. }
  70998. }
  70999. declare module BABYLON {
  71000. /**
  71001. * Defines an array and its length.
  71002. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71003. */
  71004. export interface ISmartArrayLike<T> {
  71005. /**
  71006. * The data of the array.
  71007. */
  71008. data: Array<T>;
  71009. /**
  71010. * The active length of the array.
  71011. */
  71012. length: number;
  71013. }
  71014. /**
  71015. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71016. */
  71017. export class SmartArray<T> implements ISmartArrayLike<T> {
  71018. /**
  71019. * The full set of data from the array.
  71020. */
  71021. data: Array<T>;
  71022. /**
  71023. * The active length of the array.
  71024. */
  71025. length: number;
  71026. protected _id: number;
  71027. /**
  71028. * Instantiates a Smart Array.
  71029. * @param capacity defines the default capacity of the array.
  71030. */
  71031. constructor(capacity: number);
  71032. /**
  71033. * Pushes a value at the end of the active data.
  71034. * @param value defines the object to push in the array.
  71035. */
  71036. push(value: T): void;
  71037. /**
  71038. * Iterates over the active data and apply the lambda to them.
  71039. * @param func defines the action to apply on each value.
  71040. */
  71041. forEach(func: (content: T) => void): void;
  71042. /**
  71043. * Sorts the full sets of data.
  71044. * @param compareFn defines the comparison function to apply.
  71045. */
  71046. sort(compareFn: (a: T, b: T) => number): void;
  71047. /**
  71048. * Resets the active data to an empty array.
  71049. */
  71050. reset(): void;
  71051. /**
  71052. * Releases all the data from the array as well as the array.
  71053. */
  71054. dispose(): void;
  71055. /**
  71056. * Concats the active data with a given array.
  71057. * @param array defines the data to concatenate with.
  71058. */
  71059. concat(array: any): void;
  71060. /**
  71061. * Returns the position of a value in the active data.
  71062. * @param value defines the value to find the index for
  71063. * @returns the index if found in the active data otherwise -1
  71064. */
  71065. indexOf(value: T): number;
  71066. /**
  71067. * Returns whether an element is part of the active data.
  71068. * @param value defines the value to look for
  71069. * @returns true if found in the active data otherwise false
  71070. */
  71071. contains(value: T): boolean;
  71072. private static _GlobalId;
  71073. }
  71074. /**
  71075. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71076. * The data in this array can only be present once
  71077. */
  71078. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  71079. private _duplicateId;
  71080. /**
  71081. * Pushes a value at the end of the active data.
  71082. * THIS DOES NOT PREVENT DUPPLICATE DATA
  71083. * @param value defines the object to push in the array.
  71084. */
  71085. push(value: T): void;
  71086. /**
  71087. * Pushes a value at the end of the active data.
  71088. * If the data is already present, it won t be added again
  71089. * @param value defines the object to push in the array.
  71090. * @returns true if added false if it was already present
  71091. */
  71092. pushNoDuplicate(value: T): boolean;
  71093. /**
  71094. * Resets the active data to an empty array.
  71095. */
  71096. reset(): void;
  71097. /**
  71098. * Concats the active data with a given array.
  71099. * This ensures no dupplicate will be present in the result.
  71100. * @param array defines the data to concatenate with.
  71101. */
  71102. concatWithNoDuplicate(array: any): void;
  71103. }
  71104. }
  71105. declare module BABYLON {
  71106. /**
  71107. * @ignore
  71108. * This is a list of all the different input types that are available in the application.
  71109. * Fo instance: ArcRotateCameraGamepadInput...
  71110. */
  71111. export var CameraInputTypes: {};
  71112. /**
  71113. * This is the contract to implement in order to create a new input class.
  71114. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  71115. */
  71116. export interface ICameraInput<TCamera extends Camera> {
  71117. /**
  71118. * Defines the camera the input is attached to.
  71119. */
  71120. camera: Nullable<TCamera>;
  71121. /**
  71122. * Gets the class name of the current intput.
  71123. * @returns the class name
  71124. */
  71125. getClassName(): string;
  71126. /**
  71127. * Get the friendly name associated with the input class.
  71128. * @returns the input friendly name
  71129. */
  71130. getSimpleName(): string;
  71131. /**
  71132. * Attach the input controls to a specific dom element to get the input from.
  71133. * @param element Defines the element the controls should be listened from
  71134. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71135. */
  71136. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71137. /**
  71138. * Detach the current controls from the specified dom element.
  71139. * @param element Defines the element to stop listening the inputs from
  71140. */
  71141. detachControl(element: Nullable<HTMLElement>): void;
  71142. /**
  71143. * Update the current camera state depending on the inputs that have been used this frame.
  71144. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71145. */
  71146. checkInputs?: () => void;
  71147. }
  71148. /**
  71149. * Represents a map of input types to input instance or input index to input instance.
  71150. */
  71151. export interface CameraInputsMap<TCamera extends Camera> {
  71152. /**
  71153. * Accessor to the input by input type.
  71154. */
  71155. [name: string]: ICameraInput<TCamera>;
  71156. /**
  71157. * Accessor to the input by input index.
  71158. */
  71159. [idx: number]: ICameraInput<TCamera>;
  71160. }
  71161. /**
  71162. * This represents the input manager used within a camera.
  71163. * It helps dealing with all the different kind of input attached to a camera.
  71164. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71165. */
  71166. export class CameraInputsManager<TCamera extends Camera> {
  71167. /**
  71168. * Defines the list of inputs attahed to the camera.
  71169. */
  71170. attached: CameraInputsMap<TCamera>;
  71171. /**
  71172. * Defines the dom element the camera is collecting inputs from.
  71173. * This is null if the controls have not been attached.
  71174. */
  71175. attachedElement: Nullable<HTMLElement>;
  71176. /**
  71177. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71178. */
  71179. noPreventDefault: boolean;
  71180. /**
  71181. * Defined the camera the input manager belongs to.
  71182. */
  71183. camera: TCamera;
  71184. /**
  71185. * Update the current camera state depending on the inputs that have been used this frame.
  71186. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71187. */
  71188. checkInputs: () => void;
  71189. /**
  71190. * Instantiate a new Camera Input Manager.
  71191. * @param camera Defines the camera the input manager blongs to
  71192. */
  71193. constructor(camera: TCamera);
  71194. /**
  71195. * Add an input method to a camera
  71196. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71197. * @param input camera input method
  71198. */
  71199. add(input: ICameraInput<TCamera>): void;
  71200. /**
  71201. * Remove a specific input method from a camera
  71202. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71203. * @param inputToRemove camera input method
  71204. */
  71205. remove(inputToRemove: ICameraInput<TCamera>): void;
  71206. /**
  71207. * Remove a specific input type from a camera
  71208. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71209. * @param inputType the type of the input to remove
  71210. */
  71211. removeByType(inputType: string): void;
  71212. private _addCheckInputs;
  71213. /**
  71214. * Attach the input controls to the currently attached dom element to listen the events from.
  71215. * @param input Defines the input to attach
  71216. */
  71217. attachInput(input: ICameraInput<TCamera>): void;
  71218. /**
  71219. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71220. * @param element Defines the dom element to collect the events from
  71221. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71222. */
  71223. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71224. /**
  71225. * Detach the current manager inputs controls from a specific dom element.
  71226. * @param element Defines the dom element to collect the events from
  71227. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71228. */
  71229. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71230. /**
  71231. * Rebuild the dynamic inputCheck function from the current list of
  71232. * defined inputs in the manager.
  71233. */
  71234. rebuildInputCheck(): void;
  71235. /**
  71236. * Remove all attached input methods from a camera
  71237. */
  71238. clear(): void;
  71239. /**
  71240. * Serialize the current input manager attached to a camera.
  71241. * This ensures than once parsed,
  71242. * the input associated to the camera will be identical to the current ones
  71243. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71244. */
  71245. serialize(serializedCamera: any): void;
  71246. /**
  71247. * Parses an input manager serialized JSON to restore the previous list of inputs
  71248. * and states associated to a camera.
  71249. * @param parsedCamera Defines the JSON to parse
  71250. */
  71251. parse(parsedCamera: any): void;
  71252. }
  71253. }
  71254. declare module BABYLON {
  71255. /**
  71256. * @hidden
  71257. */
  71258. export class IntersectionInfo {
  71259. bu: Nullable<number>;
  71260. bv: Nullable<number>;
  71261. distance: number;
  71262. faceId: number;
  71263. subMeshId: number;
  71264. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71265. }
  71266. }
  71267. declare module BABYLON {
  71268. /**
  71269. * Represens a plane by the equation ax + by + cz + d = 0
  71270. */
  71271. export class Plane {
  71272. private static _TmpMatrix;
  71273. /**
  71274. * Normal of the plane (a,b,c)
  71275. */
  71276. normal: Vector3;
  71277. /**
  71278. * d component of the plane
  71279. */
  71280. d: number;
  71281. /**
  71282. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71283. * @param a a component of the plane
  71284. * @param b b component of the plane
  71285. * @param c c component of the plane
  71286. * @param d d component of the plane
  71287. */
  71288. constructor(a: number, b: number, c: number, d: number);
  71289. /**
  71290. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71291. */
  71292. asArray(): number[];
  71293. /**
  71294. * @returns a new plane copied from the current Plane.
  71295. */
  71296. clone(): Plane;
  71297. /**
  71298. * @returns the string "Plane".
  71299. */
  71300. getClassName(): string;
  71301. /**
  71302. * @returns the Plane hash code.
  71303. */
  71304. getHashCode(): number;
  71305. /**
  71306. * Normalize the current Plane in place.
  71307. * @returns the updated Plane.
  71308. */
  71309. normalize(): Plane;
  71310. /**
  71311. * Applies a transformation the plane and returns the result
  71312. * @param transformation the transformation matrix to be applied to the plane
  71313. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71314. */
  71315. transform(transformation: DeepImmutable<Matrix>): Plane;
  71316. /**
  71317. * Calcualtte the dot product between the point and the plane normal
  71318. * @param point point to calculate the dot product with
  71319. * @returns the dot product (float) of the point coordinates and the plane normal.
  71320. */
  71321. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71322. /**
  71323. * Updates the current Plane from the plane defined by the three given points.
  71324. * @param point1 one of the points used to contruct the plane
  71325. * @param point2 one of the points used to contruct the plane
  71326. * @param point3 one of the points used to contruct the plane
  71327. * @returns the updated Plane.
  71328. */
  71329. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71330. /**
  71331. * Checks if the plane is facing a given direction
  71332. * @param direction the direction to check if the plane is facing
  71333. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71334. * @returns True is the vector "direction" is the same side than the plane normal.
  71335. */
  71336. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71337. /**
  71338. * Calculates the distance to a point
  71339. * @param point point to calculate distance to
  71340. * @returns the signed distance (float) from the given point to the Plane.
  71341. */
  71342. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71343. /**
  71344. * Creates a plane from an array
  71345. * @param array the array to create a plane from
  71346. * @returns a new Plane from the given array.
  71347. */
  71348. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71349. /**
  71350. * Creates a plane from three points
  71351. * @param point1 point used to create the plane
  71352. * @param point2 point used to create the plane
  71353. * @param point3 point used to create the plane
  71354. * @returns a new Plane defined by the three given points.
  71355. */
  71356. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71357. /**
  71358. * Creates a plane from an origin point and a normal
  71359. * @param origin origin of the plane to be constructed
  71360. * @param normal normal of the plane to be constructed
  71361. * @returns a new Plane the normal vector to this plane at the given origin point.
  71362. * Note : the vector "normal" is updated because normalized.
  71363. */
  71364. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71365. /**
  71366. * Calculates the distance from a plane and a point
  71367. * @param origin origin of the plane to be constructed
  71368. * @param normal normal of the plane to be constructed
  71369. * @param point point to calculate distance to
  71370. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71371. */
  71372. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71373. }
  71374. }
  71375. declare module BABYLON {
  71376. /**
  71377. * Class used to store bounding sphere information
  71378. */
  71379. export class BoundingSphere {
  71380. /**
  71381. * Gets the center of the bounding sphere in local space
  71382. */
  71383. readonly center: Vector3;
  71384. /**
  71385. * Radius of the bounding sphere in local space
  71386. */
  71387. radius: number;
  71388. /**
  71389. * Gets the center of the bounding sphere in world space
  71390. */
  71391. readonly centerWorld: Vector3;
  71392. /**
  71393. * Radius of the bounding sphere in world space
  71394. */
  71395. radiusWorld: number;
  71396. /**
  71397. * Gets the minimum vector in local space
  71398. */
  71399. readonly minimum: Vector3;
  71400. /**
  71401. * Gets the maximum vector in local space
  71402. */
  71403. readonly maximum: Vector3;
  71404. private _worldMatrix;
  71405. private static readonly TmpVector3;
  71406. /**
  71407. * Creates a new bounding sphere
  71408. * @param min defines the minimum vector (in local space)
  71409. * @param max defines the maximum vector (in local space)
  71410. * @param worldMatrix defines the new world matrix
  71411. */
  71412. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71413. /**
  71414. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71415. * @param min defines the new minimum vector (in local space)
  71416. * @param max defines the new maximum vector (in local space)
  71417. * @param worldMatrix defines the new world matrix
  71418. */
  71419. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71420. /**
  71421. * Scale the current bounding sphere by applying a scale factor
  71422. * @param factor defines the scale factor to apply
  71423. * @returns the current bounding box
  71424. */
  71425. scale(factor: number): BoundingSphere;
  71426. /**
  71427. * Gets the world matrix of the bounding box
  71428. * @returns a matrix
  71429. */
  71430. getWorldMatrix(): DeepImmutable<Matrix>;
  71431. /** @hidden */
  71432. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71433. /**
  71434. * Tests if the bounding sphere is intersecting the frustum planes
  71435. * @param frustumPlanes defines the frustum planes to test
  71436. * @returns true if there is an intersection
  71437. */
  71438. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71439. /**
  71440. * Tests if the bounding sphere center is in between the frustum planes.
  71441. * Used for optimistic fast inclusion.
  71442. * @param frustumPlanes defines the frustum planes to test
  71443. * @returns true if the sphere center is in between the frustum planes
  71444. */
  71445. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71446. /**
  71447. * Tests if a point is inside the bounding sphere
  71448. * @param point defines the point to test
  71449. * @returns true if the point is inside the bounding sphere
  71450. */
  71451. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71452. /**
  71453. * Checks if two sphere intersct
  71454. * @param sphere0 sphere 0
  71455. * @param sphere1 sphere 1
  71456. * @returns true if the speres intersect
  71457. */
  71458. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71459. }
  71460. }
  71461. declare module BABYLON {
  71462. /**
  71463. * Class used to store bounding box information
  71464. */
  71465. export class BoundingBox implements ICullable {
  71466. /**
  71467. * Gets the 8 vectors representing the bounding box in local space
  71468. */
  71469. readonly vectors: Vector3[];
  71470. /**
  71471. * Gets the center of the bounding box in local space
  71472. */
  71473. readonly center: Vector3;
  71474. /**
  71475. * Gets the center of the bounding box in world space
  71476. */
  71477. readonly centerWorld: Vector3;
  71478. /**
  71479. * Gets the extend size in local space
  71480. */
  71481. readonly extendSize: Vector3;
  71482. /**
  71483. * Gets the extend size in world space
  71484. */
  71485. readonly extendSizeWorld: Vector3;
  71486. /**
  71487. * Gets the OBB (object bounding box) directions
  71488. */
  71489. readonly directions: Vector3[];
  71490. /**
  71491. * Gets the 8 vectors representing the bounding box in world space
  71492. */
  71493. readonly vectorsWorld: Vector3[];
  71494. /**
  71495. * Gets the minimum vector in world space
  71496. */
  71497. readonly minimumWorld: Vector3;
  71498. /**
  71499. * Gets the maximum vector in world space
  71500. */
  71501. readonly maximumWorld: Vector3;
  71502. /**
  71503. * Gets the minimum vector in local space
  71504. */
  71505. readonly minimum: Vector3;
  71506. /**
  71507. * Gets the maximum vector in local space
  71508. */
  71509. readonly maximum: Vector3;
  71510. private _worldMatrix;
  71511. private static readonly TmpVector3;
  71512. /**
  71513. * @hidden
  71514. */
  71515. _tag: number;
  71516. /**
  71517. * Creates a new bounding box
  71518. * @param min defines the minimum vector (in local space)
  71519. * @param max defines the maximum vector (in local space)
  71520. * @param worldMatrix defines the new world matrix
  71521. */
  71522. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71523. /**
  71524. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71525. * @param min defines the new minimum vector (in local space)
  71526. * @param max defines the new maximum vector (in local space)
  71527. * @param worldMatrix defines the new world matrix
  71528. */
  71529. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71530. /**
  71531. * Scale the current bounding box by applying a scale factor
  71532. * @param factor defines the scale factor to apply
  71533. * @returns the current bounding box
  71534. */
  71535. scale(factor: number): BoundingBox;
  71536. /**
  71537. * Gets the world matrix of the bounding box
  71538. * @returns a matrix
  71539. */
  71540. getWorldMatrix(): DeepImmutable<Matrix>;
  71541. /** @hidden */
  71542. _update(world: DeepImmutable<Matrix>): void;
  71543. /**
  71544. * Tests if the bounding box is intersecting the frustum planes
  71545. * @param frustumPlanes defines the frustum planes to test
  71546. * @returns true if there is an intersection
  71547. */
  71548. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71549. /**
  71550. * Tests if the bounding box is entirely inside the frustum planes
  71551. * @param frustumPlanes defines the frustum planes to test
  71552. * @returns true if there is an inclusion
  71553. */
  71554. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71555. /**
  71556. * Tests if a point is inside the bounding box
  71557. * @param point defines the point to test
  71558. * @returns true if the point is inside the bounding box
  71559. */
  71560. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71561. /**
  71562. * Tests if the bounding box intersects with a bounding sphere
  71563. * @param sphere defines the sphere to test
  71564. * @returns true if there is an intersection
  71565. */
  71566. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71567. /**
  71568. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71569. * @param min defines the min vector to use
  71570. * @param max defines the max vector to use
  71571. * @returns true if there is an intersection
  71572. */
  71573. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71574. /**
  71575. * Tests if two bounding boxes are intersections
  71576. * @param box0 defines the first box to test
  71577. * @param box1 defines the second box to test
  71578. * @returns true if there is an intersection
  71579. */
  71580. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71581. /**
  71582. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71583. * @param minPoint defines the minimum vector of the bounding box
  71584. * @param maxPoint defines the maximum vector of the bounding box
  71585. * @param sphereCenter defines the sphere center
  71586. * @param sphereRadius defines the sphere radius
  71587. * @returns true if there is an intersection
  71588. */
  71589. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71590. /**
  71591. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71592. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71593. * @param frustumPlanes defines the frustum planes to test
  71594. * @return true if there is an inclusion
  71595. */
  71596. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71597. /**
  71598. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71599. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71600. * @param frustumPlanes defines the frustum planes to test
  71601. * @return true if there is an intersection
  71602. */
  71603. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71604. }
  71605. }
  71606. declare module BABYLON {
  71607. /** @hidden */
  71608. export class Collider {
  71609. /** Define if a collision was found */
  71610. collisionFound: boolean;
  71611. /**
  71612. * Define last intersection point in local space
  71613. */
  71614. intersectionPoint: Vector3;
  71615. /**
  71616. * Define last collided mesh
  71617. */
  71618. collidedMesh: Nullable<AbstractMesh>;
  71619. private _collisionPoint;
  71620. private _planeIntersectionPoint;
  71621. private _tempVector;
  71622. private _tempVector2;
  71623. private _tempVector3;
  71624. private _tempVector4;
  71625. private _edge;
  71626. private _baseToVertex;
  71627. private _destinationPoint;
  71628. private _slidePlaneNormal;
  71629. private _displacementVector;
  71630. /** @hidden */
  71631. _radius: Vector3;
  71632. /** @hidden */
  71633. _retry: number;
  71634. private _velocity;
  71635. private _basePoint;
  71636. private _epsilon;
  71637. /** @hidden */
  71638. _velocityWorldLength: number;
  71639. /** @hidden */
  71640. _basePointWorld: Vector3;
  71641. private _velocityWorld;
  71642. private _normalizedVelocity;
  71643. /** @hidden */
  71644. _initialVelocity: Vector3;
  71645. /** @hidden */
  71646. _initialPosition: Vector3;
  71647. private _nearestDistance;
  71648. private _collisionMask;
  71649. collisionMask: number;
  71650. /**
  71651. * Gets the plane normal used to compute the sliding response (in local space)
  71652. */
  71653. readonly slidePlaneNormal: Vector3;
  71654. /** @hidden */
  71655. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71656. /** @hidden */
  71657. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71658. /** @hidden */
  71659. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71660. /** @hidden */
  71661. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71662. /** @hidden */
  71663. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71664. /** @hidden */
  71665. _getResponse(pos: Vector3, vel: Vector3): void;
  71666. }
  71667. }
  71668. declare module BABYLON {
  71669. /**
  71670. * Interface for cullable objects
  71671. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71672. */
  71673. export interface ICullable {
  71674. /**
  71675. * Checks if the object or part of the object is in the frustum
  71676. * @param frustumPlanes Camera near/planes
  71677. * @returns true if the object is in frustum otherwise false
  71678. */
  71679. isInFrustum(frustumPlanes: Plane[]): boolean;
  71680. /**
  71681. * Checks if a cullable object (mesh...) is in the camera frustum
  71682. * Unlike isInFrustum this cheks the full bounding box
  71683. * @param frustumPlanes Camera near/planes
  71684. * @returns true if the object is in frustum otherwise false
  71685. */
  71686. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71687. }
  71688. /**
  71689. * Info for a bounding data of a mesh
  71690. */
  71691. export class BoundingInfo implements ICullable {
  71692. /**
  71693. * Bounding box for the mesh
  71694. */
  71695. readonly boundingBox: BoundingBox;
  71696. /**
  71697. * Bounding sphere for the mesh
  71698. */
  71699. readonly boundingSphere: BoundingSphere;
  71700. private _isLocked;
  71701. private static readonly TmpVector3;
  71702. /**
  71703. * Constructs bounding info
  71704. * @param minimum min vector of the bounding box/sphere
  71705. * @param maximum max vector of the bounding box/sphere
  71706. * @param worldMatrix defines the new world matrix
  71707. */
  71708. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71709. /**
  71710. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71711. * @param min defines the new minimum vector (in local space)
  71712. * @param max defines the new maximum vector (in local space)
  71713. * @param worldMatrix defines the new world matrix
  71714. */
  71715. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71716. /**
  71717. * min vector of the bounding box/sphere
  71718. */
  71719. readonly minimum: Vector3;
  71720. /**
  71721. * max vector of the bounding box/sphere
  71722. */
  71723. readonly maximum: Vector3;
  71724. /**
  71725. * If the info is locked and won't be updated to avoid perf overhead
  71726. */
  71727. isLocked: boolean;
  71728. /**
  71729. * Updates the bounding sphere and box
  71730. * @param world world matrix to be used to update
  71731. */
  71732. update(world: DeepImmutable<Matrix>): void;
  71733. /**
  71734. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71735. * @param center New center of the bounding info
  71736. * @param extend New extend of the bounding info
  71737. * @returns the current bounding info
  71738. */
  71739. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71740. /**
  71741. * Scale the current bounding info by applying a scale factor
  71742. * @param factor defines the scale factor to apply
  71743. * @returns the current bounding info
  71744. */
  71745. scale(factor: number): BoundingInfo;
  71746. /**
  71747. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71748. * @param frustumPlanes defines the frustum to test
  71749. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71750. * @returns true if the bounding info is in the frustum planes
  71751. */
  71752. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71753. /**
  71754. * Gets the world distance between the min and max points of the bounding box
  71755. */
  71756. readonly diagonalLength: number;
  71757. /**
  71758. * Checks if a cullable object (mesh...) is in the camera frustum
  71759. * Unlike isInFrustum this cheks the full bounding box
  71760. * @param frustumPlanes Camera near/planes
  71761. * @returns true if the object is in frustum otherwise false
  71762. */
  71763. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71764. /** @hidden */
  71765. _checkCollision(collider: Collider): boolean;
  71766. /**
  71767. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71768. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71769. * @param point the point to check intersection with
  71770. * @returns if the point intersects
  71771. */
  71772. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71773. /**
  71774. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71775. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71776. * @param boundingInfo the bounding info to check intersection with
  71777. * @param precise if the intersection should be done using OBB
  71778. * @returns if the bounding info intersects
  71779. */
  71780. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71781. }
  71782. }
  71783. declare module BABYLON {
  71784. /**
  71785. * Extracts minimum and maximum values from a list of indexed positions
  71786. * @param positions defines the positions to use
  71787. * @param indices defines the indices to the positions
  71788. * @param indexStart defines the start index
  71789. * @param indexCount defines the end index
  71790. * @param bias defines bias value to add to the result
  71791. * @return minimum and maximum values
  71792. */
  71793. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71794. minimum: Vector3;
  71795. maximum: Vector3;
  71796. };
  71797. /**
  71798. * Extracts minimum and maximum values from a list of positions
  71799. * @param positions defines the positions to use
  71800. * @param start defines the start index in the positions array
  71801. * @param count defines the number of positions to handle
  71802. * @param bias defines bias value to add to the result
  71803. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71804. * @return minimum and maximum values
  71805. */
  71806. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71807. minimum: Vector3;
  71808. maximum: Vector3;
  71809. };
  71810. }
  71811. declare module BABYLON {
  71812. /**
  71813. * Enum that determines the text-wrapping mode to use.
  71814. */
  71815. export enum InspectableType {
  71816. /**
  71817. * Checkbox for booleans
  71818. */
  71819. Checkbox = 0,
  71820. /**
  71821. * Sliders for numbers
  71822. */
  71823. Slider = 1,
  71824. /**
  71825. * Vector3
  71826. */
  71827. Vector3 = 2,
  71828. /**
  71829. * Quaternions
  71830. */
  71831. Quaternion = 3,
  71832. /**
  71833. * Color3
  71834. */
  71835. Color3 = 4,
  71836. /**
  71837. * String
  71838. */
  71839. String = 5
  71840. }
  71841. /**
  71842. * Interface used to define custom inspectable properties.
  71843. * This interface is used by the inspector to display custom property grids
  71844. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71845. */
  71846. export interface IInspectable {
  71847. /**
  71848. * Gets the label to display
  71849. */
  71850. label: string;
  71851. /**
  71852. * Gets the name of the property to edit
  71853. */
  71854. propertyName: string;
  71855. /**
  71856. * Gets the type of the editor to use
  71857. */
  71858. type: InspectableType;
  71859. /**
  71860. * Gets the minimum value of the property when using in "slider" mode
  71861. */
  71862. min?: number;
  71863. /**
  71864. * Gets the maximum value of the property when using in "slider" mode
  71865. */
  71866. max?: number;
  71867. /**
  71868. * Gets the setp to use when using in "slider" mode
  71869. */
  71870. step?: number;
  71871. }
  71872. }
  71873. declare module BABYLON {
  71874. /**
  71875. * Class used to provide helper for timing
  71876. */
  71877. export class TimingTools {
  71878. /**
  71879. * Polyfill for setImmediate
  71880. * @param action defines the action to execute after the current execution block
  71881. */
  71882. static SetImmediate(action: () => void): void;
  71883. }
  71884. }
  71885. declare module BABYLON {
  71886. /**
  71887. * Class used to enable instatition of objects by class name
  71888. */
  71889. export class InstantiationTools {
  71890. /**
  71891. * Use this object to register external classes like custom textures or material
  71892. * to allow the laoders to instantiate them
  71893. */
  71894. static RegisteredExternalClasses: {
  71895. [key: string]: Object;
  71896. };
  71897. /**
  71898. * Tries to instantiate a new object from a given class name
  71899. * @param className defines the class name to instantiate
  71900. * @returns the new object or null if the system was not able to do the instantiation
  71901. */
  71902. static Instantiate(className: string): any;
  71903. }
  71904. }
  71905. declare module BABYLON {
  71906. /**
  71907. * This represents the required contract to create a new type of texture loader.
  71908. */
  71909. export interface IInternalTextureLoader {
  71910. /**
  71911. * Defines wether the loader supports cascade loading the different faces.
  71912. */
  71913. supportCascades: boolean;
  71914. /**
  71915. * This returns if the loader support the current file information.
  71916. * @param extension defines the file extension of the file being loaded
  71917. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71918. * @param fallback defines the fallback internal texture if any
  71919. * @param isBase64 defines whether the texture is encoded as a base64
  71920. * @param isBuffer defines whether the texture data are stored as a buffer
  71921. * @returns true if the loader can load the specified file
  71922. */
  71923. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71924. /**
  71925. * Transform the url before loading if required.
  71926. * @param rootUrl the url of the texture
  71927. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71928. * @returns the transformed texture
  71929. */
  71930. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71931. /**
  71932. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71933. * @param rootUrl the url of the texture
  71934. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71935. * @returns the fallback texture
  71936. */
  71937. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71938. /**
  71939. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71940. * @param data contains the texture data
  71941. * @param texture defines the BabylonJS internal texture
  71942. * @param createPolynomials will be true if polynomials have been requested
  71943. * @param onLoad defines the callback to trigger once the texture is ready
  71944. * @param onError defines the callback to trigger in case of error
  71945. */
  71946. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71947. /**
  71948. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71949. * @param data contains the texture data
  71950. * @param texture defines the BabylonJS internal texture
  71951. * @param callback defines the method to call once ready to upload
  71952. */
  71953. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71954. }
  71955. }
  71956. declare module BABYLON {
  71957. interface Engine {
  71958. /**
  71959. * Creates a depth stencil cube texture.
  71960. * This is only available in WebGL 2.
  71961. * @param size The size of face edge in the cube texture.
  71962. * @param options The options defining the cube texture.
  71963. * @returns The cube texture
  71964. */
  71965. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71966. /**
  71967. * Creates a cube texture
  71968. * @param rootUrl defines the url where the files to load is located
  71969. * @param scene defines the current scene
  71970. * @param files defines the list of files to load (1 per face)
  71971. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71972. * @param onLoad defines an optional callback raised when the texture is loaded
  71973. * @param onError defines an optional callback raised if there is an issue to load the texture
  71974. * @param format defines the format of the data
  71975. * @param forcedExtension defines the extension to use to pick the right loader
  71976. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71977. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71978. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71979. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71980. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71981. * @returns the cube texture as an InternalTexture
  71982. */
  71983. 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;
  71984. /**
  71985. * Creates a cube texture
  71986. * @param rootUrl defines the url where the files to load is located
  71987. * @param scene defines the current scene
  71988. * @param files defines the list of files to load (1 per face)
  71989. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71990. * @param onLoad defines an optional callback raised when the texture is loaded
  71991. * @param onError defines an optional callback raised if there is an issue to load the texture
  71992. * @param format defines the format of the data
  71993. * @param forcedExtension defines the extension to use to pick the right loader
  71994. * @returns the cube texture as an InternalTexture
  71995. */
  71996. 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;
  71997. /**
  71998. * Creates a cube texture
  71999. * @param rootUrl defines the url where the files to load is located
  72000. * @param scene defines the current scene
  72001. * @param files defines the list of files to load (1 per face)
  72002. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72003. * @param onLoad defines an optional callback raised when the texture is loaded
  72004. * @param onError defines an optional callback raised if there is an issue to load the texture
  72005. * @param format defines the format of the data
  72006. * @param forcedExtension defines the extension to use to pick the right loader
  72007. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72008. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72009. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72010. * @returns the cube texture as an InternalTexture
  72011. */
  72012. 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;
  72013. /** @hidden */
  72014. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72015. /** @hidden */
  72016. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72017. /** @hidden */
  72018. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72019. /** @hidden */
  72020. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72021. }
  72022. }
  72023. declare module BABYLON {
  72024. /**
  72025. * Class for creating a cube texture
  72026. */
  72027. export class CubeTexture extends BaseTexture {
  72028. private _delayedOnLoad;
  72029. /**
  72030. * The url of the texture
  72031. */
  72032. url: string;
  72033. /**
  72034. * Gets or sets the center of the bounding box associated with the cube texture.
  72035. * It must define where the camera used to render the texture was set
  72036. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72037. */
  72038. boundingBoxPosition: Vector3;
  72039. private _boundingBoxSize;
  72040. /**
  72041. * Gets or sets the size of the bounding box associated with the cube texture
  72042. * When defined, the cubemap will switch to local mode
  72043. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72044. * @example https://www.babylonjs-playground.com/#RNASML
  72045. */
  72046. /**
  72047. * Returns the bounding box size
  72048. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72049. */
  72050. boundingBoxSize: Vector3;
  72051. protected _rotationY: number;
  72052. /**
  72053. * Sets texture matrix rotation angle around Y axis in radians.
  72054. */
  72055. /**
  72056. * Gets texture matrix rotation angle around Y axis radians.
  72057. */
  72058. rotationY: number;
  72059. /**
  72060. * Are mip maps generated for this texture or not.
  72061. */
  72062. readonly noMipmap: boolean;
  72063. private _noMipmap;
  72064. private _files;
  72065. private _extensions;
  72066. private _textureMatrix;
  72067. private _format;
  72068. private _createPolynomials;
  72069. /** @hidden */
  72070. _prefiltered: boolean;
  72071. /**
  72072. * Creates a cube texture from an array of image urls
  72073. * @param files defines an array of image urls
  72074. * @param scene defines the hosting scene
  72075. * @param noMipmap specifies if mip maps are not used
  72076. * @returns a cube texture
  72077. */
  72078. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  72079. /**
  72080. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72081. * @param url defines the url of the prefiltered texture
  72082. * @param scene defines the scene the texture is attached to
  72083. * @param forcedExtension defines the extension of the file if different from the url
  72084. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72085. * @return the prefiltered texture
  72086. */
  72087. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  72088. /**
  72089. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72090. * as prefiltered data.
  72091. * @param rootUrl defines the url of the texture or the root name of the six images
  72092. * @param scene defines the scene the texture is attached to
  72093. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72094. * @param noMipmap defines if mipmaps should be created or not
  72095. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  72096. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72097. * @param onError defines a callback triggered in case of error during load
  72098. * @param format defines the internal format to use for the texture once loaded
  72099. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72100. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72101. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72102. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72103. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72104. * @return the cube texture
  72105. */
  72106. 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);
  72107. /**
  72108. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  72109. */
  72110. readonly isPrefiltered: boolean;
  72111. /**
  72112. * Get the current class name of the texture useful for serialization or dynamic coding.
  72113. * @returns "CubeTexture"
  72114. */
  72115. getClassName(): string;
  72116. /**
  72117. * Update the url (and optional buffer) of this texture if url was null during construction.
  72118. * @param url the url of the texture
  72119. * @param forcedExtension defines the extension to use
  72120. * @param onLoad callback called when the texture is loaded (defaults to null)
  72121. */
  72122. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  72123. /**
  72124. * Delays loading of the cube texture
  72125. * @param forcedExtension defines the extension to use
  72126. */
  72127. delayLoad(forcedExtension?: string): void;
  72128. /**
  72129. * Returns the reflection texture matrix
  72130. * @returns the reflection texture matrix
  72131. */
  72132. getReflectionTextureMatrix(): Matrix;
  72133. /**
  72134. * Sets the reflection texture matrix
  72135. * @param value Reflection texture matrix
  72136. */
  72137. setReflectionTextureMatrix(value: Matrix): void;
  72138. /**
  72139. * Parses text to create a cube texture
  72140. * @param parsedTexture define the serialized text to read from
  72141. * @param scene defines the hosting scene
  72142. * @param rootUrl defines the root url of the cube texture
  72143. * @returns a cube texture
  72144. */
  72145. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  72146. /**
  72147. * Makes a clone, or deep copy, of the cube texture
  72148. * @returns a new cube texture
  72149. */
  72150. clone(): CubeTexture;
  72151. }
  72152. }
  72153. declare module BABYLON {
  72154. /**
  72155. * Manages the defines for the Material
  72156. */
  72157. export class MaterialDefines {
  72158. /** @hidden */
  72159. protected _keys: string[];
  72160. private _isDirty;
  72161. /** @hidden */
  72162. _renderId: number;
  72163. /** @hidden */
  72164. _areLightsDirty: boolean;
  72165. /** @hidden */
  72166. _areAttributesDirty: boolean;
  72167. /** @hidden */
  72168. _areTexturesDirty: boolean;
  72169. /** @hidden */
  72170. _areFresnelDirty: boolean;
  72171. /** @hidden */
  72172. _areMiscDirty: boolean;
  72173. /** @hidden */
  72174. _areImageProcessingDirty: boolean;
  72175. /** @hidden */
  72176. _normals: boolean;
  72177. /** @hidden */
  72178. _uvs: boolean;
  72179. /** @hidden */
  72180. _needNormals: boolean;
  72181. /** @hidden */
  72182. _needUVs: boolean;
  72183. [id: string]: any;
  72184. /**
  72185. * Specifies if the material needs to be re-calculated
  72186. */
  72187. readonly isDirty: boolean;
  72188. /**
  72189. * Marks the material to indicate that it has been re-calculated
  72190. */
  72191. markAsProcessed(): void;
  72192. /**
  72193. * Marks the material to indicate that it needs to be re-calculated
  72194. */
  72195. markAsUnprocessed(): void;
  72196. /**
  72197. * Marks the material to indicate all of its defines need to be re-calculated
  72198. */
  72199. markAllAsDirty(): void;
  72200. /**
  72201. * Marks the material to indicate that image processing needs to be re-calculated
  72202. */
  72203. markAsImageProcessingDirty(): void;
  72204. /**
  72205. * Marks the material to indicate the lights need to be re-calculated
  72206. */
  72207. markAsLightDirty(): void;
  72208. /**
  72209. * Marks the attribute state as changed
  72210. */
  72211. markAsAttributesDirty(): void;
  72212. /**
  72213. * Marks the texture state as changed
  72214. */
  72215. markAsTexturesDirty(): void;
  72216. /**
  72217. * Marks the fresnel state as changed
  72218. */
  72219. markAsFresnelDirty(): void;
  72220. /**
  72221. * Marks the misc state as changed
  72222. */
  72223. markAsMiscDirty(): void;
  72224. /**
  72225. * Rebuilds the material defines
  72226. */
  72227. rebuild(): void;
  72228. /**
  72229. * Specifies if two material defines are equal
  72230. * @param other - A material define instance to compare to
  72231. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72232. */
  72233. isEqual(other: MaterialDefines): boolean;
  72234. /**
  72235. * Clones this instance's defines to another instance
  72236. * @param other - material defines to clone values to
  72237. */
  72238. cloneTo(other: MaterialDefines): void;
  72239. /**
  72240. * Resets the material define values
  72241. */
  72242. reset(): void;
  72243. /**
  72244. * Converts the material define values to a string
  72245. * @returns - String of material define information
  72246. */
  72247. toString(): string;
  72248. }
  72249. }
  72250. declare module BABYLON {
  72251. /**
  72252. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72253. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72254. * 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;
  72255. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72256. */
  72257. export class ColorCurves {
  72258. private _dirty;
  72259. private _tempColor;
  72260. private _globalCurve;
  72261. private _highlightsCurve;
  72262. private _midtonesCurve;
  72263. private _shadowsCurve;
  72264. private _positiveCurve;
  72265. private _negativeCurve;
  72266. private _globalHue;
  72267. private _globalDensity;
  72268. private _globalSaturation;
  72269. private _globalExposure;
  72270. /**
  72271. * Gets the global Hue value.
  72272. * 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).
  72273. */
  72274. /**
  72275. * Sets the global Hue value.
  72276. * 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).
  72277. */
  72278. globalHue: number;
  72279. /**
  72280. * Gets the global Density value.
  72281. * 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.
  72282. * Values less than zero provide a filter of opposite hue.
  72283. */
  72284. /**
  72285. * Sets the global Density value.
  72286. * 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.
  72287. * Values less than zero provide a filter of opposite hue.
  72288. */
  72289. globalDensity: number;
  72290. /**
  72291. * Gets the global Saturation value.
  72292. * 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.
  72293. */
  72294. /**
  72295. * Sets the global Saturation value.
  72296. * 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.
  72297. */
  72298. globalSaturation: number;
  72299. /**
  72300. * Gets the global Exposure value.
  72301. * 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.
  72302. */
  72303. /**
  72304. * Sets the global Exposure value.
  72305. * 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.
  72306. */
  72307. globalExposure: number;
  72308. private _highlightsHue;
  72309. private _highlightsDensity;
  72310. private _highlightsSaturation;
  72311. private _highlightsExposure;
  72312. /**
  72313. * Gets the highlights Hue value.
  72314. * 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).
  72315. */
  72316. /**
  72317. * Sets the highlights Hue value.
  72318. * 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).
  72319. */
  72320. highlightsHue: number;
  72321. /**
  72322. * Gets the highlights Density value.
  72323. * 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.
  72324. * Values less than zero provide a filter of opposite hue.
  72325. */
  72326. /**
  72327. * Sets the highlights Density value.
  72328. * 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.
  72329. * Values less than zero provide a filter of opposite hue.
  72330. */
  72331. highlightsDensity: number;
  72332. /**
  72333. * Gets the highlights Saturation value.
  72334. * 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.
  72335. */
  72336. /**
  72337. * Sets the highlights Saturation value.
  72338. * 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.
  72339. */
  72340. highlightsSaturation: number;
  72341. /**
  72342. * Gets the highlights Exposure value.
  72343. * 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.
  72344. */
  72345. /**
  72346. * Sets the highlights Exposure value.
  72347. * 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.
  72348. */
  72349. highlightsExposure: number;
  72350. private _midtonesHue;
  72351. private _midtonesDensity;
  72352. private _midtonesSaturation;
  72353. private _midtonesExposure;
  72354. /**
  72355. * Gets the midtones Hue value.
  72356. * 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).
  72357. */
  72358. /**
  72359. * Sets the midtones Hue value.
  72360. * 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).
  72361. */
  72362. midtonesHue: number;
  72363. /**
  72364. * Gets the midtones Density value.
  72365. * 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.
  72366. * Values less than zero provide a filter of opposite hue.
  72367. */
  72368. /**
  72369. * Sets the midtones Density value.
  72370. * 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.
  72371. * Values less than zero provide a filter of opposite hue.
  72372. */
  72373. midtonesDensity: number;
  72374. /**
  72375. * Gets the midtones Saturation value.
  72376. * 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.
  72377. */
  72378. /**
  72379. * Sets the midtones Saturation value.
  72380. * 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.
  72381. */
  72382. midtonesSaturation: number;
  72383. /**
  72384. * Gets the midtones Exposure value.
  72385. * 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.
  72386. */
  72387. /**
  72388. * Sets the midtones Exposure value.
  72389. * 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.
  72390. */
  72391. midtonesExposure: number;
  72392. private _shadowsHue;
  72393. private _shadowsDensity;
  72394. private _shadowsSaturation;
  72395. private _shadowsExposure;
  72396. /**
  72397. * Gets the shadows Hue value.
  72398. * 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).
  72399. */
  72400. /**
  72401. * Sets the shadows Hue value.
  72402. * 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).
  72403. */
  72404. shadowsHue: number;
  72405. /**
  72406. * Gets the shadows Density value.
  72407. * 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.
  72408. * Values less than zero provide a filter of opposite hue.
  72409. */
  72410. /**
  72411. * Sets the shadows Density value.
  72412. * 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.
  72413. * Values less than zero provide a filter of opposite hue.
  72414. */
  72415. shadowsDensity: number;
  72416. /**
  72417. * Gets the shadows Saturation value.
  72418. * 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.
  72419. */
  72420. /**
  72421. * Sets the shadows Saturation value.
  72422. * 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.
  72423. */
  72424. shadowsSaturation: number;
  72425. /**
  72426. * Gets the shadows Exposure value.
  72427. * 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.
  72428. */
  72429. /**
  72430. * Sets the shadows Exposure value.
  72431. * 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.
  72432. */
  72433. shadowsExposure: number;
  72434. /**
  72435. * Returns the class name
  72436. * @returns The class name
  72437. */
  72438. getClassName(): string;
  72439. /**
  72440. * Binds the color curves to the shader.
  72441. * @param colorCurves The color curve to bind
  72442. * @param effect The effect to bind to
  72443. * @param positiveUniform The positive uniform shader parameter
  72444. * @param neutralUniform The neutral uniform shader parameter
  72445. * @param negativeUniform The negative uniform shader parameter
  72446. */
  72447. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72448. /**
  72449. * Prepare the list of uniforms associated with the ColorCurves effects.
  72450. * @param uniformsList The list of uniforms used in the effect
  72451. */
  72452. static PrepareUniforms(uniformsList: string[]): void;
  72453. /**
  72454. * Returns color grading data based on a hue, density, saturation and exposure value.
  72455. * @param filterHue The hue of the color filter.
  72456. * @param filterDensity The density of the color filter.
  72457. * @param saturation The saturation.
  72458. * @param exposure The exposure.
  72459. * @param result The result data container.
  72460. */
  72461. private getColorGradingDataToRef;
  72462. /**
  72463. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72464. * @param value The input slider value in range [-100,100].
  72465. * @returns Adjusted value.
  72466. */
  72467. private static applyColorGradingSliderNonlinear;
  72468. /**
  72469. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72470. * @param hue The hue (H) input.
  72471. * @param saturation The saturation (S) input.
  72472. * @param brightness The brightness (B) input.
  72473. * @result An RGBA color represented as Vector4.
  72474. */
  72475. private static fromHSBToRef;
  72476. /**
  72477. * Returns a value clamped between min and max
  72478. * @param value The value to clamp
  72479. * @param min The minimum of value
  72480. * @param max The maximum of value
  72481. * @returns The clamped value.
  72482. */
  72483. private static clamp;
  72484. /**
  72485. * Clones the current color curve instance.
  72486. * @return The cloned curves
  72487. */
  72488. clone(): ColorCurves;
  72489. /**
  72490. * Serializes the current color curve instance to a json representation.
  72491. * @return a JSON representation
  72492. */
  72493. serialize(): any;
  72494. /**
  72495. * Parses the color curve from a json representation.
  72496. * @param source the JSON source to parse
  72497. * @return The parsed curves
  72498. */
  72499. static Parse(source: any): ColorCurves;
  72500. }
  72501. }
  72502. declare module BABYLON {
  72503. /**
  72504. * Interface to follow in your material defines to integrate easily the
  72505. * Image proccessing functions.
  72506. * @hidden
  72507. */
  72508. export interface IImageProcessingConfigurationDefines {
  72509. IMAGEPROCESSING: boolean;
  72510. VIGNETTE: boolean;
  72511. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72512. VIGNETTEBLENDMODEOPAQUE: boolean;
  72513. TONEMAPPING: boolean;
  72514. TONEMAPPING_ACES: boolean;
  72515. CONTRAST: boolean;
  72516. EXPOSURE: boolean;
  72517. COLORCURVES: boolean;
  72518. COLORGRADING: boolean;
  72519. COLORGRADING3D: boolean;
  72520. SAMPLER3DGREENDEPTH: boolean;
  72521. SAMPLER3DBGRMAP: boolean;
  72522. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72523. }
  72524. /**
  72525. * @hidden
  72526. */
  72527. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72528. IMAGEPROCESSING: boolean;
  72529. VIGNETTE: boolean;
  72530. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72531. VIGNETTEBLENDMODEOPAQUE: boolean;
  72532. TONEMAPPING: boolean;
  72533. TONEMAPPING_ACES: boolean;
  72534. CONTRAST: boolean;
  72535. COLORCURVES: boolean;
  72536. COLORGRADING: boolean;
  72537. COLORGRADING3D: boolean;
  72538. SAMPLER3DGREENDEPTH: boolean;
  72539. SAMPLER3DBGRMAP: boolean;
  72540. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72541. EXPOSURE: boolean;
  72542. constructor();
  72543. }
  72544. /**
  72545. * This groups together the common properties used for image processing either in direct forward pass
  72546. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72547. * or not.
  72548. */
  72549. export class ImageProcessingConfiguration {
  72550. /**
  72551. * Default tone mapping applied in BabylonJS.
  72552. */
  72553. static readonly TONEMAPPING_STANDARD: number;
  72554. /**
  72555. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72556. * to other engines rendering to increase portability.
  72557. */
  72558. static readonly TONEMAPPING_ACES: number;
  72559. /**
  72560. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72561. */
  72562. colorCurves: Nullable<ColorCurves>;
  72563. private _colorCurvesEnabled;
  72564. /**
  72565. * Gets wether the color curves effect is enabled.
  72566. */
  72567. /**
  72568. * Sets wether the color curves effect is enabled.
  72569. */
  72570. colorCurvesEnabled: boolean;
  72571. private _colorGradingTexture;
  72572. /**
  72573. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72574. */
  72575. /**
  72576. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72577. */
  72578. colorGradingTexture: Nullable<BaseTexture>;
  72579. private _colorGradingEnabled;
  72580. /**
  72581. * Gets wether the color grading effect is enabled.
  72582. */
  72583. /**
  72584. * Sets wether the color grading effect is enabled.
  72585. */
  72586. colorGradingEnabled: boolean;
  72587. private _colorGradingWithGreenDepth;
  72588. /**
  72589. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72590. */
  72591. /**
  72592. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72593. */
  72594. colorGradingWithGreenDepth: boolean;
  72595. private _colorGradingBGR;
  72596. /**
  72597. * Gets wether the color grading texture contains BGR values.
  72598. */
  72599. /**
  72600. * Sets wether the color grading texture contains BGR values.
  72601. */
  72602. colorGradingBGR: boolean;
  72603. /** @hidden */
  72604. _exposure: number;
  72605. /**
  72606. * Gets the Exposure used in the effect.
  72607. */
  72608. /**
  72609. * Sets the Exposure used in the effect.
  72610. */
  72611. exposure: number;
  72612. private _toneMappingEnabled;
  72613. /**
  72614. * Gets wether the tone mapping effect is enabled.
  72615. */
  72616. /**
  72617. * Sets wether the tone mapping effect is enabled.
  72618. */
  72619. toneMappingEnabled: boolean;
  72620. private _toneMappingType;
  72621. /**
  72622. * Gets the type of tone mapping effect.
  72623. */
  72624. /**
  72625. * Sets the type of tone mapping effect used in BabylonJS.
  72626. */
  72627. toneMappingType: number;
  72628. protected _contrast: number;
  72629. /**
  72630. * Gets the contrast used in the effect.
  72631. */
  72632. /**
  72633. * Sets the contrast used in the effect.
  72634. */
  72635. contrast: number;
  72636. /**
  72637. * Vignette stretch size.
  72638. */
  72639. vignetteStretch: number;
  72640. /**
  72641. * Vignette centre X Offset.
  72642. */
  72643. vignetteCentreX: number;
  72644. /**
  72645. * Vignette centre Y Offset.
  72646. */
  72647. vignetteCentreY: number;
  72648. /**
  72649. * Vignette weight or intensity of the vignette effect.
  72650. */
  72651. vignetteWeight: number;
  72652. /**
  72653. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72654. * if vignetteEnabled is set to true.
  72655. */
  72656. vignetteColor: Color4;
  72657. /**
  72658. * Camera field of view used by the Vignette effect.
  72659. */
  72660. vignetteCameraFov: number;
  72661. private _vignetteBlendMode;
  72662. /**
  72663. * Gets the vignette blend mode allowing different kind of effect.
  72664. */
  72665. /**
  72666. * Sets the vignette blend mode allowing different kind of effect.
  72667. */
  72668. vignetteBlendMode: number;
  72669. private _vignetteEnabled;
  72670. /**
  72671. * Gets wether the vignette effect is enabled.
  72672. */
  72673. /**
  72674. * Sets wether the vignette effect is enabled.
  72675. */
  72676. vignetteEnabled: boolean;
  72677. private _applyByPostProcess;
  72678. /**
  72679. * Gets wether the image processing is applied through a post process or not.
  72680. */
  72681. /**
  72682. * Sets wether the image processing is applied through a post process or not.
  72683. */
  72684. applyByPostProcess: boolean;
  72685. private _isEnabled;
  72686. /**
  72687. * Gets wether the image processing is enabled or not.
  72688. */
  72689. /**
  72690. * Sets wether the image processing is enabled or not.
  72691. */
  72692. isEnabled: boolean;
  72693. /**
  72694. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72695. */
  72696. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72697. /**
  72698. * Method called each time the image processing information changes requires to recompile the effect.
  72699. */
  72700. protected _updateParameters(): void;
  72701. /**
  72702. * Gets the current class name.
  72703. * @return "ImageProcessingConfiguration"
  72704. */
  72705. getClassName(): string;
  72706. /**
  72707. * Prepare the list of uniforms associated with the Image Processing effects.
  72708. * @param uniforms The list of uniforms used in the effect
  72709. * @param defines the list of defines currently in use
  72710. */
  72711. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72712. /**
  72713. * Prepare the list of samplers associated with the Image Processing effects.
  72714. * @param samplersList The list of uniforms used in the effect
  72715. * @param defines the list of defines currently in use
  72716. */
  72717. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72718. /**
  72719. * Prepare the list of defines associated to the shader.
  72720. * @param defines the list of defines to complete
  72721. * @param forPostProcess Define if we are currently in post process mode or not
  72722. */
  72723. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72724. /**
  72725. * Returns true if all the image processing information are ready.
  72726. * @returns True if ready, otherwise, false
  72727. */
  72728. isReady(): boolean;
  72729. /**
  72730. * Binds the image processing to the shader.
  72731. * @param effect The effect to bind to
  72732. * @param aspectRatio Define the current aspect ratio of the effect
  72733. */
  72734. bind(effect: Effect, aspectRatio?: number): void;
  72735. /**
  72736. * Clones the current image processing instance.
  72737. * @return The cloned image processing
  72738. */
  72739. clone(): ImageProcessingConfiguration;
  72740. /**
  72741. * Serializes the current image processing instance to a json representation.
  72742. * @return a JSON representation
  72743. */
  72744. serialize(): any;
  72745. /**
  72746. * Parses the image processing from a json representation.
  72747. * @param source the JSON source to parse
  72748. * @return The parsed image processing
  72749. */
  72750. static Parse(source: any): ImageProcessingConfiguration;
  72751. private static _VIGNETTEMODE_MULTIPLY;
  72752. private static _VIGNETTEMODE_OPAQUE;
  72753. /**
  72754. * Used to apply the vignette as a mix with the pixel color.
  72755. */
  72756. static readonly VIGNETTEMODE_MULTIPLY: number;
  72757. /**
  72758. * Used to apply the vignette as a replacement of the pixel color.
  72759. */
  72760. static readonly VIGNETTEMODE_OPAQUE: number;
  72761. }
  72762. }
  72763. declare module BABYLON {
  72764. /** @hidden */
  72765. export var postprocessVertexShader: {
  72766. name: string;
  72767. shader: string;
  72768. };
  72769. }
  72770. declare module BABYLON {
  72771. /** Defines supported spaces */
  72772. export enum Space {
  72773. /** Local (object) space */
  72774. LOCAL = 0,
  72775. /** World space */
  72776. WORLD = 1,
  72777. /** Bone space */
  72778. BONE = 2
  72779. }
  72780. /** Defines the 3 main axes */
  72781. export class Axis {
  72782. /** X axis */
  72783. static X: Vector3;
  72784. /** Y axis */
  72785. static Y: Vector3;
  72786. /** Z axis */
  72787. static Z: Vector3;
  72788. }
  72789. }
  72790. declare module BABYLON {
  72791. /**
  72792. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72793. * This is the base of the follow, arc rotate cameras and Free camera
  72794. * @see http://doc.babylonjs.com/features/cameras
  72795. */
  72796. export class TargetCamera extends Camera {
  72797. private static _RigCamTransformMatrix;
  72798. private static _TargetTransformMatrix;
  72799. private static _TargetFocalPoint;
  72800. /**
  72801. * Define the current direction the camera is moving to
  72802. */
  72803. cameraDirection: Vector3;
  72804. /**
  72805. * Define the current rotation the camera is rotating to
  72806. */
  72807. cameraRotation: Vector2;
  72808. /**
  72809. * When set, the up vector of the camera will be updated by the rotation of the camera
  72810. */
  72811. updateUpVectorFromRotation: boolean;
  72812. private _tmpQuaternion;
  72813. /**
  72814. * Define the current rotation of the camera
  72815. */
  72816. rotation: Vector3;
  72817. /**
  72818. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72819. */
  72820. rotationQuaternion: Quaternion;
  72821. /**
  72822. * Define the current speed of the camera
  72823. */
  72824. speed: number;
  72825. /**
  72826. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72827. * around all axis.
  72828. */
  72829. noRotationConstraint: boolean;
  72830. /**
  72831. * Define the current target of the camera as an object or a position.
  72832. */
  72833. lockedTarget: any;
  72834. /** @hidden */
  72835. _currentTarget: Vector3;
  72836. /** @hidden */
  72837. _initialFocalDistance: number;
  72838. /** @hidden */
  72839. _viewMatrix: Matrix;
  72840. /** @hidden */
  72841. _camMatrix: Matrix;
  72842. /** @hidden */
  72843. _cameraTransformMatrix: Matrix;
  72844. /** @hidden */
  72845. _cameraRotationMatrix: Matrix;
  72846. /** @hidden */
  72847. _referencePoint: Vector3;
  72848. /** @hidden */
  72849. _transformedReferencePoint: Vector3;
  72850. protected _globalCurrentTarget: Vector3;
  72851. protected _globalCurrentUpVector: Vector3;
  72852. /** @hidden */
  72853. _reset: () => void;
  72854. private _defaultUp;
  72855. /**
  72856. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72857. * This is the base of the follow, arc rotate cameras and Free camera
  72858. * @see http://doc.babylonjs.com/features/cameras
  72859. * @param name Defines the name of the camera in the scene
  72860. * @param position Defines the start position of the camera in the scene
  72861. * @param scene Defines the scene the camera belongs to
  72862. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72863. */
  72864. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72865. /**
  72866. * Gets the position in front of the camera at a given distance.
  72867. * @param distance The distance from the camera we want the position to be
  72868. * @returns the position
  72869. */
  72870. getFrontPosition(distance: number): Vector3;
  72871. /** @hidden */
  72872. _getLockedTargetPosition(): Nullable<Vector3>;
  72873. private _storedPosition;
  72874. private _storedRotation;
  72875. private _storedRotationQuaternion;
  72876. /**
  72877. * Store current camera state of the camera (fov, position, rotation, etc..)
  72878. * @returns the camera
  72879. */
  72880. storeState(): Camera;
  72881. /**
  72882. * Restored camera state. You must call storeState() first
  72883. * @returns whether it was successful or not
  72884. * @hidden
  72885. */
  72886. _restoreStateValues(): boolean;
  72887. /** @hidden */
  72888. _initCache(): void;
  72889. /** @hidden */
  72890. _updateCache(ignoreParentClass?: boolean): void;
  72891. /** @hidden */
  72892. _isSynchronizedViewMatrix(): boolean;
  72893. /** @hidden */
  72894. _computeLocalCameraSpeed(): number;
  72895. /**
  72896. * Defines the target the camera should look at.
  72897. * @param target Defines the new target as a Vector or a mesh
  72898. */
  72899. setTarget(target: Vector3): void;
  72900. /**
  72901. * Return the current target position of the camera. This value is expressed in local space.
  72902. * @returns the target position
  72903. */
  72904. getTarget(): Vector3;
  72905. /** @hidden */
  72906. _decideIfNeedsToMove(): boolean;
  72907. /** @hidden */
  72908. _updatePosition(): void;
  72909. /** @hidden */
  72910. _checkInputs(): void;
  72911. protected _updateCameraRotationMatrix(): void;
  72912. /**
  72913. * 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)
  72914. * @returns the current camera
  72915. */
  72916. private _rotateUpVectorWithCameraRotationMatrix;
  72917. private _cachedRotationZ;
  72918. private _cachedQuaternionRotationZ;
  72919. /** @hidden */
  72920. _getViewMatrix(): Matrix;
  72921. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72922. /**
  72923. * @hidden
  72924. */
  72925. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72926. /**
  72927. * @hidden
  72928. */
  72929. _updateRigCameras(): void;
  72930. private _getRigCamPositionAndTarget;
  72931. /**
  72932. * Gets the current object class name.
  72933. * @return the class name
  72934. */
  72935. getClassName(): string;
  72936. }
  72937. }
  72938. declare module BABYLON {
  72939. /**
  72940. * Gather the list of keyboard event types as constants.
  72941. */
  72942. export class KeyboardEventTypes {
  72943. /**
  72944. * The keydown event is fired when a key becomes active (pressed).
  72945. */
  72946. static readonly KEYDOWN: number;
  72947. /**
  72948. * The keyup event is fired when a key has been released.
  72949. */
  72950. static readonly KEYUP: number;
  72951. }
  72952. /**
  72953. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72954. */
  72955. export class KeyboardInfo {
  72956. /**
  72957. * Defines the type of event (KeyboardEventTypes)
  72958. */
  72959. type: number;
  72960. /**
  72961. * Defines the related dom event
  72962. */
  72963. event: KeyboardEvent;
  72964. /**
  72965. * Instantiates a new keyboard info.
  72966. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72967. * @param type Defines the type of event (KeyboardEventTypes)
  72968. * @param event Defines the related dom event
  72969. */
  72970. constructor(
  72971. /**
  72972. * Defines the type of event (KeyboardEventTypes)
  72973. */
  72974. type: number,
  72975. /**
  72976. * Defines the related dom event
  72977. */
  72978. event: KeyboardEvent);
  72979. }
  72980. /**
  72981. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72982. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72983. */
  72984. export class KeyboardInfoPre extends KeyboardInfo {
  72985. /**
  72986. * Defines the type of event (KeyboardEventTypes)
  72987. */
  72988. type: number;
  72989. /**
  72990. * Defines the related dom event
  72991. */
  72992. event: KeyboardEvent;
  72993. /**
  72994. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72995. */
  72996. skipOnPointerObservable: boolean;
  72997. /**
  72998. * Instantiates a new keyboard pre info.
  72999. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73000. * @param type Defines the type of event (KeyboardEventTypes)
  73001. * @param event Defines the related dom event
  73002. */
  73003. constructor(
  73004. /**
  73005. * Defines the type of event (KeyboardEventTypes)
  73006. */
  73007. type: number,
  73008. /**
  73009. * Defines the related dom event
  73010. */
  73011. event: KeyboardEvent);
  73012. }
  73013. }
  73014. declare module BABYLON {
  73015. /**
  73016. * Manage the keyboard inputs to control the movement of a free camera.
  73017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73018. */
  73019. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73020. /**
  73021. * Defines the camera the input is attached to.
  73022. */
  73023. camera: FreeCamera;
  73024. /**
  73025. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73026. */
  73027. keysUp: number[];
  73028. /**
  73029. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73030. */
  73031. keysDown: number[];
  73032. /**
  73033. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73034. */
  73035. keysLeft: number[];
  73036. /**
  73037. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73038. */
  73039. keysRight: number[];
  73040. private _keys;
  73041. private _onCanvasBlurObserver;
  73042. private _onKeyboardObserver;
  73043. private _engine;
  73044. private _scene;
  73045. /**
  73046. * Attach the input controls to a specific dom element to get the input from.
  73047. * @param element Defines the element the controls should be listened from
  73048. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73049. */
  73050. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73051. /**
  73052. * Detach the current controls from the specified dom element.
  73053. * @param element Defines the element to stop listening the inputs from
  73054. */
  73055. detachControl(element: Nullable<HTMLElement>): void;
  73056. /**
  73057. * Update the current camera state depending on the inputs that have been used this frame.
  73058. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73059. */
  73060. checkInputs(): void;
  73061. /**
  73062. * Gets the class name of the current intput.
  73063. * @returns the class name
  73064. */
  73065. getClassName(): string;
  73066. /** @hidden */
  73067. _onLostFocus(): void;
  73068. /**
  73069. * Get the friendly name associated with the input class.
  73070. * @returns the input friendly name
  73071. */
  73072. getSimpleName(): string;
  73073. }
  73074. }
  73075. declare module BABYLON {
  73076. /**
  73077. * Interface describing all the common properties and methods a shadow light needs to implement.
  73078. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  73079. * as well as binding the different shadow properties to the effects.
  73080. */
  73081. export interface IShadowLight extends Light {
  73082. /**
  73083. * The light id in the scene (used in scene.findLighById for instance)
  73084. */
  73085. id: string;
  73086. /**
  73087. * The position the shdow will be casted from.
  73088. */
  73089. position: Vector3;
  73090. /**
  73091. * In 2d mode (needCube being false), the direction used to cast the shadow.
  73092. */
  73093. direction: Vector3;
  73094. /**
  73095. * The transformed position. Position of the light in world space taking parenting in account.
  73096. */
  73097. transformedPosition: Vector3;
  73098. /**
  73099. * The transformed direction. Direction of the light in world space taking parenting in account.
  73100. */
  73101. transformedDirection: Vector3;
  73102. /**
  73103. * The friendly name of the light in the scene.
  73104. */
  73105. name: string;
  73106. /**
  73107. * Defines the shadow projection clipping minimum z value.
  73108. */
  73109. shadowMinZ: number;
  73110. /**
  73111. * Defines the shadow projection clipping maximum z value.
  73112. */
  73113. shadowMaxZ: number;
  73114. /**
  73115. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73116. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73117. */
  73118. computeTransformedInformation(): boolean;
  73119. /**
  73120. * Gets the scene the light belongs to.
  73121. * @returns The scene
  73122. */
  73123. getScene(): Scene;
  73124. /**
  73125. * Callback defining a custom Projection Matrix Builder.
  73126. * This can be used to override the default projection matrix computation.
  73127. */
  73128. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73129. /**
  73130. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73131. * @param matrix The materix to updated with the projection information
  73132. * @param viewMatrix The transform matrix of the light
  73133. * @param renderList The list of mesh to render in the map
  73134. * @returns The current light
  73135. */
  73136. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73137. /**
  73138. * Gets the current depth scale used in ESM.
  73139. * @returns The scale
  73140. */
  73141. getDepthScale(): number;
  73142. /**
  73143. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73144. * @returns true if a cube texture needs to be use
  73145. */
  73146. needCube(): boolean;
  73147. /**
  73148. * Detects if the projection matrix requires to be recomputed this frame.
  73149. * @returns true if it requires to be recomputed otherwise, false.
  73150. */
  73151. needProjectionMatrixCompute(): boolean;
  73152. /**
  73153. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73154. */
  73155. forceProjectionMatrixCompute(): void;
  73156. /**
  73157. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73158. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73159. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73160. */
  73161. getShadowDirection(faceIndex?: number): Vector3;
  73162. /**
  73163. * Gets the minZ used for shadow according to both the scene and the light.
  73164. * @param activeCamera The camera we are returning the min for
  73165. * @returns the depth min z
  73166. */
  73167. getDepthMinZ(activeCamera: Camera): number;
  73168. /**
  73169. * Gets the maxZ used for shadow according to both the scene and the light.
  73170. * @param activeCamera The camera we are returning the max for
  73171. * @returns the depth max z
  73172. */
  73173. getDepthMaxZ(activeCamera: Camera): number;
  73174. }
  73175. /**
  73176. * Base implementation IShadowLight
  73177. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73178. */
  73179. export abstract class ShadowLight extends Light implements IShadowLight {
  73180. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73181. protected _position: Vector3;
  73182. protected _setPosition(value: Vector3): void;
  73183. /**
  73184. * Sets the position the shadow will be casted from. Also use as the light position for both
  73185. * point and spot lights.
  73186. */
  73187. /**
  73188. * Sets the position the shadow will be casted from. Also use as the light position for both
  73189. * point and spot lights.
  73190. */
  73191. position: Vector3;
  73192. protected _direction: Vector3;
  73193. protected _setDirection(value: Vector3): void;
  73194. /**
  73195. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73196. * Also use as the light direction on spot and directional lights.
  73197. */
  73198. /**
  73199. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73200. * Also use as the light direction on spot and directional lights.
  73201. */
  73202. direction: Vector3;
  73203. private _shadowMinZ;
  73204. /**
  73205. * Gets the shadow projection clipping minimum z value.
  73206. */
  73207. /**
  73208. * Sets the shadow projection clipping minimum z value.
  73209. */
  73210. shadowMinZ: number;
  73211. private _shadowMaxZ;
  73212. /**
  73213. * Sets the shadow projection clipping maximum z value.
  73214. */
  73215. /**
  73216. * Gets the shadow projection clipping maximum z value.
  73217. */
  73218. shadowMaxZ: number;
  73219. /**
  73220. * Callback defining a custom Projection Matrix Builder.
  73221. * This can be used to override the default projection matrix computation.
  73222. */
  73223. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73224. /**
  73225. * The transformed position. Position of the light in world space taking parenting in account.
  73226. */
  73227. transformedPosition: Vector3;
  73228. /**
  73229. * The transformed direction. Direction of the light in world space taking parenting in account.
  73230. */
  73231. transformedDirection: Vector3;
  73232. private _needProjectionMatrixCompute;
  73233. /**
  73234. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73235. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73236. */
  73237. computeTransformedInformation(): boolean;
  73238. /**
  73239. * Return the depth scale used for the shadow map.
  73240. * @returns the depth scale.
  73241. */
  73242. getDepthScale(): number;
  73243. /**
  73244. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73245. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73246. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73247. */
  73248. getShadowDirection(faceIndex?: number): Vector3;
  73249. /**
  73250. * Returns the ShadowLight absolute position in the World.
  73251. * @returns the position vector in world space
  73252. */
  73253. getAbsolutePosition(): Vector3;
  73254. /**
  73255. * Sets the ShadowLight direction toward the passed target.
  73256. * @param target The point to target in local space
  73257. * @returns the updated ShadowLight direction
  73258. */
  73259. setDirectionToTarget(target: Vector3): Vector3;
  73260. /**
  73261. * Returns the light rotation in euler definition.
  73262. * @returns the x y z rotation in local space.
  73263. */
  73264. getRotation(): Vector3;
  73265. /**
  73266. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73267. * @returns true if a cube texture needs to be use
  73268. */
  73269. needCube(): boolean;
  73270. /**
  73271. * Detects if the projection matrix requires to be recomputed this frame.
  73272. * @returns true if it requires to be recomputed otherwise, false.
  73273. */
  73274. needProjectionMatrixCompute(): boolean;
  73275. /**
  73276. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73277. */
  73278. forceProjectionMatrixCompute(): void;
  73279. /** @hidden */
  73280. _initCache(): void;
  73281. /** @hidden */
  73282. _isSynchronized(): boolean;
  73283. /**
  73284. * Computes the world matrix of the node
  73285. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73286. * @returns the world matrix
  73287. */
  73288. computeWorldMatrix(force?: boolean): Matrix;
  73289. /**
  73290. * Gets the minZ used for shadow according to both the scene and the light.
  73291. * @param activeCamera The camera we are returning the min for
  73292. * @returns the depth min z
  73293. */
  73294. getDepthMinZ(activeCamera: Camera): number;
  73295. /**
  73296. * Gets the maxZ used for shadow according to both the scene and the light.
  73297. * @param activeCamera The camera we are returning the max for
  73298. * @returns the depth max z
  73299. */
  73300. getDepthMaxZ(activeCamera: Camera): number;
  73301. /**
  73302. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73303. * @param matrix The materix to updated with the projection information
  73304. * @param viewMatrix The transform matrix of the light
  73305. * @param renderList The list of mesh to render in the map
  73306. * @returns The current light
  73307. */
  73308. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73309. }
  73310. }
  73311. declare module BABYLON {
  73312. /**
  73313. * "Static Class" containing the most commonly used helper while dealing with material for
  73314. * rendering purpose.
  73315. *
  73316. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73317. *
  73318. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73319. */
  73320. export class MaterialHelper {
  73321. /**
  73322. * Bind the current view position to an effect.
  73323. * @param effect The effect to be bound
  73324. * @param scene The scene the eyes position is used from
  73325. */
  73326. static BindEyePosition(effect: Effect, scene: Scene): void;
  73327. /**
  73328. * Helps preparing the defines values about the UVs in used in the effect.
  73329. * UVs are shared as much as we can accross channels in the shaders.
  73330. * @param texture The texture we are preparing the UVs for
  73331. * @param defines The defines to update
  73332. * @param key The channel key "diffuse", "specular"... used in the shader
  73333. */
  73334. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73335. /**
  73336. * Binds a texture matrix value to its corrsponding uniform
  73337. * @param texture The texture to bind the matrix for
  73338. * @param uniformBuffer The uniform buffer receivin the data
  73339. * @param key The channel key "diffuse", "specular"... used in the shader
  73340. */
  73341. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73342. /**
  73343. * Gets the current status of the fog (should it be enabled?)
  73344. * @param mesh defines the mesh to evaluate for fog support
  73345. * @param scene defines the hosting scene
  73346. * @returns true if fog must be enabled
  73347. */
  73348. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73349. /**
  73350. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73351. * @param mesh defines the current mesh
  73352. * @param scene defines the current scene
  73353. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73354. * @param pointsCloud defines if point cloud rendering has to be turned on
  73355. * @param fogEnabled defines if fog has to be turned on
  73356. * @param alphaTest defines if alpha testing has to be turned on
  73357. * @param defines defines the current list of defines
  73358. */
  73359. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73360. /**
  73361. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73362. * @param scene defines the current scene
  73363. * @param engine defines the current engine
  73364. * @param defines specifies the list of active defines
  73365. * @param useInstances defines if instances have to be turned on
  73366. * @param useClipPlane defines if clip plane have to be turned on
  73367. */
  73368. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73369. /**
  73370. * Prepares the defines for bones
  73371. * @param mesh The mesh containing the geometry data we will draw
  73372. * @param defines The defines to update
  73373. */
  73374. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73375. /**
  73376. * Prepares the defines for morph targets
  73377. * @param mesh The mesh containing the geometry data we will draw
  73378. * @param defines The defines to update
  73379. */
  73380. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73381. /**
  73382. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73383. * @param mesh The mesh containing the geometry data we will draw
  73384. * @param defines The defines to update
  73385. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73386. * @param useBones Precise whether bones should be used or not (override mesh info)
  73387. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73388. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73389. * @returns false if defines are considered not dirty and have not been checked
  73390. */
  73391. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73392. /**
  73393. * Prepares the defines related to multiview
  73394. * @param scene The scene we are intending to draw
  73395. * @param defines The defines to update
  73396. */
  73397. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73398. /**
  73399. * Prepares the defines related to the light information passed in parameter
  73400. * @param scene The scene we are intending to draw
  73401. * @param mesh The mesh the effect is compiling for
  73402. * @param light The light the effect is compiling for
  73403. * @param lightIndex The index of the light
  73404. * @param defines The defines to update
  73405. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73406. * @param state Defines the current state regarding what is needed (normals, etc...)
  73407. */
  73408. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73409. needNormals: boolean;
  73410. needRebuild: boolean;
  73411. shadowEnabled: boolean;
  73412. specularEnabled: boolean;
  73413. lightmapMode: boolean;
  73414. }): void;
  73415. /**
  73416. * Prepares the defines related to the light information passed in parameter
  73417. * @param scene The scene we are intending to draw
  73418. * @param mesh The mesh the effect is compiling for
  73419. * @param defines The defines to update
  73420. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73421. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73422. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73423. * @returns true if normals will be required for the rest of the effect
  73424. */
  73425. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73426. /**
  73427. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73428. * @param lightIndex defines the light index
  73429. * @param uniformsList The uniform list
  73430. * @param samplersList The sampler list
  73431. * @param projectedLightTexture defines if projected texture must be used
  73432. * @param uniformBuffersList defines an optional list of uniform buffers
  73433. */
  73434. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73435. /**
  73436. * Prepares the uniforms and samplers list to be used in the effect
  73437. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73438. * @param samplersList The sampler list
  73439. * @param defines The defines helping in the list generation
  73440. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73441. */
  73442. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73443. /**
  73444. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73445. * @param defines The defines to update while falling back
  73446. * @param fallbacks The authorized effect fallbacks
  73447. * @param maxSimultaneousLights The maximum number of lights allowed
  73448. * @param rank the current rank of the Effect
  73449. * @returns The newly affected rank
  73450. */
  73451. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73452. private static _TmpMorphInfluencers;
  73453. /**
  73454. * Prepares the list of attributes required for morph targets according to the effect defines.
  73455. * @param attribs The current list of supported attribs
  73456. * @param mesh The mesh to prepare the morph targets attributes for
  73457. * @param influencers The number of influencers
  73458. */
  73459. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73460. /**
  73461. * Prepares the list of attributes required for morph targets according to the effect defines.
  73462. * @param attribs The current list of supported attribs
  73463. * @param mesh The mesh to prepare the morph targets attributes for
  73464. * @param defines The current Defines of the effect
  73465. */
  73466. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73467. /**
  73468. * Prepares the list of attributes required for bones according to the effect defines.
  73469. * @param attribs The current list of supported attribs
  73470. * @param mesh The mesh to prepare the bones attributes for
  73471. * @param defines The current Defines of the effect
  73472. * @param fallbacks The current efffect fallback strategy
  73473. */
  73474. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73475. /**
  73476. * Check and prepare the list of attributes required for instances according to the effect defines.
  73477. * @param attribs The current list of supported attribs
  73478. * @param defines The current MaterialDefines of the effect
  73479. */
  73480. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73481. /**
  73482. * Add the list of attributes required for instances to the attribs array.
  73483. * @param attribs The current list of supported attribs
  73484. */
  73485. static PushAttributesForInstances(attribs: string[]): void;
  73486. /**
  73487. * Binds the light shadow information to the effect for the given mesh.
  73488. * @param light The light containing the generator
  73489. * @param scene The scene the lights belongs to
  73490. * @param mesh The mesh we are binding the information to render
  73491. * @param lightIndex The light index in the effect used to render the mesh
  73492. * @param effect The effect we are binding the data to
  73493. */
  73494. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73495. /**
  73496. * Binds the light information to the effect.
  73497. * @param light The light containing the generator
  73498. * @param effect The effect we are binding the data to
  73499. * @param lightIndex The light index in the effect used to render
  73500. */
  73501. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73502. /**
  73503. * Binds the lights information from the scene to the effect for the given mesh.
  73504. * @param light Light to bind
  73505. * @param lightIndex Light index
  73506. * @param scene The scene where the light belongs to
  73507. * @param mesh The mesh we are binding the information to render
  73508. * @param effect The effect we are binding the data to
  73509. * @param useSpecular Defines if specular is supported
  73510. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73511. */
  73512. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73513. /**
  73514. * Binds the lights information from the scene to the effect for the given mesh.
  73515. * @param scene The scene the lights belongs to
  73516. * @param mesh The mesh we are binding the information to render
  73517. * @param effect The effect we are binding the data to
  73518. * @param defines The generated defines for the effect
  73519. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73520. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73521. */
  73522. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73523. private static _tempFogColor;
  73524. /**
  73525. * Binds the fog information from the scene to the effect for the given mesh.
  73526. * @param scene The scene the lights belongs to
  73527. * @param mesh The mesh we are binding the information to render
  73528. * @param effect The effect we are binding the data to
  73529. * @param linearSpace Defines if the fog effect is applied in linear space
  73530. */
  73531. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73532. /**
  73533. * Binds the bones information from the mesh to the effect.
  73534. * @param mesh The mesh we are binding the information to render
  73535. * @param effect The effect we are binding the data to
  73536. */
  73537. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73538. /**
  73539. * Binds the morph targets information from the mesh to the effect.
  73540. * @param abstractMesh The mesh we are binding the information to render
  73541. * @param effect The effect we are binding the data to
  73542. */
  73543. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73544. /**
  73545. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73546. * @param defines The generated defines used in the effect
  73547. * @param effect The effect we are binding the data to
  73548. * @param scene The scene we are willing to render with logarithmic scale for
  73549. */
  73550. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73551. /**
  73552. * Binds the clip plane information from the scene to the effect.
  73553. * @param scene The scene the clip plane information are extracted from
  73554. * @param effect The effect we are binding the data to
  73555. */
  73556. static BindClipPlane(effect: Effect, scene: Scene): void;
  73557. }
  73558. }
  73559. declare module BABYLON {
  73560. /** @hidden */
  73561. export var packingFunctions: {
  73562. name: string;
  73563. shader: string;
  73564. };
  73565. }
  73566. declare module BABYLON {
  73567. /** @hidden */
  73568. export var shadowMapPixelShader: {
  73569. name: string;
  73570. shader: string;
  73571. };
  73572. }
  73573. declare module BABYLON {
  73574. /** @hidden */
  73575. export var bonesDeclaration: {
  73576. name: string;
  73577. shader: string;
  73578. };
  73579. }
  73580. declare module BABYLON {
  73581. /** @hidden */
  73582. export var morphTargetsVertexGlobalDeclaration: {
  73583. name: string;
  73584. shader: string;
  73585. };
  73586. }
  73587. declare module BABYLON {
  73588. /** @hidden */
  73589. export var morphTargetsVertexDeclaration: {
  73590. name: string;
  73591. shader: string;
  73592. };
  73593. }
  73594. declare module BABYLON {
  73595. /** @hidden */
  73596. export var instancesDeclaration: {
  73597. name: string;
  73598. shader: string;
  73599. };
  73600. }
  73601. declare module BABYLON {
  73602. /** @hidden */
  73603. export var helperFunctions: {
  73604. name: string;
  73605. shader: string;
  73606. };
  73607. }
  73608. declare module BABYLON {
  73609. /** @hidden */
  73610. export var morphTargetsVertex: {
  73611. name: string;
  73612. shader: string;
  73613. };
  73614. }
  73615. declare module BABYLON {
  73616. /** @hidden */
  73617. export var instancesVertex: {
  73618. name: string;
  73619. shader: string;
  73620. };
  73621. }
  73622. declare module BABYLON {
  73623. /** @hidden */
  73624. export var bonesVertex: {
  73625. name: string;
  73626. shader: string;
  73627. };
  73628. }
  73629. declare module BABYLON {
  73630. /** @hidden */
  73631. export var shadowMapVertexShader: {
  73632. name: string;
  73633. shader: string;
  73634. };
  73635. }
  73636. declare module BABYLON {
  73637. /** @hidden */
  73638. export var depthBoxBlurPixelShader: {
  73639. name: string;
  73640. shader: string;
  73641. };
  73642. }
  73643. declare module BABYLON {
  73644. /**
  73645. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73646. */
  73647. export interface ICustomShaderOptions {
  73648. /**
  73649. * Gets or sets the custom shader name to use
  73650. */
  73651. shaderName: string;
  73652. /**
  73653. * The list of attribute names used in the shader
  73654. */
  73655. attributes?: string[];
  73656. /**
  73657. * The list of unifrom names used in the shader
  73658. */
  73659. uniforms?: string[];
  73660. /**
  73661. * The list of sampler names used in the shader
  73662. */
  73663. samplers?: string[];
  73664. /**
  73665. * The list of defines used in the shader
  73666. */
  73667. defines?: string[];
  73668. }
  73669. /**
  73670. * Interface to implement to create a shadow generator compatible with BJS.
  73671. */
  73672. export interface IShadowGenerator {
  73673. /**
  73674. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73675. * @returns The render target texture if present otherwise, null
  73676. */
  73677. getShadowMap(): Nullable<RenderTargetTexture>;
  73678. /**
  73679. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73680. * @returns The render target texture if the shadow map is present otherwise, null
  73681. */
  73682. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73683. /**
  73684. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73685. * @param subMesh The submesh we want to render in the shadow map
  73686. * @param useInstances Defines wether will draw in the map using instances
  73687. * @returns true if ready otherwise, false
  73688. */
  73689. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73690. /**
  73691. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73692. * @param defines Defines of the material we want to update
  73693. * @param lightIndex Index of the light in the enabled light list of the material
  73694. */
  73695. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73696. /**
  73697. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73698. * defined in the generator but impacting the effect).
  73699. * It implies the unifroms available on the materials are the standard BJS ones.
  73700. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73701. * @param effect The effect we are binfing the information for
  73702. */
  73703. bindShadowLight(lightIndex: string, effect: Effect): void;
  73704. /**
  73705. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73706. * (eq to shadow prjection matrix * light transform matrix)
  73707. * @returns The transform matrix used to create the shadow map
  73708. */
  73709. getTransformMatrix(): Matrix;
  73710. /**
  73711. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73712. * Cube and 2D textures for instance.
  73713. */
  73714. recreateShadowMap(): void;
  73715. /**
  73716. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73717. * @param onCompiled Callback triggered at the and of the effects compilation
  73718. * @param options Sets of optional options forcing the compilation with different modes
  73719. */
  73720. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73721. useInstances: boolean;
  73722. }>): void;
  73723. /**
  73724. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73725. * @param options Sets of optional options forcing the compilation with different modes
  73726. * @returns A promise that resolves when the compilation completes
  73727. */
  73728. forceCompilationAsync(options?: Partial<{
  73729. useInstances: boolean;
  73730. }>): Promise<void>;
  73731. /**
  73732. * Serializes the shadow generator setup to a json object.
  73733. * @returns The serialized JSON object
  73734. */
  73735. serialize(): any;
  73736. /**
  73737. * Disposes the Shadow map and related Textures and effects.
  73738. */
  73739. dispose(): void;
  73740. }
  73741. /**
  73742. * Default implementation IShadowGenerator.
  73743. * This is the main object responsible of generating shadows in the framework.
  73744. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73745. */
  73746. export class ShadowGenerator implements IShadowGenerator {
  73747. /**
  73748. * Shadow generator mode None: no filtering applied.
  73749. */
  73750. static readonly FILTER_NONE: number;
  73751. /**
  73752. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73753. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73754. */
  73755. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73756. /**
  73757. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73758. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73759. */
  73760. static readonly FILTER_POISSONSAMPLING: number;
  73761. /**
  73762. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73763. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73764. */
  73765. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73766. /**
  73767. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73768. * edge artifacts on steep falloff.
  73769. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73770. */
  73771. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73772. /**
  73773. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73774. * edge artifacts on steep falloff.
  73775. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73776. */
  73777. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73778. /**
  73779. * Shadow generator mode PCF: Percentage Closer Filtering
  73780. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73781. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73782. */
  73783. static readonly FILTER_PCF: number;
  73784. /**
  73785. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73786. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73787. * Contact Hardening
  73788. */
  73789. static readonly FILTER_PCSS: number;
  73790. /**
  73791. * Reserved for PCF and PCSS
  73792. * Highest Quality.
  73793. *
  73794. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73795. *
  73796. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73797. */
  73798. static readonly QUALITY_HIGH: number;
  73799. /**
  73800. * Reserved for PCF and PCSS
  73801. * Good tradeoff for quality/perf cross devices
  73802. *
  73803. * Execute PCF on a 3*3 kernel.
  73804. *
  73805. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73806. */
  73807. static readonly QUALITY_MEDIUM: number;
  73808. /**
  73809. * Reserved for PCF and PCSS
  73810. * The lowest quality but the fastest.
  73811. *
  73812. * Execute PCF on a 1*1 kernel.
  73813. *
  73814. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73815. */
  73816. static readonly QUALITY_LOW: number;
  73817. /** Gets or sets the custom shader name to use */
  73818. customShaderOptions: ICustomShaderOptions;
  73819. /**
  73820. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73821. */
  73822. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73823. /**
  73824. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73825. */
  73826. onAfterShadowMapRenderObservable: Observable<Effect>;
  73827. /**
  73828. * Observable triggered before a mesh is rendered in the shadow map.
  73829. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73830. */
  73831. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73832. /**
  73833. * Observable triggered after a mesh is rendered in the shadow map.
  73834. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73835. */
  73836. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73837. private _bias;
  73838. /**
  73839. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73840. */
  73841. /**
  73842. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73843. */
  73844. bias: number;
  73845. private _normalBias;
  73846. /**
  73847. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73848. */
  73849. /**
  73850. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73851. */
  73852. normalBias: number;
  73853. private _blurBoxOffset;
  73854. /**
  73855. * Gets the blur box offset: offset applied during the blur pass.
  73856. * Only useful if useKernelBlur = false
  73857. */
  73858. /**
  73859. * Sets the blur box offset: offset applied during the blur pass.
  73860. * Only useful if useKernelBlur = false
  73861. */
  73862. blurBoxOffset: number;
  73863. private _blurScale;
  73864. /**
  73865. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73866. * 2 means half of the size.
  73867. */
  73868. /**
  73869. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73870. * 2 means half of the size.
  73871. */
  73872. blurScale: number;
  73873. private _blurKernel;
  73874. /**
  73875. * Gets the blur kernel: kernel size of the blur pass.
  73876. * Only useful if useKernelBlur = true
  73877. */
  73878. /**
  73879. * Sets the blur kernel: kernel size of the blur pass.
  73880. * Only useful if useKernelBlur = true
  73881. */
  73882. blurKernel: number;
  73883. private _useKernelBlur;
  73884. /**
  73885. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73886. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73887. */
  73888. /**
  73889. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73890. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73891. */
  73892. useKernelBlur: boolean;
  73893. private _depthScale;
  73894. /**
  73895. * Gets the depth scale used in ESM mode.
  73896. */
  73897. /**
  73898. * Sets the depth scale used in ESM mode.
  73899. * This can override the scale stored on the light.
  73900. */
  73901. depthScale: number;
  73902. private _filter;
  73903. /**
  73904. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73905. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73906. */
  73907. /**
  73908. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73909. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73910. */
  73911. filter: number;
  73912. /**
  73913. * Gets if the current filter is set to Poisson Sampling.
  73914. */
  73915. /**
  73916. * Sets the current filter to Poisson Sampling.
  73917. */
  73918. usePoissonSampling: boolean;
  73919. /**
  73920. * Gets if the current filter is set to ESM.
  73921. */
  73922. /**
  73923. * Sets the current filter is to ESM.
  73924. */
  73925. useExponentialShadowMap: boolean;
  73926. /**
  73927. * Gets if the current filter is set to filtered ESM.
  73928. */
  73929. /**
  73930. * Gets if the current filter is set to filtered ESM.
  73931. */
  73932. useBlurExponentialShadowMap: boolean;
  73933. /**
  73934. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73935. * exponential to prevent steep falloff artifacts).
  73936. */
  73937. /**
  73938. * Sets the current filter to "close ESM" (using the inverse of the
  73939. * exponential to prevent steep falloff artifacts).
  73940. */
  73941. useCloseExponentialShadowMap: boolean;
  73942. /**
  73943. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73944. * exponential to prevent steep falloff artifacts).
  73945. */
  73946. /**
  73947. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73948. * exponential to prevent steep falloff artifacts).
  73949. */
  73950. useBlurCloseExponentialShadowMap: boolean;
  73951. /**
  73952. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73953. */
  73954. /**
  73955. * Sets the current filter to "PCF" (percentage closer filtering).
  73956. */
  73957. usePercentageCloserFiltering: boolean;
  73958. private _filteringQuality;
  73959. /**
  73960. * Gets the PCF or PCSS Quality.
  73961. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73962. */
  73963. /**
  73964. * Sets the PCF or PCSS Quality.
  73965. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73966. */
  73967. filteringQuality: number;
  73968. /**
  73969. * Gets if the current filter is set to "PCSS" (contact hardening).
  73970. */
  73971. /**
  73972. * Sets the current filter to "PCSS" (contact hardening).
  73973. */
  73974. useContactHardeningShadow: boolean;
  73975. private _contactHardeningLightSizeUVRatio;
  73976. /**
  73977. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73978. * Using a ratio helps keeping shape stability independently of the map size.
  73979. *
  73980. * It does not account for the light projection as it was having too much
  73981. * instability during the light setup or during light position changes.
  73982. *
  73983. * Only valid if useContactHardeningShadow is true.
  73984. */
  73985. /**
  73986. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73987. * Using a ratio helps keeping shape stability independently of the map size.
  73988. *
  73989. * It does not account for the light projection as it was having too much
  73990. * instability during the light setup or during light position changes.
  73991. *
  73992. * Only valid if useContactHardeningShadow is true.
  73993. */
  73994. contactHardeningLightSizeUVRatio: number;
  73995. private _darkness;
  73996. /** Gets or sets the actual darkness of a shadow */
  73997. darkness: number;
  73998. /**
  73999. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74000. * 0 means strongest and 1 would means no shadow.
  74001. * @returns the darkness.
  74002. */
  74003. getDarkness(): number;
  74004. /**
  74005. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74006. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74007. * @returns the shadow generator allowing fluent coding.
  74008. */
  74009. setDarkness(darkness: number): ShadowGenerator;
  74010. private _transparencyShadow;
  74011. /** Gets or sets the ability to have transparent shadow */
  74012. transparencyShadow: boolean;
  74013. /**
  74014. * Sets the ability to have transparent shadow (boolean).
  74015. * @param transparent True if transparent else False
  74016. * @returns the shadow generator allowing fluent coding
  74017. */
  74018. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74019. private _shadowMap;
  74020. private _shadowMap2;
  74021. /**
  74022. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74023. * @returns The render target texture if present otherwise, null
  74024. */
  74025. getShadowMap(): Nullable<RenderTargetTexture>;
  74026. /**
  74027. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74028. * @returns The render target texture if the shadow map is present otherwise, null
  74029. */
  74030. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74031. /**
  74032. * Gets the class name of that object
  74033. * @returns "ShadowGenerator"
  74034. */
  74035. getClassName(): string;
  74036. /**
  74037. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74038. * @param mesh Mesh to add
  74039. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74040. * @returns the Shadow Generator itself
  74041. */
  74042. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74043. /**
  74044. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74045. * @param mesh Mesh to remove
  74046. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74047. * @returns the Shadow Generator itself
  74048. */
  74049. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74050. /**
  74051. * Controls the extent to which the shadows fade out at the edge of the frustum
  74052. * Used only by directionals and spots
  74053. */
  74054. frustumEdgeFalloff: number;
  74055. private _light;
  74056. /**
  74057. * Returns the associated light object.
  74058. * @returns the light generating the shadow
  74059. */
  74060. getLight(): IShadowLight;
  74061. /**
  74062. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  74063. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  74064. * It might on the other hand introduce peter panning.
  74065. */
  74066. forceBackFacesOnly: boolean;
  74067. private _scene;
  74068. private _lightDirection;
  74069. private _effect;
  74070. private _viewMatrix;
  74071. private _projectionMatrix;
  74072. private _transformMatrix;
  74073. private _cachedPosition;
  74074. private _cachedDirection;
  74075. private _cachedDefines;
  74076. private _currentRenderID;
  74077. private _boxBlurPostprocess;
  74078. private _kernelBlurXPostprocess;
  74079. private _kernelBlurYPostprocess;
  74080. private _blurPostProcesses;
  74081. private _mapSize;
  74082. private _currentFaceIndex;
  74083. private _currentFaceIndexCache;
  74084. private _textureType;
  74085. private _defaultTextureMatrix;
  74086. /** @hidden */
  74087. static _SceneComponentInitialization: (scene: Scene) => void;
  74088. /**
  74089. * Creates a ShadowGenerator object.
  74090. * A ShadowGenerator is the required tool to use the shadows.
  74091. * Each light casting shadows needs to use its own ShadowGenerator.
  74092. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  74093. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  74094. * @param light The light object generating the shadows.
  74095. * @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.
  74096. */
  74097. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  74098. private _initializeGenerator;
  74099. private _initializeShadowMap;
  74100. private _initializeBlurRTTAndPostProcesses;
  74101. private _renderForShadowMap;
  74102. private _renderSubMeshForShadowMap;
  74103. private _applyFilterValues;
  74104. /**
  74105. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74106. * @param onCompiled Callback triggered at the and of the effects compilation
  74107. * @param options Sets of optional options forcing the compilation with different modes
  74108. */
  74109. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74110. useInstances: boolean;
  74111. }>): void;
  74112. /**
  74113. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74114. * @param options Sets of optional options forcing the compilation with different modes
  74115. * @returns A promise that resolves when the compilation completes
  74116. */
  74117. forceCompilationAsync(options?: Partial<{
  74118. useInstances: boolean;
  74119. }>): Promise<void>;
  74120. /**
  74121. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74122. * @param subMesh The submesh we want to render in the shadow map
  74123. * @param useInstances Defines wether will draw in the map using instances
  74124. * @returns true if ready otherwise, false
  74125. */
  74126. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74127. /**
  74128. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74129. * @param defines Defines of the material we want to update
  74130. * @param lightIndex Index of the light in the enabled light list of the material
  74131. */
  74132. prepareDefines(defines: any, lightIndex: number): void;
  74133. /**
  74134. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74135. * defined in the generator but impacting the effect).
  74136. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74137. * @param effect The effect we are binfing the information for
  74138. */
  74139. bindShadowLight(lightIndex: string, effect: Effect): void;
  74140. /**
  74141. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74142. * (eq to shadow prjection matrix * light transform matrix)
  74143. * @returns The transform matrix used to create the shadow map
  74144. */
  74145. getTransformMatrix(): Matrix;
  74146. /**
  74147. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74148. * Cube and 2D textures for instance.
  74149. */
  74150. recreateShadowMap(): void;
  74151. private _disposeBlurPostProcesses;
  74152. private _disposeRTTandPostProcesses;
  74153. /**
  74154. * Disposes the ShadowGenerator.
  74155. * Returns nothing.
  74156. */
  74157. dispose(): void;
  74158. /**
  74159. * Serializes the shadow generator setup to a json object.
  74160. * @returns The serialized JSON object
  74161. */
  74162. serialize(): any;
  74163. /**
  74164. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  74165. * @param parsedShadowGenerator The JSON object to parse
  74166. * @param scene The scene to create the shadow map for
  74167. * @returns The parsed shadow generator
  74168. */
  74169. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  74170. }
  74171. }
  74172. declare module BABYLON {
  74173. /**
  74174. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  74175. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  74176. * 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.
  74177. */
  74178. export abstract class Light extends Node {
  74179. /**
  74180. * Falloff Default: light is falling off following the material specification:
  74181. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74182. */
  74183. static readonly FALLOFF_DEFAULT: number;
  74184. /**
  74185. * Falloff Physical: light is falling off following the inverse squared distance law.
  74186. */
  74187. static readonly FALLOFF_PHYSICAL: number;
  74188. /**
  74189. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74190. * to enhance interoperability with other engines.
  74191. */
  74192. static readonly FALLOFF_GLTF: number;
  74193. /**
  74194. * Falloff Standard: light is falling off like in the standard material
  74195. * to enhance interoperability with other materials.
  74196. */
  74197. static readonly FALLOFF_STANDARD: number;
  74198. /**
  74199. * If every light affecting the material is in this lightmapMode,
  74200. * material.lightmapTexture adds or multiplies
  74201. * (depends on material.useLightmapAsShadowmap)
  74202. * after every other light calculations.
  74203. */
  74204. static readonly LIGHTMAP_DEFAULT: number;
  74205. /**
  74206. * material.lightmapTexture as only diffuse lighting from this light
  74207. * adds only specular lighting from this light
  74208. * adds dynamic shadows
  74209. */
  74210. static readonly LIGHTMAP_SPECULAR: number;
  74211. /**
  74212. * material.lightmapTexture as only lighting
  74213. * no light calculation from this light
  74214. * only adds dynamic shadows from this light
  74215. */
  74216. static readonly LIGHTMAP_SHADOWSONLY: number;
  74217. /**
  74218. * Each light type uses the default quantity according to its type:
  74219. * point/spot lights use luminous intensity
  74220. * directional lights use illuminance
  74221. */
  74222. static readonly INTENSITYMODE_AUTOMATIC: number;
  74223. /**
  74224. * lumen (lm)
  74225. */
  74226. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74227. /**
  74228. * candela (lm/sr)
  74229. */
  74230. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74231. /**
  74232. * lux (lm/m^2)
  74233. */
  74234. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74235. /**
  74236. * nit (cd/m^2)
  74237. */
  74238. static readonly INTENSITYMODE_LUMINANCE: number;
  74239. /**
  74240. * Light type const id of the point light.
  74241. */
  74242. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74243. /**
  74244. * Light type const id of the directional light.
  74245. */
  74246. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74247. /**
  74248. * Light type const id of the spot light.
  74249. */
  74250. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74251. /**
  74252. * Light type const id of the hemispheric light.
  74253. */
  74254. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74255. /**
  74256. * Diffuse gives the basic color to an object.
  74257. */
  74258. diffuse: Color3;
  74259. /**
  74260. * Specular produces a highlight color on an object.
  74261. * Note: This is note affecting PBR materials.
  74262. */
  74263. specular: Color3;
  74264. /**
  74265. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74266. * falling off base on range or angle.
  74267. * This can be set to any values in Light.FALLOFF_x.
  74268. *
  74269. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74270. * other types of materials.
  74271. */
  74272. falloffType: number;
  74273. /**
  74274. * Strength of the light.
  74275. * Note: By default it is define in the framework own unit.
  74276. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74277. */
  74278. intensity: number;
  74279. private _range;
  74280. protected _inverseSquaredRange: number;
  74281. /**
  74282. * Defines how far from the source the light is impacting in scene units.
  74283. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74284. */
  74285. /**
  74286. * Defines how far from the source the light is impacting in scene units.
  74287. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74288. */
  74289. range: number;
  74290. /**
  74291. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74292. * of light.
  74293. */
  74294. private _photometricScale;
  74295. private _intensityMode;
  74296. /**
  74297. * Gets the photometric scale used to interpret the intensity.
  74298. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74299. */
  74300. /**
  74301. * Sets the photometric scale used to interpret the intensity.
  74302. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74303. */
  74304. intensityMode: number;
  74305. private _radius;
  74306. /**
  74307. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74308. */
  74309. /**
  74310. * sets the light radius used by PBR Materials to simulate soft area lights.
  74311. */
  74312. radius: number;
  74313. private _renderPriority;
  74314. /**
  74315. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74316. * exceeding the number allowed of the materials.
  74317. */
  74318. renderPriority: number;
  74319. private _shadowEnabled;
  74320. /**
  74321. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74322. * the current shadow generator.
  74323. */
  74324. /**
  74325. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74326. * the current shadow generator.
  74327. */
  74328. shadowEnabled: boolean;
  74329. private _includedOnlyMeshes;
  74330. /**
  74331. * Gets the only meshes impacted by this light.
  74332. */
  74333. /**
  74334. * Sets the only meshes impacted by this light.
  74335. */
  74336. includedOnlyMeshes: AbstractMesh[];
  74337. private _excludedMeshes;
  74338. /**
  74339. * Gets the meshes not impacted by this light.
  74340. */
  74341. /**
  74342. * Sets the meshes not impacted by this light.
  74343. */
  74344. excludedMeshes: AbstractMesh[];
  74345. private _excludeWithLayerMask;
  74346. /**
  74347. * Gets the layer id use to find what meshes are not impacted by the light.
  74348. * Inactive if 0
  74349. */
  74350. /**
  74351. * Sets the layer id use to find what meshes are not impacted by the light.
  74352. * Inactive if 0
  74353. */
  74354. excludeWithLayerMask: number;
  74355. private _includeOnlyWithLayerMask;
  74356. /**
  74357. * Gets the layer id use to find what meshes are impacted by the light.
  74358. * Inactive if 0
  74359. */
  74360. /**
  74361. * Sets the layer id use to find what meshes are impacted by the light.
  74362. * Inactive if 0
  74363. */
  74364. includeOnlyWithLayerMask: number;
  74365. private _lightmapMode;
  74366. /**
  74367. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74368. */
  74369. /**
  74370. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74371. */
  74372. lightmapMode: number;
  74373. /**
  74374. * Shadow generator associted to the light.
  74375. * @hidden Internal use only.
  74376. */
  74377. _shadowGenerator: Nullable<IShadowGenerator>;
  74378. /**
  74379. * @hidden Internal use only.
  74380. */
  74381. _excludedMeshesIds: string[];
  74382. /**
  74383. * @hidden Internal use only.
  74384. */
  74385. _includedOnlyMeshesIds: string[];
  74386. /**
  74387. * The current light unifom buffer.
  74388. * @hidden Internal use only.
  74389. */
  74390. _uniformBuffer: UniformBuffer;
  74391. /**
  74392. * Creates a Light object in the scene.
  74393. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74394. * @param name The firendly name of the light
  74395. * @param scene The scene the light belongs too
  74396. */
  74397. constructor(name: string, scene: Scene);
  74398. protected abstract _buildUniformLayout(): void;
  74399. /**
  74400. * Sets the passed Effect "effect" with the Light information.
  74401. * @param effect The effect to update
  74402. * @param lightIndex The index of the light in the effect to update
  74403. * @returns The light
  74404. */
  74405. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74406. /**
  74407. * Returns the string "Light".
  74408. * @returns the class name
  74409. */
  74410. getClassName(): string;
  74411. /** @hidden */
  74412. readonly _isLight: boolean;
  74413. /**
  74414. * Converts the light information to a readable string for debug purpose.
  74415. * @param fullDetails Supports for multiple levels of logging within scene loading
  74416. * @returns the human readable light info
  74417. */
  74418. toString(fullDetails?: boolean): string;
  74419. /** @hidden */
  74420. protected _syncParentEnabledState(): void;
  74421. /**
  74422. * Set the enabled state of this node.
  74423. * @param value - the new enabled state
  74424. */
  74425. setEnabled(value: boolean): void;
  74426. /**
  74427. * Returns the Light associated shadow generator if any.
  74428. * @return the associated shadow generator.
  74429. */
  74430. getShadowGenerator(): Nullable<IShadowGenerator>;
  74431. /**
  74432. * Returns a Vector3, the absolute light position in the World.
  74433. * @returns the world space position of the light
  74434. */
  74435. getAbsolutePosition(): Vector3;
  74436. /**
  74437. * Specifies if the light will affect the passed mesh.
  74438. * @param mesh The mesh to test against the light
  74439. * @return true the mesh is affected otherwise, false.
  74440. */
  74441. canAffectMesh(mesh: AbstractMesh): boolean;
  74442. /**
  74443. * Sort function to order lights for rendering.
  74444. * @param a First Light object to compare to second.
  74445. * @param b Second Light object to compare first.
  74446. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74447. */
  74448. static CompareLightsPriority(a: Light, b: Light): number;
  74449. /**
  74450. * Releases resources associated with this node.
  74451. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74452. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74453. */
  74454. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74455. /**
  74456. * Returns the light type ID (integer).
  74457. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74458. */
  74459. getTypeID(): number;
  74460. /**
  74461. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74462. * @returns the scaled intensity in intensity mode unit
  74463. */
  74464. getScaledIntensity(): number;
  74465. /**
  74466. * Returns a new Light object, named "name", from the current one.
  74467. * @param name The name of the cloned light
  74468. * @returns the new created light
  74469. */
  74470. clone(name: string): Nullable<Light>;
  74471. /**
  74472. * Serializes the current light into a Serialization object.
  74473. * @returns the serialized object.
  74474. */
  74475. serialize(): any;
  74476. /**
  74477. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74478. * This new light is named "name" and added to the passed scene.
  74479. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74480. * @param name The friendly name of the light
  74481. * @param scene The scene the new light will belong to
  74482. * @returns the constructor function
  74483. */
  74484. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74485. /**
  74486. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74487. * @param parsedLight The JSON representation of the light
  74488. * @param scene The scene to create the parsed light in
  74489. * @returns the created light after parsing
  74490. */
  74491. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74492. private _hookArrayForExcluded;
  74493. private _hookArrayForIncludedOnly;
  74494. private _resyncMeshes;
  74495. /**
  74496. * Forces the meshes to update their light related information in their rendering used effects
  74497. * @hidden Internal Use Only
  74498. */
  74499. _markMeshesAsLightDirty(): void;
  74500. /**
  74501. * Recomputes the cached photometric scale if needed.
  74502. */
  74503. private _computePhotometricScale;
  74504. /**
  74505. * Returns the Photometric Scale according to the light type and intensity mode.
  74506. */
  74507. private _getPhotometricScale;
  74508. /**
  74509. * Reorder the light in the scene according to their defined priority.
  74510. * @hidden Internal Use Only
  74511. */
  74512. _reorderLightsInScene(): void;
  74513. /**
  74514. * Prepares the list of defines specific to the light type.
  74515. * @param defines the list of defines
  74516. * @param lightIndex defines the index of the light for the effect
  74517. */
  74518. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74519. }
  74520. }
  74521. declare module BABYLON {
  74522. /**
  74523. * Interface used to define Action
  74524. */
  74525. export interface IAction {
  74526. /**
  74527. * Trigger for the action
  74528. */
  74529. trigger: number;
  74530. /** Options of the trigger */
  74531. triggerOptions: any;
  74532. /**
  74533. * Gets the trigger parameters
  74534. * @returns the trigger parameters
  74535. */
  74536. getTriggerParameter(): any;
  74537. /**
  74538. * Internal only - executes current action event
  74539. * @hidden
  74540. */
  74541. _executeCurrent(evt?: ActionEvent): void;
  74542. /**
  74543. * Serialize placeholder for child classes
  74544. * @param parent of child
  74545. * @returns the serialized object
  74546. */
  74547. serialize(parent: any): any;
  74548. /**
  74549. * Internal only
  74550. * @hidden
  74551. */
  74552. _prepare(): void;
  74553. /**
  74554. * Internal only - manager for action
  74555. * @hidden
  74556. */
  74557. _actionManager: AbstractActionManager;
  74558. /**
  74559. * Adds action to chain of actions, may be a DoNothingAction
  74560. * @param action defines the next action to execute
  74561. * @returns The action passed in
  74562. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74563. */
  74564. then(action: IAction): IAction;
  74565. }
  74566. /**
  74567. * The action to be carried out following a trigger
  74568. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74569. */
  74570. export class Action implements IAction {
  74571. /** the trigger, with or without parameters, for the action */
  74572. triggerOptions: any;
  74573. /**
  74574. * Trigger for the action
  74575. */
  74576. trigger: number;
  74577. /**
  74578. * Internal only - manager for action
  74579. * @hidden
  74580. */
  74581. _actionManager: ActionManager;
  74582. private _nextActiveAction;
  74583. private _child;
  74584. private _condition?;
  74585. private _triggerParameter;
  74586. /**
  74587. * An event triggered prior to action being executed.
  74588. */
  74589. onBeforeExecuteObservable: Observable<Action>;
  74590. /**
  74591. * Creates a new Action
  74592. * @param triggerOptions the trigger, with or without parameters, for the action
  74593. * @param condition an optional determinant of action
  74594. */
  74595. constructor(
  74596. /** the trigger, with or without parameters, for the action */
  74597. triggerOptions: any, condition?: Condition);
  74598. /**
  74599. * Internal only
  74600. * @hidden
  74601. */
  74602. _prepare(): void;
  74603. /**
  74604. * Gets the trigger parameters
  74605. * @returns the trigger parameters
  74606. */
  74607. getTriggerParameter(): any;
  74608. /**
  74609. * Internal only - executes current action event
  74610. * @hidden
  74611. */
  74612. _executeCurrent(evt?: ActionEvent): void;
  74613. /**
  74614. * Execute placeholder for child classes
  74615. * @param evt optional action event
  74616. */
  74617. execute(evt?: ActionEvent): void;
  74618. /**
  74619. * Skips to next active action
  74620. */
  74621. skipToNextActiveAction(): void;
  74622. /**
  74623. * Adds action to chain of actions, may be a DoNothingAction
  74624. * @param action defines the next action to execute
  74625. * @returns The action passed in
  74626. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74627. */
  74628. then(action: Action): Action;
  74629. /**
  74630. * Internal only
  74631. * @hidden
  74632. */
  74633. _getProperty(propertyPath: string): string;
  74634. /**
  74635. * Internal only
  74636. * @hidden
  74637. */
  74638. _getEffectiveTarget(target: any, propertyPath: string): any;
  74639. /**
  74640. * Serialize placeholder for child classes
  74641. * @param parent of child
  74642. * @returns the serialized object
  74643. */
  74644. serialize(parent: any): any;
  74645. /**
  74646. * Internal only called by serialize
  74647. * @hidden
  74648. */
  74649. protected _serialize(serializedAction: any, parent?: any): any;
  74650. /**
  74651. * Internal only
  74652. * @hidden
  74653. */
  74654. static _SerializeValueAsString: (value: any) => string;
  74655. /**
  74656. * Internal only
  74657. * @hidden
  74658. */
  74659. static _GetTargetProperty: (target: Node | Scene) => {
  74660. name: string;
  74661. targetType: string;
  74662. value: string;
  74663. };
  74664. }
  74665. }
  74666. declare module BABYLON {
  74667. /**
  74668. * A Condition applied to an Action
  74669. */
  74670. export class Condition {
  74671. /**
  74672. * Internal only - manager for action
  74673. * @hidden
  74674. */
  74675. _actionManager: ActionManager;
  74676. /**
  74677. * Internal only
  74678. * @hidden
  74679. */
  74680. _evaluationId: number;
  74681. /**
  74682. * Internal only
  74683. * @hidden
  74684. */
  74685. _currentResult: boolean;
  74686. /**
  74687. * Creates a new Condition
  74688. * @param actionManager the manager of the action the condition is applied to
  74689. */
  74690. constructor(actionManager: ActionManager);
  74691. /**
  74692. * Check if the current condition is valid
  74693. * @returns a boolean
  74694. */
  74695. isValid(): boolean;
  74696. /**
  74697. * Internal only
  74698. * @hidden
  74699. */
  74700. _getProperty(propertyPath: string): string;
  74701. /**
  74702. * Internal only
  74703. * @hidden
  74704. */
  74705. _getEffectiveTarget(target: any, propertyPath: string): any;
  74706. /**
  74707. * Serialize placeholder for child classes
  74708. * @returns the serialized object
  74709. */
  74710. serialize(): any;
  74711. /**
  74712. * Internal only
  74713. * @hidden
  74714. */
  74715. protected _serialize(serializedCondition: any): any;
  74716. }
  74717. /**
  74718. * Defines specific conditional operators as extensions of Condition
  74719. */
  74720. export class ValueCondition extends Condition {
  74721. /** path to specify the property of the target the conditional operator uses */
  74722. propertyPath: string;
  74723. /** the value compared by the conditional operator against the current value of the property */
  74724. value: any;
  74725. /** the conditional operator, default ValueCondition.IsEqual */
  74726. operator: number;
  74727. /**
  74728. * Internal only
  74729. * @hidden
  74730. */
  74731. private static _IsEqual;
  74732. /**
  74733. * Internal only
  74734. * @hidden
  74735. */
  74736. private static _IsDifferent;
  74737. /**
  74738. * Internal only
  74739. * @hidden
  74740. */
  74741. private static _IsGreater;
  74742. /**
  74743. * Internal only
  74744. * @hidden
  74745. */
  74746. private static _IsLesser;
  74747. /**
  74748. * returns the number for IsEqual
  74749. */
  74750. static readonly IsEqual: number;
  74751. /**
  74752. * Returns the number for IsDifferent
  74753. */
  74754. static readonly IsDifferent: number;
  74755. /**
  74756. * Returns the number for IsGreater
  74757. */
  74758. static readonly IsGreater: number;
  74759. /**
  74760. * Returns the number for IsLesser
  74761. */
  74762. static readonly IsLesser: number;
  74763. /**
  74764. * Internal only The action manager for the condition
  74765. * @hidden
  74766. */
  74767. _actionManager: ActionManager;
  74768. /**
  74769. * Internal only
  74770. * @hidden
  74771. */
  74772. private _target;
  74773. /**
  74774. * Internal only
  74775. * @hidden
  74776. */
  74777. private _effectiveTarget;
  74778. /**
  74779. * Internal only
  74780. * @hidden
  74781. */
  74782. private _property;
  74783. /**
  74784. * Creates a new ValueCondition
  74785. * @param actionManager manager for the action the condition applies to
  74786. * @param target for the action
  74787. * @param propertyPath path to specify the property of the target the conditional operator uses
  74788. * @param value the value compared by the conditional operator against the current value of the property
  74789. * @param operator the conditional operator, default ValueCondition.IsEqual
  74790. */
  74791. constructor(actionManager: ActionManager, target: any,
  74792. /** path to specify the property of the target the conditional operator uses */
  74793. propertyPath: string,
  74794. /** the value compared by the conditional operator against the current value of the property */
  74795. value: any,
  74796. /** the conditional operator, default ValueCondition.IsEqual */
  74797. operator?: number);
  74798. /**
  74799. * Compares the given value with the property value for the specified conditional operator
  74800. * @returns the result of the comparison
  74801. */
  74802. isValid(): boolean;
  74803. /**
  74804. * Serialize the ValueCondition into a JSON compatible object
  74805. * @returns serialization object
  74806. */
  74807. serialize(): any;
  74808. /**
  74809. * Gets the name of the conditional operator for the ValueCondition
  74810. * @param operator the conditional operator
  74811. * @returns the name
  74812. */
  74813. static GetOperatorName(operator: number): string;
  74814. }
  74815. /**
  74816. * Defines a predicate condition as an extension of Condition
  74817. */
  74818. export class PredicateCondition extends Condition {
  74819. /** defines the predicate function used to validate the condition */
  74820. predicate: () => boolean;
  74821. /**
  74822. * Internal only - manager for action
  74823. * @hidden
  74824. */
  74825. _actionManager: ActionManager;
  74826. /**
  74827. * Creates a new PredicateCondition
  74828. * @param actionManager manager for the action the condition applies to
  74829. * @param predicate defines the predicate function used to validate the condition
  74830. */
  74831. constructor(actionManager: ActionManager,
  74832. /** defines the predicate function used to validate the condition */
  74833. predicate: () => boolean);
  74834. /**
  74835. * @returns the validity of the predicate condition
  74836. */
  74837. isValid(): boolean;
  74838. }
  74839. /**
  74840. * Defines a state condition as an extension of Condition
  74841. */
  74842. export class StateCondition extends Condition {
  74843. /** Value to compare with target state */
  74844. value: string;
  74845. /**
  74846. * Internal only - manager for action
  74847. * @hidden
  74848. */
  74849. _actionManager: ActionManager;
  74850. /**
  74851. * Internal only
  74852. * @hidden
  74853. */
  74854. private _target;
  74855. /**
  74856. * Creates a new StateCondition
  74857. * @param actionManager manager for the action the condition applies to
  74858. * @param target of the condition
  74859. * @param value to compare with target state
  74860. */
  74861. constructor(actionManager: ActionManager, target: any,
  74862. /** Value to compare with target state */
  74863. value: string);
  74864. /**
  74865. * Gets a boolean indicating if the current condition is met
  74866. * @returns the validity of the state
  74867. */
  74868. isValid(): boolean;
  74869. /**
  74870. * Serialize the StateCondition into a JSON compatible object
  74871. * @returns serialization object
  74872. */
  74873. serialize(): any;
  74874. }
  74875. }
  74876. declare module BABYLON {
  74877. /**
  74878. * This defines an action responsible to toggle a boolean once triggered.
  74879. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74880. */
  74881. export class SwitchBooleanAction extends Action {
  74882. /**
  74883. * The path to the boolean property in the target object
  74884. */
  74885. propertyPath: string;
  74886. private _target;
  74887. private _effectiveTarget;
  74888. private _property;
  74889. /**
  74890. * Instantiate the action
  74891. * @param triggerOptions defines the trigger options
  74892. * @param target defines the object containing the boolean
  74893. * @param propertyPath defines the path to the boolean property in the target object
  74894. * @param condition defines the trigger related conditions
  74895. */
  74896. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74897. /** @hidden */
  74898. _prepare(): void;
  74899. /**
  74900. * Execute the action toggle the boolean value.
  74901. */
  74902. execute(): void;
  74903. /**
  74904. * Serializes the actions and its related information.
  74905. * @param parent defines the object to serialize in
  74906. * @returns the serialized object
  74907. */
  74908. serialize(parent: any): any;
  74909. }
  74910. /**
  74911. * This defines an action responsible to set a the state field of the target
  74912. * to a desired value once triggered.
  74913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74914. */
  74915. export class SetStateAction extends Action {
  74916. /**
  74917. * The value to store in the state field.
  74918. */
  74919. value: string;
  74920. private _target;
  74921. /**
  74922. * Instantiate the action
  74923. * @param triggerOptions defines the trigger options
  74924. * @param target defines the object containing the state property
  74925. * @param value defines the value to store in the state field
  74926. * @param condition defines the trigger related conditions
  74927. */
  74928. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74929. /**
  74930. * Execute the action and store the value on the target state property.
  74931. */
  74932. execute(): void;
  74933. /**
  74934. * Serializes the actions and its related information.
  74935. * @param parent defines the object to serialize in
  74936. * @returns the serialized object
  74937. */
  74938. serialize(parent: any): any;
  74939. }
  74940. /**
  74941. * This defines an action responsible to set a property of the target
  74942. * to a desired value once triggered.
  74943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74944. */
  74945. export class SetValueAction extends Action {
  74946. /**
  74947. * The path of the property to set in the target.
  74948. */
  74949. propertyPath: string;
  74950. /**
  74951. * The value to set in the property
  74952. */
  74953. value: any;
  74954. private _target;
  74955. private _effectiveTarget;
  74956. private _property;
  74957. /**
  74958. * Instantiate the action
  74959. * @param triggerOptions defines the trigger options
  74960. * @param target defines the object containing the property
  74961. * @param propertyPath defines the path of the property to set in the target
  74962. * @param value defines the value to set in the property
  74963. * @param condition defines the trigger related conditions
  74964. */
  74965. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74966. /** @hidden */
  74967. _prepare(): void;
  74968. /**
  74969. * Execute the action and set the targetted property to the desired value.
  74970. */
  74971. execute(): void;
  74972. /**
  74973. * Serializes the actions and its related information.
  74974. * @param parent defines the object to serialize in
  74975. * @returns the serialized object
  74976. */
  74977. serialize(parent: any): any;
  74978. }
  74979. /**
  74980. * This defines an action responsible to increment the target value
  74981. * to a desired value once triggered.
  74982. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74983. */
  74984. export class IncrementValueAction extends Action {
  74985. /**
  74986. * The path of the property to increment in the target.
  74987. */
  74988. propertyPath: string;
  74989. /**
  74990. * The value we should increment the property by.
  74991. */
  74992. value: any;
  74993. private _target;
  74994. private _effectiveTarget;
  74995. private _property;
  74996. /**
  74997. * Instantiate the action
  74998. * @param triggerOptions defines the trigger options
  74999. * @param target defines the object containing the property
  75000. * @param propertyPath defines the path of the property to increment in the target
  75001. * @param value defines the value value we should increment the property by
  75002. * @param condition defines the trigger related conditions
  75003. */
  75004. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75005. /** @hidden */
  75006. _prepare(): void;
  75007. /**
  75008. * Execute the action and increment the target of the value amount.
  75009. */
  75010. execute(): void;
  75011. /**
  75012. * Serializes the actions and its related information.
  75013. * @param parent defines the object to serialize in
  75014. * @returns the serialized object
  75015. */
  75016. serialize(parent: any): any;
  75017. }
  75018. /**
  75019. * This defines an action responsible to start an animation once triggered.
  75020. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75021. */
  75022. export class PlayAnimationAction extends Action {
  75023. /**
  75024. * Where the animation should start (animation frame)
  75025. */
  75026. from: number;
  75027. /**
  75028. * Where the animation should stop (animation frame)
  75029. */
  75030. to: number;
  75031. /**
  75032. * Define if the animation should loop or stop after the first play.
  75033. */
  75034. loop?: boolean;
  75035. private _target;
  75036. /**
  75037. * Instantiate the action
  75038. * @param triggerOptions defines the trigger options
  75039. * @param target defines the target animation or animation name
  75040. * @param from defines from where the animation should start (animation frame)
  75041. * @param end defines where the animation should stop (animation frame)
  75042. * @param loop defines if the animation should loop or stop after the first play
  75043. * @param condition defines the trigger related conditions
  75044. */
  75045. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75046. /** @hidden */
  75047. _prepare(): void;
  75048. /**
  75049. * Execute the action and play the animation.
  75050. */
  75051. execute(): void;
  75052. /**
  75053. * Serializes the actions and its related information.
  75054. * @param parent defines the object to serialize in
  75055. * @returns the serialized object
  75056. */
  75057. serialize(parent: any): any;
  75058. }
  75059. /**
  75060. * This defines an action responsible to stop an animation once triggered.
  75061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75062. */
  75063. export class StopAnimationAction extends Action {
  75064. private _target;
  75065. /**
  75066. * Instantiate the action
  75067. * @param triggerOptions defines the trigger options
  75068. * @param target defines the target animation or animation name
  75069. * @param condition defines the trigger related conditions
  75070. */
  75071. constructor(triggerOptions: any, target: any, condition?: Condition);
  75072. /** @hidden */
  75073. _prepare(): void;
  75074. /**
  75075. * Execute the action and stop the animation.
  75076. */
  75077. execute(): void;
  75078. /**
  75079. * Serializes the actions and its related information.
  75080. * @param parent defines the object to serialize in
  75081. * @returns the serialized object
  75082. */
  75083. serialize(parent: any): any;
  75084. }
  75085. /**
  75086. * This defines an action responsible that does nothing once triggered.
  75087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75088. */
  75089. export class DoNothingAction extends Action {
  75090. /**
  75091. * Instantiate the action
  75092. * @param triggerOptions defines the trigger options
  75093. * @param condition defines the trigger related conditions
  75094. */
  75095. constructor(triggerOptions?: any, condition?: Condition);
  75096. /**
  75097. * Execute the action and do nothing.
  75098. */
  75099. execute(): void;
  75100. /**
  75101. * Serializes the actions and its related information.
  75102. * @param parent defines the object to serialize in
  75103. * @returns the serialized object
  75104. */
  75105. serialize(parent: any): any;
  75106. }
  75107. /**
  75108. * This defines an action responsible to trigger several actions once triggered.
  75109. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75110. */
  75111. export class CombineAction extends Action {
  75112. /**
  75113. * The list of aggregated animations to run.
  75114. */
  75115. children: Action[];
  75116. /**
  75117. * Instantiate the action
  75118. * @param triggerOptions defines the trigger options
  75119. * @param children defines the list of aggregated animations to run
  75120. * @param condition defines the trigger related conditions
  75121. */
  75122. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  75123. /** @hidden */
  75124. _prepare(): void;
  75125. /**
  75126. * Execute the action and executes all the aggregated actions.
  75127. */
  75128. execute(evt: ActionEvent): void;
  75129. /**
  75130. * Serializes the actions and its related information.
  75131. * @param parent defines the object to serialize in
  75132. * @returns the serialized object
  75133. */
  75134. serialize(parent: any): any;
  75135. }
  75136. /**
  75137. * This defines an action responsible to run code (external event) once triggered.
  75138. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75139. */
  75140. export class ExecuteCodeAction extends Action {
  75141. /**
  75142. * The callback function to run.
  75143. */
  75144. func: (evt: ActionEvent) => void;
  75145. /**
  75146. * Instantiate the action
  75147. * @param triggerOptions defines the trigger options
  75148. * @param func defines the callback function to run
  75149. * @param condition defines the trigger related conditions
  75150. */
  75151. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  75152. /**
  75153. * Execute the action and run the attached code.
  75154. */
  75155. execute(evt: ActionEvent): void;
  75156. }
  75157. /**
  75158. * This defines an action responsible to set the parent property of the target once triggered.
  75159. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75160. */
  75161. export class SetParentAction extends Action {
  75162. private _parent;
  75163. private _target;
  75164. /**
  75165. * Instantiate the action
  75166. * @param triggerOptions defines the trigger options
  75167. * @param target defines the target containing the parent property
  75168. * @param parent defines from where the animation should start (animation frame)
  75169. * @param condition defines the trigger related conditions
  75170. */
  75171. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  75172. /** @hidden */
  75173. _prepare(): void;
  75174. /**
  75175. * Execute the action and set the parent property.
  75176. */
  75177. execute(): void;
  75178. /**
  75179. * Serializes the actions and its related information.
  75180. * @param parent defines the object to serialize in
  75181. * @returns the serialized object
  75182. */
  75183. serialize(parent: any): any;
  75184. }
  75185. }
  75186. declare module BABYLON {
  75187. /**
  75188. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75189. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75190. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75191. */
  75192. export class ActionManager extends AbstractActionManager {
  75193. /**
  75194. * Nothing
  75195. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75196. */
  75197. static readonly NothingTrigger: number;
  75198. /**
  75199. * On pick
  75200. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75201. */
  75202. static readonly OnPickTrigger: number;
  75203. /**
  75204. * On left pick
  75205. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75206. */
  75207. static readonly OnLeftPickTrigger: number;
  75208. /**
  75209. * On right pick
  75210. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75211. */
  75212. static readonly OnRightPickTrigger: number;
  75213. /**
  75214. * On center pick
  75215. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75216. */
  75217. static readonly OnCenterPickTrigger: number;
  75218. /**
  75219. * On pick down
  75220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75221. */
  75222. static readonly OnPickDownTrigger: number;
  75223. /**
  75224. * On double pick
  75225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75226. */
  75227. static readonly OnDoublePickTrigger: number;
  75228. /**
  75229. * On pick up
  75230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75231. */
  75232. static readonly OnPickUpTrigger: number;
  75233. /**
  75234. * On pick out.
  75235. * This trigger will only be raised if you also declared a OnPickDown
  75236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75237. */
  75238. static readonly OnPickOutTrigger: number;
  75239. /**
  75240. * On long press
  75241. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75242. */
  75243. static readonly OnLongPressTrigger: number;
  75244. /**
  75245. * On pointer over
  75246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75247. */
  75248. static readonly OnPointerOverTrigger: number;
  75249. /**
  75250. * On pointer out
  75251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75252. */
  75253. static readonly OnPointerOutTrigger: number;
  75254. /**
  75255. * On every frame
  75256. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75257. */
  75258. static readonly OnEveryFrameTrigger: number;
  75259. /**
  75260. * On intersection enter
  75261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75262. */
  75263. static readonly OnIntersectionEnterTrigger: number;
  75264. /**
  75265. * On intersection exit
  75266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75267. */
  75268. static readonly OnIntersectionExitTrigger: number;
  75269. /**
  75270. * On key down
  75271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75272. */
  75273. static readonly OnKeyDownTrigger: number;
  75274. /**
  75275. * On key up
  75276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75277. */
  75278. static readonly OnKeyUpTrigger: number;
  75279. private _scene;
  75280. /**
  75281. * Creates a new action manager
  75282. * @param scene defines the hosting scene
  75283. */
  75284. constructor(scene: Scene);
  75285. /**
  75286. * Releases all associated resources
  75287. */
  75288. dispose(): void;
  75289. /**
  75290. * Gets hosting scene
  75291. * @returns the hosting scene
  75292. */
  75293. getScene(): Scene;
  75294. /**
  75295. * Does this action manager handles actions of any of the given triggers
  75296. * @param triggers defines the triggers to be tested
  75297. * @return a boolean indicating whether one (or more) of the triggers is handled
  75298. */
  75299. hasSpecificTriggers(triggers: number[]): boolean;
  75300. /**
  75301. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75302. * speed.
  75303. * @param triggerA defines the trigger to be tested
  75304. * @param triggerB defines the trigger to be tested
  75305. * @return a boolean indicating whether one (or more) of the triggers is handled
  75306. */
  75307. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75308. /**
  75309. * Does this action manager handles actions of a given trigger
  75310. * @param trigger defines the trigger to be tested
  75311. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75312. * @return whether the trigger is handled
  75313. */
  75314. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75315. /**
  75316. * Does this action manager has pointer triggers
  75317. */
  75318. readonly hasPointerTriggers: boolean;
  75319. /**
  75320. * Does this action manager has pick triggers
  75321. */
  75322. readonly hasPickTriggers: boolean;
  75323. /**
  75324. * Registers an action to this action manager
  75325. * @param action defines the action to be registered
  75326. * @return the action amended (prepared) after registration
  75327. */
  75328. registerAction(action: IAction): Nullable<IAction>;
  75329. /**
  75330. * Unregisters an action to this action manager
  75331. * @param action defines the action to be unregistered
  75332. * @return a boolean indicating whether the action has been unregistered
  75333. */
  75334. unregisterAction(action: IAction): Boolean;
  75335. /**
  75336. * Process a specific trigger
  75337. * @param trigger defines the trigger to process
  75338. * @param evt defines the event details to be processed
  75339. */
  75340. processTrigger(trigger: number, evt?: IActionEvent): void;
  75341. /** @hidden */
  75342. _getEffectiveTarget(target: any, propertyPath: string): any;
  75343. /** @hidden */
  75344. _getProperty(propertyPath: string): string;
  75345. /**
  75346. * Serialize this manager to a JSON object
  75347. * @param name defines the property name to store this manager
  75348. * @returns a JSON representation of this manager
  75349. */
  75350. serialize(name: string): any;
  75351. /**
  75352. * Creates a new ActionManager from a JSON data
  75353. * @param parsedActions defines the JSON data to read from
  75354. * @param object defines the hosting mesh
  75355. * @param scene defines the hosting scene
  75356. */
  75357. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75358. /**
  75359. * Get a trigger name by index
  75360. * @param trigger defines the trigger index
  75361. * @returns a trigger name
  75362. */
  75363. static GetTriggerName(trigger: number): string;
  75364. }
  75365. }
  75366. declare module BABYLON {
  75367. /**
  75368. * Class representing a ray with position and direction
  75369. */
  75370. export class Ray {
  75371. /** origin point */
  75372. origin: Vector3;
  75373. /** direction */
  75374. direction: Vector3;
  75375. /** length of the ray */
  75376. length: number;
  75377. private static readonly TmpVector3;
  75378. private _tmpRay;
  75379. /**
  75380. * Creates a new ray
  75381. * @param origin origin point
  75382. * @param direction direction
  75383. * @param length length of the ray
  75384. */
  75385. constructor(
  75386. /** origin point */
  75387. origin: Vector3,
  75388. /** direction */
  75389. direction: Vector3,
  75390. /** length of the ray */
  75391. length?: number);
  75392. /**
  75393. * Checks if the ray intersects a box
  75394. * @param minimum bound of the box
  75395. * @param maximum bound of the box
  75396. * @param intersectionTreshold extra extend to be added to the box in all direction
  75397. * @returns if the box was hit
  75398. */
  75399. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75400. /**
  75401. * Checks if the ray intersects a box
  75402. * @param box the bounding box to check
  75403. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75404. * @returns if the box was hit
  75405. */
  75406. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75407. /**
  75408. * If the ray hits a sphere
  75409. * @param sphere the bounding sphere to check
  75410. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75411. * @returns true if it hits the sphere
  75412. */
  75413. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75414. /**
  75415. * If the ray hits a triange
  75416. * @param vertex0 triangle vertex
  75417. * @param vertex1 triangle vertex
  75418. * @param vertex2 triangle vertex
  75419. * @returns intersection information if hit
  75420. */
  75421. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75422. /**
  75423. * Checks if ray intersects a plane
  75424. * @param plane the plane to check
  75425. * @returns the distance away it was hit
  75426. */
  75427. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75428. /**
  75429. * Calculate the intercept of a ray on a given axis
  75430. * @param axis to check 'x' | 'y' | 'z'
  75431. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75432. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75433. */
  75434. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75435. /**
  75436. * Checks if ray intersects a mesh
  75437. * @param mesh the mesh to check
  75438. * @param fastCheck if only the bounding box should checked
  75439. * @returns picking info of the intersecton
  75440. */
  75441. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75442. /**
  75443. * Checks if ray intersects a mesh
  75444. * @param meshes the meshes to check
  75445. * @param fastCheck if only the bounding box should checked
  75446. * @param results array to store result in
  75447. * @returns Array of picking infos
  75448. */
  75449. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75450. private _comparePickingInfo;
  75451. private static smallnum;
  75452. private static rayl;
  75453. /**
  75454. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75455. * @param sega the first point of the segment to test the intersection against
  75456. * @param segb the second point of the segment to test the intersection against
  75457. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75458. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75459. */
  75460. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75461. /**
  75462. * Update the ray from viewport position
  75463. * @param x position
  75464. * @param y y position
  75465. * @param viewportWidth viewport width
  75466. * @param viewportHeight viewport height
  75467. * @param world world matrix
  75468. * @param view view matrix
  75469. * @param projection projection matrix
  75470. * @returns this ray updated
  75471. */
  75472. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75473. /**
  75474. * Creates a ray with origin and direction of 0,0,0
  75475. * @returns the new ray
  75476. */
  75477. static Zero(): Ray;
  75478. /**
  75479. * Creates a new ray from screen space and viewport
  75480. * @param x position
  75481. * @param y y position
  75482. * @param viewportWidth viewport width
  75483. * @param viewportHeight viewport height
  75484. * @param world world matrix
  75485. * @param view view matrix
  75486. * @param projection projection matrix
  75487. * @returns new ray
  75488. */
  75489. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75490. /**
  75491. * 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
  75492. * transformed to the given world matrix.
  75493. * @param origin The origin point
  75494. * @param end The end point
  75495. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75496. * @returns the new ray
  75497. */
  75498. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75499. /**
  75500. * Transforms a ray by a matrix
  75501. * @param ray ray to transform
  75502. * @param matrix matrix to apply
  75503. * @returns the resulting new ray
  75504. */
  75505. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75506. /**
  75507. * Transforms a ray by a matrix
  75508. * @param ray ray to transform
  75509. * @param matrix matrix to apply
  75510. * @param result ray to store result in
  75511. */
  75512. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75513. /**
  75514. * Unproject a ray from screen space to object space
  75515. * @param sourceX defines the screen space x coordinate to use
  75516. * @param sourceY defines the screen space y coordinate to use
  75517. * @param viewportWidth defines the current width of the viewport
  75518. * @param viewportHeight defines the current height of the viewport
  75519. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75520. * @param view defines the view matrix to use
  75521. * @param projection defines the projection matrix to use
  75522. */
  75523. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75524. }
  75525. /**
  75526. * Type used to define predicate used to select faces when a mesh intersection is detected
  75527. */
  75528. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75529. interface Scene {
  75530. /** @hidden */
  75531. _tempPickingRay: Nullable<Ray>;
  75532. /** @hidden */
  75533. _cachedRayForTransform: Ray;
  75534. /** @hidden */
  75535. _pickWithRayInverseMatrix: Matrix;
  75536. /** @hidden */
  75537. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75538. /** @hidden */
  75539. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75540. }
  75541. }
  75542. declare module BABYLON {
  75543. /**
  75544. * Groups all the scene component constants in one place to ease maintenance.
  75545. * @hidden
  75546. */
  75547. export class SceneComponentConstants {
  75548. static readonly NAME_EFFECTLAYER: string;
  75549. static readonly NAME_LAYER: string;
  75550. static readonly NAME_LENSFLARESYSTEM: string;
  75551. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75552. static readonly NAME_PARTICLESYSTEM: string;
  75553. static readonly NAME_GAMEPAD: string;
  75554. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75555. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75556. static readonly NAME_DEPTHRENDERER: string;
  75557. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75558. static readonly NAME_SPRITE: string;
  75559. static readonly NAME_OUTLINERENDERER: string;
  75560. static readonly NAME_PROCEDURALTEXTURE: string;
  75561. static readonly NAME_SHADOWGENERATOR: string;
  75562. static readonly NAME_OCTREE: string;
  75563. static readonly NAME_PHYSICSENGINE: string;
  75564. static readonly NAME_AUDIO: string;
  75565. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75566. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75567. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75568. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75569. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75570. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75571. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75572. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75573. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75574. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75575. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75576. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75577. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75578. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75579. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75580. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75581. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75582. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75583. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75584. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75585. static readonly STEP_AFTERRENDER_AUDIO: number;
  75586. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75587. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75588. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75589. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75590. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75591. static readonly STEP_POINTERMOVE_SPRITE: number;
  75592. static readonly STEP_POINTERDOWN_SPRITE: number;
  75593. static readonly STEP_POINTERUP_SPRITE: number;
  75594. }
  75595. /**
  75596. * This represents a scene component.
  75597. *
  75598. * This is used to decouple the dependency the scene is having on the different workloads like
  75599. * layers, post processes...
  75600. */
  75601. export interface ISceneComponent {
  75602. /**
  75603. * The name of the component. Each component must have a unique name.
  75604. */
  75605. name: string;
  75606. /**
  75607. * The scene the component belongs to.
  75608. */
  75609. scene: Scene;
  75610. /**
  75611. * Register the component to one instance of a scene.
  75612. */
  75613. register(): void;
  75614. /**
  75615. * Rebuilds the elements related to this component in case of
  75616. * context lost for instance.
  75617. */
  75618. rebuild(): void;
  75619. /**
  75620. * Disposes the component and the associated ressources.
  75621. */
  75622. dispose(): void;
  75623. }
  75624. /**
  75625. * This represents a SERIALIZABLE scene component.
  75626. *
  75627. * This extends Scene Component to add Serialization methods on top.
  75628. */
  75629. export interface ISceneSerializableComponent extends ISceneComponent {
  75630. /**
  75631. * Adds all the elements from the container to the scene
  75632. * @param container the container holding the elements
  75633. */
  75634. addFromContainer(container: AbstractScene): void;
  75635. /**
  75636. * Removes all the elements in the container from the scene
  75637. * @param container contains the elements to remove
  75638. * @param dispose if the removed element should be disposed (default: false)
  75639. */
  75640. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75641. /**
  75642. * Serializes the component data to the specified json object
  75643. * @param serializationObject The object to serialize to
  75644. */
  75645. serialize(serializationObject: any): void;
  75646. }
  75647. /**
  75648. * Strong typing of a Mesh related stage step action
  75649. */
  75650. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75651. /**
  75652. * Strong typing of a Evaluate Sub Mesh related stage step action
  75653. */
  75654. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75655. /**
  75656. * Strong typing of a Active Mesh related stage step action
  75657. */
  75658. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75659. /**
  75660. * Strong typing of a Camera related stage step action
  75661. */
  75662. export type CameraStageAction = (camera: Camera) => void;
  75663. /**
  75664. * Strong typing of a Camera Frame buffer related stage step action
  75665. */
  75666. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75667. /**
  75668. * Strong typing of a Render Target related stage step action
  75669. */
  75670. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75671. /**
  75672. * Strong typing of a RenderingGroup related stage step action
  75673. */
  75674. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75675. /**
  75676. * Strong typing of a Mesh Render related stage step action
  75677. */
  75678. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75679. /**
  75680. * Strong typing of a simple stage step action
  75681. */
  75682. export type SimpleStageAction = () => void;
  75683. /**
  75684. * Strong typing of a render target action.
  75685. */
  75686. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75687. /**
  75688. * Strong typing of a pointer move action.
  75689. */
  75690. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75691. /**
  75692. * Strong typing of a pointer up/down action.
  75693. */
  75694. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75695. /**
  75696. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75697. * @hidden
  75698. */
  75699. export class Stage<T extends Function> extends Array<{
  75700. index: number;
  75701. component: ISceneComponent;
  75702. action: T;
  75703. }> {
  75704. /**
  75705. * Hide ctor from the rest of the world.
  75706. * @param items The items to add.
  75707. */
  75708. private constructor();
  75709. /**
  75710. * Creates a new Stage.
  75711. * @returns A new instance of a Stage
  75712. */
  75713. static Create<T extends Function>(): Stage<T>;
  75714. /**
  75715. * Registers a step in an ordered way in the targeted stage.
  75716. * @param index Defines the position to register the step in
  75717. * @param component Defines the component attached to the step
  75718. * @param action Defines the action to launch during the step
  75719. */
  75720. registerStep(index: number, component: ISceneComponent, action: T): void;
  75721. /**
  75722. * Clears all the steps from the stage.
  75723. */
  75724. clear(): void;
  75725. }
  75726. }
  75727. declare module BABYLON {
  75728. interface Scene {
  75729. /** @hidden */
  75730. _pointerOverSprite: Nullable<Sprite>;
  75731. /** @hidden */
  75732. _pickedDownSprite: Nullable<Sprite>;
  75733. /** @hidden */
  75734. _tempSpritePickingRay: Nullable<Ray>;
  75735. /**
  75736. * All of the sprite managers added to this scene
  75737. * @see http://doc.babylonjs.com/babylon101/sprites
  75738. */
  75739. spriteManagers: Array<ISpriteManager>;
  75740. /**
  75741. * An event triggered when sprites rendering is about to start
  75742. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75743. */
  75744. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75745. /**
  75746. * An event triggered when sprites rendering is done
  75747. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75748. */
  75749. onAfterSpritesRenderingObservable: Observable<Scene>;
  75750. /** @hidden */
  75751. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75752. /** Launch a ray to try to pick a sprite in the scene
  75753. * @param x position on screen
  75754. * @param y position on screen
  75755. * @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
  75756. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75757. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75758. * @returns a PickingInfo
  75759. */
  75760. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75761. /** Use the given ray to pick a sprite in the scene
  75762. * @param ray The ray (in world space) to use to pick meshes
  75763. * @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
  75764. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75765. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75766. * @returns a PickingInfo
  75767. */
  75768. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75769. /**
  75770. * Force the sprite under the pointer
  75771. * @param sprite defines the sprite to use
  75772. */
  75773. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75774. /**
  75775. * Gets the sprite under the pointer
  75776. * @returns a Sprite or null if no sprite is under the pointer
  75777. */
  75778. getPointerOverSprite(): Nullable<Sprite>;
  75779. }
  75780. /**
  75781. * Defines the sprite scene component responsible to manage sprites
  75782. * in a given scene.
  75783. */
  75784. export class SpriteSceneComponent implements ISceneComponent {
  75785. /**
  75786. * The component name helpfull to identify the component in the list of scene components.
  75787. */
  75788. readonly name: string;
  75789. /**
  75790. * The scene the component belongs to.
  75791. */
  75792. scene: Scene;
  75793. /** @hidden */
  75794. private _spritePredicate;
  75795. /**
  75796. * Creates a new instance of the component for the given scene
  75797. * @param scene Defines the scene to register the component in
  75798. */
  75799. constructor(scene: Scene);
  75800. /**
  75801. * Registers the component in a given scene
  75802. */
  75803. register(): void;
  75804. /**
  75805. * Rebuilds the elements related to this component in case of
  75806. * context lost for instance.
  75807. */
  75808. rebuild(): void;
  75809. /**
  75810. * Disposes the component and the associated ressources.
  75811. */
  75812. dispose(): void;
  75813. private _pickSpriteButKeepRay;
  75814. private _pointerMove;
  75815. private _pointerDown;
  75816. private _pointerUp;
  75817. }
  75818. }
  75819. declare module BABYLON {
  75820. /** @hidden */
  75821. export var fogFragmentDeclaration: {
  75822. name: string;
  75823. shader: string;
  75824. };
  75825. }
  75826. declare module BABYLON {
  75827. /** @hidden */
  75828. export var fogFragment: {
  75829. name: string;
  75830. shader: string;
  75831. };
  75832. }
  75833. declare module BABYLON {
  75834. /** @hidden */
  75835. export var spritesPixelShader: {
  75836. name: string;
  75837. shader: string;
  75838. };
  75839. }
  75840. declare module BABYLON {
  75841. /** @hidden */
  75842. export var fogVertexDeclaration: {
  75843. name: string;
  75844. shader: string;
  75845. };
  75846. }
  75847. declare module BABYLON {
  75848. /** @hidden */
  75849. export var spritesVertexShader: {
  75850. name: string;
  75851. shader: string;
  75852. };
  75853. }
  75854. declare module BABYLON {
  75855. /**
  75856. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75857. */
  75858. export interface ISpriteManager extends IDisposable {
  75859. /**
  75860. * Restricts the camera to viewing objects with the same layerMask.
  75861. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75862. */
  75863. layerMask: number;
  75864. /**
  75865. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75866. */
  75867. isPickable: boolean;
  75868. /**
  75869. * Specifies the rendering group id for this mesh (0 by default)
  75870. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75871. */
  75872. renderingGroupId: number;
  75873. /**
  75874. * Defines the list of sprites managed by the manager.
  75875. */
  75876. sprites: Array<Sprite>;
  75877. /**
  75878. * Tests the intersection of a sprite with a specific ray.
  75879. * @param ray The ray we are sending to test the collision
  75880. * @param camera The camera space we are sending rays in
  75881. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75882. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75883. * @returns picking info or null.
  75884. */
  75885. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75886. /**
  75887. * Renders the list of sprites on screen.
  75888. */
  75889. render(): void;
  75890. }
  75891. /**
  75892. * Class used to manage multiple sprites on the same spritesheet
  75893. * @see http://doc.babylonjs.com/babylon101/sprites
  75894. */
  75895. export class SpriteManager implements ISpriteManager {
  75896. /** defines the manager's name */
  75897. name: string;
  75898. /** Gets the list of sprites */
  75899. sprites: Sprite[];
  75900. /** Gets or sets the rendering group id (0 by default) */
  75901. renderingGroupId: number;
  75902. /** Gets or sets camera layer mask */
  75903. layerMask: number;
  75904. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75905. fogEnabled: boolean;
  75906. /** Gets or sets a boolean indicating if the sprites are pickable */
  75907. isPickable: boolean;
  75908. /** Defines the default width of a cell in the spritesheet */
  75909. cellWidth: number;
  75910. /** Defines the default height of a cell in the spritesheet */
  75911. cellHeight: number;
  75912. /** Associative array from JSON sprite data file */
  75913. private _cellData;
  75914. /** Array of sprite names from JSON sprite data file */
  75915. private _spriteMap;
  75916. /** True when packed cell data from JSON file is ready*/
  75917. private _packedAndReady;
  75918. /**
  75919. * An event triggered when the manager is disposed.
  75920. */
  75921. onDisposeObservable: Observable<SpriteManager>;
  75922. private _onDisposeObserver;
  75923. /**
  75924. * Callback called when the manager is disposed
  75925. */
  75926. onDispose: () => void;
  75927. private _capacity;
  75928. private _fromPacked;
  75929. private _spriteTexture;
  75930. private _epsilon;
  75931. private _scene;
  75932. private _vertexData;
  75933. private _buffer;
  75934. private _vertexBuffers;
  75935. private _indexBuffer;
  75936. private _effectBase;
  75937. private _effectFog;
  75938. /**
  75939. * Gets or sets the spritesheet texture
  75940. */
  75941. texture: Texture;
  75942. /**
  75943. * Creates a new sprite manager
  75944. * @param name defines the manager's name
  75945. * @param imgUrl defines the sprite sheet url
  75946. * @param capacity defines the maximum allowed number of sprites
  75947. * @param cellSize defines the size of a sprite cell
  75948. * @param scene defines the hosting scene
  75949. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75950. * @param samplingMode defines the smapling mode to use with spritesheet
  75951. * @param fromPacked set to false; do not alter
  75952. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  75953. */
  75954. constructor(
  75955. /** defines the manager's name */
  75956. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  75957. private _makePacked;
  75958. private _appendSpriteVertex;
  75959. /**
  75960. * Intersects the sprites with a ray
  75961. * @param ray defines the ray to intersect with
  75962. * @param camera defines the current active camera
  75963. * @param predicate defines a predicate used to select candidate sprites
  75964. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75965. * @returns null if no hit or a PickingInfo
  75966. */
  75967. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75968. /**
  75969. * Render all child sprites
  75970. */
  75971. render(): void;
  75972. /**
  75973. * Release associated resources
  75974. */
  75975. dispose(): void;
  75976. }
  75977. }
  75978. declare module BABYLON {
  75979. /**
  75980. * Class used to represent a sprite
  75981. * @see http://doc.babylonjs.com/babylon101/sprites
  75982. */
  75983. export class Sprite {
  75984. /** defines the name */
  75985. name: string;
  75986. /** Gets or sets the current world position */
  75987. position: Vector3;
  75988. /** Gets or sets the main color */
  75989. color: Color4;
  75990. /** Gets or sets the width */
  75991. width: number;
  75992. /** Gets or sets the height */
  75993. height: number;
  75994. /** Gets or sets rotation angle */
  75995. angle: number;
  75996. /** Gets or sets the cell index in the sprite sheet */
  75997. cellIndex: number;
  75998. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  75999. cellRef: string;
  76000. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76001. invertU: number;
  76002. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76003. invertV: number;
  76004. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76005. disposeWhenFinishedAnimating: boolean;
  76006. /** Gets the list of attached animations */
  76007. animations: Animation[];
  76008. /** Gets or sets a boolean indicating if the sprite can be picked */
  76009. isPickable: boolean;
  76010. /**
  76011. * Gets or sets the associated action manager
  76012. */
  76013. actionManager: Nullable<ActionManager>;
  76014. private _animationStarted;
  76015. private _loopAnimation;
  76016. private _fromIndex;
  76017. private _toIndex;
  76018. private _delay;
  76019. private _direction;
  76020. private _manager;
  76021. private _time;
  76022. private _onAnimationEnd;
  76023. /**
  76024. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  76025. */
  76026. isVisible: boolean;
  76027. /**
  76028. * Gets or sets the sprite size
  76029. */
  76030. size: number;
  76031. /**
  76032. * Creates a new Sprite
  76033. * @param name defines the name
  76034. * @param manager defines the manager
  76035. */
  76036. constructor(
  76037. /** defines the name */
  76038. name: string, manager: ISpriteManager);
  76039. /**
  76040. * Starts an animation
  76041. * @param from defines the initial key
  76042. * @param to defines the end key
  76043. * @param loop defines if the animation must loop
  76044. * @param delay defines the start delay (in ms)
  76045. * @param onAnimationEnd defines a callback to call when animation ends
  76046. */
  76047. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  76048. /** Stops current animation (if any) */
  76049. stopAnimation(): void;
  76050. /** @hidden */
  76051. _animate(deltaTime: number): void;
  76052. /** Release associated resources */
  76053. dispose(): void;
  76054. }
  76055. }
  76056. declare module BABYLON {
  76057. /**
  76058. * Information about the result of picking within a scene
  76059. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  76060. */
  76061. export class PickingInfo {
  76062. /** @hidden */
  76063. _pickingUnavailable: boolean;
  76064. /**
  76065. * If the pick collided with an object
  76066. */
  76067. hit: boolean;
  76068. /**
  76069. * Distance away where the pick collided
  76070. */
  76071. distance: number;
  76072. /**
  76073. * The location of pick collision
  76074. */
  76075. pickedPoint: Nullable<Vector3>;
  76076. /**
  76077. * The mesh corresponding the the pick collision
  76078. */
  76079. pickedMesh: Nullable<AbstractMesh>;
  76080. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  76081. bu: number;
  76082. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  76083. bv: number;
  76084. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  76085. faceId: number;
  76086. /** Id of the the submesh that was picked */
  76087. subMeshId: number;
  76088. /** If a sprite was picked, this will be the sprite the pick collided with */
  76089. pickedSprite: Nullable<Sprite>;
  76090. /**
  76091. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  76092. */
  76093. originMesh: Nullable<AbstractMesh>;
  76094. /**
  76095. * The ray that was used to perform the picking.
  76096. */
  76097. ray: Nullable<Ray>;
  76098. /**
  76099. * Gets the normal correspodning to the face the pick collided with
  76100. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  76101. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  76102. * @returns The normal correspodning to the face the pick collided with
  76103. */
  76104. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  76105. /**
  76106. * Gets the texture coordinates of where the pick occured
  76107. * @returns the vector containing the coordnates of the texture
  76108. */
  76109. getTextureCoordinates(): Nullable<Vector2>;
  76110. }
  76111. }
  76112. declare module BABYLON {
  76113. /**
  76114. * Gather the list of pointer event types as constants.
  76115. */
  76116. export class PointerEventTypes {
  76117. /**
  76118. * 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.
  76119. */
  76120. static readonly POINTERDOWN: number;
  76121. /**
  76122. * The pointerup event is fired when a pointer is no longer active.
  76123. */
  76124. static readonly POINTERUP: number;
  76125. /**
  76126. * The pointermove event is fired when a pointer changes coordinates.
  76127. */
  76128. static readonly POINTERMOVE: number;
  76129. /**
  76130. * The pointerwheel event is fired when a mouse wheel has been rotated.
  76131. */
  76132. static readonly POINTERWHEEL: number;
  76133. /**
  76134. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  76135. */
  76136. static readonly POINTERPICK: number;
  76137. /**
  76138. * The pointertap event is fired when a the object has been touched and released without drag.
  76139. */
  76140. static readonly POINTERTAP: number;
  76141. /**
  76142. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  76143. */
  76144. static readonly POINTERDOUBLETAP: number;
  76145. }
  76146. /**
  76147. * Base class of pointer info types.
  76148. */
  76149. export class PointerInfoBase {
  76150. /**
  76151. * Defines the type of event (PointerEventTypes)
  76152. */
  76153. type: number;
  76154. /**
  76155. * Defines the related dom event
  76156. */
  76157. event: PointerEvent | MouseWheelEvent;
  76158. /**
  76159. * Instantiates the base class of pointers info.
  76160. * @param type Defines the type of event (PointerEventTypes)
  76161. * @param event Defines the related dom event
  76162. */
  76163. constructor(
  76164. /**
  76165. * Defines the type of event (PointerEventTypes)
  76166. */
  76167. type: number,
  76168. /**
  76169. * Defines the related dom event
  76170. */
  76171. event: PointerEvent | MouseWheelEvent);
  76172. }
  76173. /**
  76174. * This class is used to store pointer related info for the onPrePointerObservable event.
  76175. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  76176. */
  76177. export class PointerInfoPre extends PointerInfoBase {
  76178. /**
  76179. * Ray from a pointer if availible (eg. 6dof controller)
  76180. */
  76181. ray: Nullable<Ray>;
  76182. /**
  76183. * Defines the local position of the pointer on the canvas.
  76184. */
  76185. localPosition: Vector2;
  76186. /**
  76187. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  76188. */
  76189. skipOnPointerObservable: boolean;
  76190. /**
  76191. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76192. * @param type Defines the type of event (PointerEventTypes)
  76193. * @param event Defines the related dom event
  76194. * @param localX Defines the local x coordinates of the pointer when the event occured
  76195. * @param localY Defines the local y coordinates of the pointer when the event occured
  76196. */
  76197. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76198. }
  76199. /**
  76200. * This type contains all the data related to a pointer event in Babylon.js.
  76201. * 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.
  76202. */
  76203. export class PointerInfo extends PointerInfoBase {
  76204. /**
  76205. * Defines the picking info associated to the info (if any)\
  76206. */
  76207. pickInfo: Nullable<PickingInfo>;
  76208. /**
  76209. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76210. * @param type Defines the type of event (PointerEventTypes)
  76211. * @param event Defines the related dom event
  76212. * @param pickInfo Defines the picking info associated to the info (if any)\
  76213. */
  76214. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76215. /**
  76216. * Defines the picking info associated to the info (if any)\
  76217. */
  76218. pickInfo: Nullable<PickingInfo>);
  76219. }
  76220. /**
  76221. * Data relating to a touch event on the screen.
  76222. */
  76223. export interface PointerTouch {
  76224. /**
  76225. * X coordinate of touch.
  76226. */
  76227. x: number;
  76228. /**
  76229. * Y coordinate of touch.
  76230. */
  76231. y: number;
  76232. /**
  76233. * Id of touch. Unique for each finger.
  76234. */
  76235. pointerId: number;
  76236. /**
  76237. * Event type passed from DOM.
  76238. */
  76239. type: any;
  76240. }
  76241. }
  76242. declare module BABYLON {
  76243. /**
  76244. * Manage the mouse inputs to control the movement of a free camera.
  76245. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76246. */
  76247. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76248. /**
  76249. * Define if touch is enabled in the mouse input
  76250. */
  76251. touchEnabled: boolean;
  76252. /**
  76253. * Defines the camera the input is attached to.
  76254. */
  76255. camera: FreeCamera;
  76256. /**
  76257. * Defines the buttons associated with the input to handle camera move.
  76258. */
  76259. buttons: number[];
  76260. /**
  76261. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76262. */
  76263. angularSensibility: number;
  76264. private _pointerInput;
  76265. private _onMouseMove;
  76266. private _observer;
  76267. private previousPosition;
  76268. /**
  76269. * Observable for when a pointer move event occurs containing the move offset
  76270. */
  76271. onPointerMovedObservable: Observable<{
  76272. offsetX: number;
  76273. offsetY: number;
  76274. }>;
  76275. /**
  76276. * @hidden
  76277. * If the camera should be rotated automatically based on pointer movement
  76278. */
  76279. _allowCameraRotation: boolean;
  76280. /**
  76281. * Manage the mouse inputs to control the movement of a free camera.
  76282. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76283. * @param touchEnabled Defines if touch is enabled or not
  76284. */
  76285. constructor(
  76286. /**
  76287. * Define if touch is enabled in the mouse input
  76288. */
  76289. touchEnabled?: boolean);
  76290. /**
  76291. * Attach the input controls to a specific dom element to get the input from.
  76292. * @param element Defines the element the controls should be listened from
  76293. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76294. */
  76295. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76296. /**
  76297. * Called on JS contextmenu event.
  76298. * Override this method to provide functionality.
  76299. */
  76300. protected onContextMenu(evt: PointerEvent): void;
  76301. /**
  76302. * Detach the current controls from the specified dom element.
  76303. * @param element Defines the element to stop listening the inputs from
  76304. */
  76305. detachControl(element: Nullable<HTMLElement>): void;
  76306. /**
  76307. * Gets the class name of the current intput.
  76308. * @returns the class name
  76309. */
  76310. getClassName(): string;
  76311. /**
  76312. * Get the friendly name associated with the input class.
  76313. * @returns the input friendly name
  76314. */
  76315. getSimpleName(): string;
  76316. }
  76317. }
  76318. declare module BABYLON {
  76319. /**
  76320. * Manage the touch inputs to control the movement of a free camera.
  76321. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76322. */
  76323. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76324. /**
  76325. * Defines the camera the input is attached to.
  76326. */
  76327. camera: FreeCamera;
  76328. /**
  76329. * Defines the touch sensibility for rotation.
  76330. * The higher the faster.
  76331. */
  76332. touchAngularSensibility: number;
  76333. /**
  76334. * Defines the touch sensibility for move.
  76335. * The higher the faster.
  76336. */
  76337. touchMoveSensibility: number;
  76338. private _offsetX;
  76339. private _offsetY;
  76340. private _pointerPressed;
  76341. private _pointerInput;
  76342. private _observer;
  76343. private _onLostFocus;
  76344. /**
  76345. * Attach the input controls to a specific dom element to get the input from.
  76346. * @param element Defines the element the controls should be listened from
  76347. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76348. */
  76349. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76350. /**
  76351. * Detach the current controls from the specified dom element.
  76352. * @param element Defines the element to stop listening the inputs from
  76353. */
  76354. detachControl(element: Nullable<HTMLElement>): void;
  76355. /**
  76356. * Update the current camera state depending on the inputs that have been used this frame.
  76357. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76358. */
  76359. checkInputs(): void;
  76360. /**
  76361. * Gets the class name of the current intput.
  76362. * @returns the class name
  76363. */
  76364. getClassName(): string;
  76365. /**
  76366. * Get the friendly name associated with the input class.
  76367. * @returns the input friendly name
  76368. */
  76369. getSimpleName(): string;
  76370. }
  76371. }
  76372. declare module BABYLON {
  76373. /**
  76374. * Default Inputs manager for the FreeCamera.
  76375. * It groups all the default supported inputs for ease of use.
  76376. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76377. */
  76378. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76379. /**
  76380. * @hidden
  76381. */
  76382. _mouseInput: Nullable<FreeCameraMouseInput>;
  76383. /**
  76384. * Instantiates a new FreeCameraInputsManager.
  76385. * @param camera Defines the camera the inputs belong to
  76386. */
  76387. constructor(camera: FreeCamera);
  76388. /**
  76389. * Add keyboard input support to the input manager.
  76390. * @returns the current input manager
  76391. */
  76392. addKeyboard(): FreeCameraInputsManager;
  76393. /**
  76394. * Add mouse input support to the input manager.
  76395. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76396. * @returns the current input manager
  76397. */
  76398. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76399. /**
  76400. * Removes the mouse input support from the manager
  76401. * @returns the current input manager
  76402. */
  76403. removeMouse(): FreeCameraInputsManager;
  76404. /**
  76405. * Add touch input support to the input manager.
  76406. * @returns the current input manager
  76407. */
  76408. addTouch(): FreeCameraInputsManager;
  76409. /**
  76410. * Remove all attached input methods from a camera
  76411. */
  76412. clear(): void;
  76413. }
  76414. }
  76415. declare module BABYLON {
  76416. /**
  76417. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76418. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76419. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76420. */
  76421. export class FreeCamera extends TargetCamera {
  76422. /**
  76423. * Define the collision ellipsoid of the camera.
  76424. * This is helpful to simulate a camera body like the player body around the camera
  76425. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76426. */
  76427. ellipsoid: Vector3;
  76428. /**
  76429. * Define an offset for the position of the ellipsoid around the camera.
  76430. * This can be helpful to determine the center of the body near the gravity center of the body
  76431. * instead of its head.
  76432. */
  76433. ellipsoidOffset: Vector3;
  76434. /**
  76435. * Enable or disable collisions of the camera with the rest of the scene objects.
  76436. */
  76437. checkCollisions: boolean;
  76438. /**
  76439. * Enable or disable gravity on the camera.
  76440. */
  76441. applyGravity: boolean;
  76442. /**
  76443. * Define the input manager associated to the camera.
  76444. */
  76445. inputs: FreeCameraInputsManager;
  76446. /**
  76447. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76448. * Higher values reduce sensitivity.
  76449. */
  76450. /**
  76451. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76452. * Higher values reduce sensitivity.
  76453. */
  76454. angularSensibility: number;
  76455. /**
  76456. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76457. */
  76458. keysUp: number[];
  76459. /**
  76460. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76461. */
  76462. keysDown: number[];
  76463. /**
  76464. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76465. */
  76466. keysLeft: number[];
  76467. /**
  76468. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76469. */
  76470. keysRight: number[];
  76471. /**
  76472. * Event raised when the camera collide with a mesh in the scene.
  76473. */
  76474. onCollide: (collidedMesh: AbstractMesh) => void;
  76475. private _collider;
  76476. private _needMoveForGravity;
  76477. private _oldPosition;
  76478. private _diffPosition;
  76479. private _newPosition;
  76480. /** @hidden */
  76481. _localDirection: Vector3;
  76482. /** @hidden */
  76483. _transformedDirection: Vector3;
  76484. /**
  76485. * Instantiates a Free Camera.
  76486. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76487. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76488. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76489. * @param name Define the name of the camera in the scene
  76490. * @param position Define the start position of the camera in the scene
  76491. * @param scene Define the scene the camera belongs to
  76492. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76493. */
  76494. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76495. /**
  76496. * Attached controls to the current camera.
  76497. * @param element Defines the element the controls should be listened from
  76498. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76499. */
  76500. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76501. /**
  76502. * Detach the current controls from the camera.
  76503. * The camera will stop reacting to inputs.
  76504. * @param element Defines the element to stop listening the inputs from
  76505. */
  76506. detachControl(element: HTMLElement): void;
  76507. private _collisionMask;
  76508. /**
  76509. * Define a collision mask to limit the list of object the camera can collide with
  76510. */
  76511. collisionMask: number;
  76512. /** @hidden */
  76513. _collideWithWorld(displacement: Vector3): void;
  76514. private _onCollisionPositionChange;
  76515. /** @hidden */
  76516. _checkInputs(): void;
  76517. /** @hidden */
  76518. _decideIfNeedsToMove(): boolean;
  76519. /** @hidden */
  76520. _updatePosition(): void;
  76521. /**
  76522. * Destroy the camera and release the current resources hold by it.
  76523. */
  76524. dispose(): void;
  76525. /**
  76526. * Gets the current object class name.
  76527. * @return the class name
  76528. */
  76529. getClassName(): string;
  76530. }
  76531. }
  76532. declare module BABYLON {
  76533. /**
  76534. * Represents a gamepad control stick position
  76535. */
  76536. export class StickValues {
  76537. /**
  76538. * The x component of the control stick
  76539. */
  76540. x: number;
  76541. /**
  76542. * The y component of the control stick
  76543. */
  76544. y: number;
  76545. /**
  76546. * Initializes the gamepad x and y control stick values
  76547. * @param x The x component of the gamepad control stick value
  76548. * @param y The y component of the gamepad control stick value
  76549. */
  76550. constructor(
  76551. /**
  76552. * The x component of the control stick
  76553. */
  76554. x: number,
  76555. /**
  76556. * The y component of the control stick
  76557. */
  76558. y: number);
  76559. }
  76560. /**
  76561. * An interface which manages callbacks for gamepad button changes
  76562. */
  76563. export interface GamepadButtonChanges {
  76564. /**
  76565. * Called when a gamepad has been changed
  76566. */
  76567. changed: boolean;
  76568. /**
  76569. * Called when a gamepad press event has been triggered
  76570. */
  76571. pressChanged: boolean;
  76572. /**
  76573. * Called when a touch event has been triggered
  76574. */
  76575. touchChanged: boolean;
  76576. /**
  76577. * Called when a value has changed
  76578. */
  76579. valueChanged: boolean;
  76580. }
  76581. /**
  76582. * Represents a gamepad
  76583. */
  76584. export class Gamepad {
  76585. /**
  76586. * The id of the gamepad
  76587. */
  76588. id: string;
  76589. /**
  76590. * The index of the gamepad
  76591. */
  76592. index: number;
  76593. /**
  76594. * The browser gamepad
  76595. */
  76596. browserGamepad: any;
  76597. /**
  76598. * Specifies what type of gamepad this represents
  76599. */
  76600. type: number;
  76601. private _leftStick;
  76602. private _rightStick;
  76603. /** @hidden */
  76604. _isConnected: boolean;
  76605. private _leftStickAxisX;
  76606. private _leftStickAxisY;
  76607. private _rightStickAxisX;
  76608. private _rightStickAxisY;
  76609. /**
  76610. * Triggered when the left control stick has been changed
  76611. */
  76612. private _onleftstickchanged;
  76613. /**
  76614. * Triggered when the right control stick has been changed
  76615. */
  76616. private _onrightstickchanged;
  76617. /**
  76618. * Represents a gamepad controller
  76619. */
  76620. static GAMEPAD: number;
  76621. /**
  76622. * Represents a generic controller
  76623. */
  76624. static GENERIC: number;
  76625. /**
  76626. * Represents an XBox controller
  76627. */
  76628. static XBOX: number;
  76629. /**
  76630. * Represents a pose-enabled controller
  76631. */
  76632. static POSE_ENABLED: number;
  76633. /**
  76634. * Represents an Dual Shock controller
  76635. */
  76636. static DUALSHOCK: number;
  76637. /**
  76638. * Specifies whether the left control stick should be Y-inverted
  76639. */
  76640. protected _invertLeftStickY: boolean;
  76641. /**
  76642. * Specifies if the gamepad has been connected
  76643. */
  76644. readonly isConnected: boolean;
  76645. /**
  76646. * Initializes the gamepad
  76647. * @param id The id of the gamepad
  76648. * @param index The index of the gamepad
  76649. * @param browserGamepad The browser gamepad
  76650. * @param leftStickX The x component of the left joystick
  76651. * @param leftStickY The y component of the left joystick
  76652. * @param rightStickX The x component of the right joystick
  76653. * @param rightStickY The y component of the right joystick
  76654. */
  76655. constructor(
  76656. /**
  76657. * The id of the gamepad
  76658. */
  76659. id: string,
  76660. /**
  76661. * The index of the gamepad
  76662. */
  76663. index: number,
  76664. /**
  76665. * The browser gamepad
  76666. */
  76667. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76668. /**
  76669. * Callback triggered when the left joystick has changed
  76670. * @param callback
  76671. */
  76672. onleftstickchanged(callback: (values: StickValues) => void): void;
  76673. /**
  76674. * Callback triggered when the right joystick has changed
  76675. * @param callback
  76676. */
  76677. onrightstickchanged(callback: (values: StickValues) => void): void;
  76678. /**
  76679. * Gets the left joystick
  76680. */
  76681. /**
  76682. * Sets the left joystick values
  76683. */
  76684. leftStick: StickValues;
  76685. /**
  76686. * Gets the right joystick
  76687. */
  76688. /**
  76689. * Sets the right joystick value
  76690. */
  76691. rightStick: StickValues;
  76692. /**
  76693. * Updates the gamepad joystick positions
  76694. */
  76695. update(): void;
  76696. /**
  76697. * Disposes the gamepad
  76698. */
  76699. dispose(): void;
  76700. }
  76701. /**
  76702. * Represents a generic gamepad
  76703. */
  76704. export class GenericPad extends Gamepad {
  76705. private _buttons;
  76706. private _onbuttondown;
  76707. private _onbuttonup;
  76708. /**
  76709. * Observable triggered when a button has been pressed
  76710. */
  76711. onButtonDownObservable: Observable<number>;
  76712. /**
  76713. * Observable triggered when a button has been released
  76714. */
  76715. onButtonUpObservable: Observable<number>;
  76716. /**
  76717. * Callback triggered when a button has been pressed
  76718. * @param callback Called when a button has been pressed
  76719. */
  76720. onbuttondown(callback: (buttonPressed: number) => void): void;
  76721. /**
  76722. * Callback triggered when a button has been released
  76723. * @param callback Called when a button has been released
  76724. */
  76725. onbuttonup(callback: (buttonReleased: number) => void): void;
  76726. /**
  76727. * Initializes the generic gamepad
  76728. * @param id The id of the generic gamepad
  76729. * @param index The index of the generic gamepad
  76730. * @param browserGamepad The browser gamepad
  76731. */
  76732. constructor(id: string, index: number, browserGamepad: any);
  76733. private _setButtonValue;
  76734. /**
  76735. * Updates the generic gamepad
  76736. */
  76737. update(): void;
  76738. /**
  76739. * Disposes the generic gamepad
  76740. */
  76741. dispose(): void;
  76742. }
  76743. }
  76744. declare module BABYLON {
  76745. interface Engine {
  76746. /**
  76747. * Creates a raw texture
  76748. * @param data defines the data to store in the texture
  76749. * @param width defines the width of the texture
  76750. * @param height defines the height of the texture
  76751. * @param format defines the format of the data
  76752. * @param generateMipMaps defines if the engine should generate the mip levels
  76753. * @param invertY defines if data must be stored with Y axis inverted
  76754. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76755. * @param compression defines the compression used (null by default)
  76756. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76757. * @returns the raw texture inside an InternalTexture
  76758. */
  76759. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76760. /**
  76761. * Update a raw texture
  76762. * @param texture defines the texture to update
  76763. * @param data defines the data to store in the texture
  76764. * @param format defines the format of the data
  76765. * @param invertY defines if data must be stored with Y axis inverted
  76766. */
  76767. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76768. /**
  76769. * Update a raw texture
  76770. * @param texture defines the texture to update
  76771. * @param data defines the data to store in the texture
  76772. * @param format defines the format of the data
  76773. * @param invertY defines if data must be stored with Y axis inverted
  76774. * @param compression defines the compression used (null by default)
  76775. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76776. */
  76777. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76778. /**
  76779. * Creates a new raw cube texture
  76780. * @param data defines the array of data to use to create each face
  76781. * @param size defines the size of the textures
  76782. * @param format defines the format of the data
  76783. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76784. * @param generateMipMaps defines if the engine should generate the mip levels
  76785. * @param invertY defines if data must be stored with Y axis inverted
  76786. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76787. * @param compression defines the compression used (null by default)
  76788. * @returns the cube texture as an InternalTexture
  76789. */
  76790. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76791. /**
  76792. * Update a raw cube texture
  76793. * @param texture defines the texture to udpdate
  76794. * @param data defines the data to store
  76795. * @param format defines the data format
  76796. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76797. * @param invertY defines if data must be stored with Y axis inverted
  76798. */
  76799. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76800. /**
  76801. * Update a raw cube texture
  76802. * @param texture defines the texture to udpdate
  76803. * @param data defines the data to store
  76804. * @param format defines the data format
  76805. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76806. * @param invertY defines if data must be stored with Y axis inverted
  76807. * @param compression defines the compression used (null by default)
  76808. */
  76809. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76810. /**
  76811. * Update a raw cube texture
  76812. * @param texture defines the texture to udpdate
  76813. * @param data defines the data to store
  76814. * @param format defines the data format
  76815. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76816. * @param invertY defines if data must be stored with Y axis inverted
  76817. * @param compression defines the compression used (null by default)
  76818. * @param level defines which level of the texture to update
  76819. */
  76820. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76821. /**
  76822. * Creates a new raw cube texture from a specified url
  76823. * @param url defines the url where the data is located
  76824. * @param scene defines the current scene
  76825. * @param size defines the size of the textures
  76826. * @param format defines the format of the data
  76827. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76828. * @param noMipmap defines if the engine should avoid generating the mip levels
  76829. * @param callback defines a callback used to extract texture data from loaded data
  76830. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76831. * @param onLoad defines a callback called when texture is loaded
  76832. * @param onError defines a callback called if there is an error
  76833. * @returns the cube texture as an InternalTexture
  76834. */
  76835. 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;
  76836. /**
  76837. * Creates a new raw cube texture from a specified url
  76838. * @param url defines the url where the data is located
  76839. * @param scene defines the current scene
  76840. * @param size defines the size of the textures
  76841. * @param format defines the format of the data
  76842. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76843. * @param noMipmap defines if the engine should avoid generating the mip levels
  76844. * @param callback defines a callback used to extract texture data from loaded data
  76845. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76846. * @param onLoad defines a callback called when texture is loaded
  76847. * @param onError defines a callback called if there is an error
  76848. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76849. * @param invertY defines if data must be stored with Y axis inverted
  76850. * @returns the cube texture as an InternalTexture
  76851. */
  76852. 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;
  76853. /**
  76854. * Creates a new raw 3D texture
  76855. * @param data defines the data used to create the texture
  76856. * @param width defines the width of the texture
  76857. * @param height defines the height of the texture
  76858. * @param depth defines the depth of the texture
  76859. * @param format defines the format of the texture
  76860. * @param generateMipMaps defines if the engine must generate mip levels
  76861. * @param invertY defines if data must be stored with Y axis inverted
  76862. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76863. * @param compression defines the compressed used (can be null)
  76864. * @param textureType defines the compressed used (can be null)
  76865. * @returns a new raw 3D texture (stored in an InternalTexture)
  76866. */
  76867. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76868. /**
  76869. * Update a raw 3D texture
  76870. * @param texture defines the texture to update
  76871. * @param data defines the data to store
  76872. * @param format defines the data format
  76873. * @param invertY defines if data must be stored with Y axis inverted
  76874. */
  76875. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76876. /**
  76877. * Update a raw 3D texture
  76878. * @param texture defines the texture to update
  76879. * @param data defines the data to store
  76880. * @param format defines the data format
  76881. * @param invertY defines if data must be stored with Y axis inverted
  76882. * @param compression defines the used compression (can be null)
  76883. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76884. */
  76885. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76886. }
  76887. }
  76888. declare module BABYLON {
  76889. /**
  76890. * Raw texture can help creating a texture directly from an array of data.
  76891. * This can be super useful if you either get the data from an uncompressed source or
  76892. * if you wish to create your texture pixel by pixel.
  76893. */
  76894. export class RawTexture extends Texture {
  76895. /**
  76896. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76897. */
  76898. format: number;
  76899. private _engine;
  76900. /**
  76901. * Instantiates a new RawTexture.
  76902. * Raw texture can help creating a texture directly from an array of data.
  76903. * This can be super useful if you either get the data from an uncompressed source or
  76904. * if you wish to create your texture pixel by pixel.
  76905. * @param data define the array of data to use to create the texture
  76906. * @param width define the width of the texture
  76907. * @param height define the height of the texture
  76908. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76909. * @param scene define the scene the texture belongs to
  76910. * @param generateMipMaps define whether mip maps should be generated or not
  76911. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76912. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76913. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76914. */
  76915. constructor(data: ArrayBufferView, width: number, height: number,
  76916. /**
  76917. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76918. */
  76919. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76920. /**
  76921. * Updates the texture underlying data.
  76922. * @param data Define the new data of the texture
  76923. */
  76924. update(data: ArrayBufferView): void;
  76925. /**
  76926. * Creates a luminance texture from some data.
  76927. * @param data Define the texture data
  76928. * @param width Define the width of the texture
  76929. * @param height Define the height of the texture
  76930. * @param scene Define the scene the texture belongs to
  76931. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76932. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76933. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76934. * @returns the luminance texture
  76935. */
  76936. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76937. /**
  76938. * Creates a luminance alpha texture from some data.
  76939. * @param data Define the texture data
  76940. * @param width Define the width of the texture
  76941. * @param height Define the height of the texture
  76942. * @param scene Define the scene the texture belongs to
  76943. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76944. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76945. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76946. * @returns the luminance alpha texture
  76947. */
  76948. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76949. /**
  76950. * Creates an alpha texture from some data.
  76951. * @param data Define the texture data
  76952. * @param width Define the width of the texture
  76953. * @param height Define the height of the texture
  76954. * @param scene Define the scene the texture belongs to
  76955. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76956. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76957. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76958. * @returns the alpha texture
  76959. */
  76960. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76961. /**
  76962. * Creates a RGB texture from some data.
  76963. * @param data Define the texture data
  76964. * @param width Define the width of the texture
  76965. * @param height Define the height of the texture
  76966. * @param scene Define the scene the texture belongs to
  76967. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76968. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76969. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76970. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76971. * @returns the RGB alpha texture
  76972. */
  76973. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76974. /**
  76975. * Creates a RGBA texture from some data.
  76976. * @param data Define the texture data
  76977. * @param width Define the width of the texture
  76978. * @param height Define the height of the texture
  76979. * @param scene Define the scene the texture belongs to
  76980. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76981. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76982. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76983. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76984. * @returns the RGBA texture
  76985. */
  76986. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76987. /**
  76988. * Creates a R texture from some data.
  76989. * @param data Define the texture data
  76990. * @param width Define the width of the texture
  76991. * @param height Define the height of the texture
  76992. * @param scene Define the scene the texture belongs to
  76993. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76994. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76995. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76996. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76997. * @returns the R texture
  76998. */
  76999. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77000. }
  77001. }
  77002. declare module BABYLON {
  77003. /**
  77004. * Interface for the size containing width and height
  77005. */
  77006. export interface ISize {
  77007. /**
  77008. * Width
  77009. */
  77010. width: number;
  77011. /**
  77012. * Heighht
  77013. */
  77014. height: number;
  77015. }
  77016. /**
  77017. * Size containing widht and height
  77018. */
  77019. export class Size implements ISize {
  77020. /**
  77021. * Width
  77022. */
  77023. width: number;
  77024. /**
  77025. * Height
  77026. */
  77027. height: number;
  77028. /**
  77029. * Creates a Size object from the given width and height (floats).
  77030. * @param width width of the new size
  77031. * @param height height of the new size
  77032. */
  77033. constructor(width: number, height: number);
  77034. /**
  77035. * Returns a string with the Size width and height
  77036. * @returns a string with the Size width and height
  77037. */
  77038. toString(): string;
  77039. /**
  77040. * "Size"
  77041. * @returns the string "Size"
  77042. */
  77043. getClassName(): string;
  77044. /**
  77045. * Returns the Size hash code.
  77046. * @returns a hash code for a unique width and height
  77047. */
  77048. getHashCode(): number;
  77049. /**
  77050. * Updates the current size from the given one.
  77051. * @param src the given size
  77052. */
  77053. copyFrom(src: Size): void;
  77054. /**
  77055. * Updates in place the current Size from the given floats.
  77056. * @param width width of the new size
  77057. * @param height height of the new size
  77058. * @returns the updated Size.
  77059. */
  77060. copyFromFloats(width: number, height: number): Size;
  77061. /**
  77062. * Updates in place the current Size from the given floats.
  77063. * @param width width to set
  77064. * @param height height to set
  77065. * @returns the updated Size.
  77066. */
  77067. set(width: number, height: number): Size;
  77068. /**
  77069. * Multiplies the width and height by numbers
  77070. * @param w factor to multiple the width by
  77071. * @param h factor to multiple the height by
  77072. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  77073. */
  77074. multiplyByFloats(w: number, h: number): Size;
  77075. /**
  77076. * Clones the size
  77077. * @returns a new Size copied from the given one.
  77078. */
  77079. clone(): Size;
  77080. /**
  77081. * True if the current Size and the given one width and height are strictly equal.
  77082. * @param other the other size to compare against
  77083. * @returns True if the current Size and the given one width and height are strictly equal.
  77084. */
  77085. equals(other: Size): boolean;
  77086. /**
  77087. * The surface of the Size : width * height (float).
  77088. */
  77089. readonly surface: number;
  77090. /**
  77091. * Create a new size of zero
  77092. * @returns a new Size set to (0.0, 0.0)
  77093. */
  77094. static Zero(): Size;
  77095. /**
  77096. * Sums the width and height of two sizes
  77097. * @param otherSize size to add to this size
  77098. * @returns a new Size set as the addition result of the current Size and the given one.
  77099. */
  77100. add(otherSize: Size): Size;
  77101. /**
  77102. * Subtracts the width and height of two
  77103. * @param otherSize size to subtract to this size
  77104. * @returns a new Size set as the subtraction result of the given one from the current Size.
  77105. */
  77106. subtract(otherSize: Size): Size;
  77107. /**
  77108. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  77109. * @param start starting size to lerp between
  77110. * @param end end size to lerp between
  77111. * @param amount amount to lerp between the start and end values
  77112. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  77113. */
  77114. static Lerp(start: Size, end: Size, amount: number): Size;
  77115. }
  77116. }
  77117. declare module BABYLON {
  77118. /**
  77119. * Defines a runtime animation
  77120. */
  77121. export class RuntimeAnimation {
  77122. private _events;
  77123. /**
  77124. * The current frame of the runtime animation
  77125. */
  77126. private _currentFrame;
  77127. /**
  77128. * The animation used by the runtime animation
  77129. */
  77130. private _animation;
  77131. /**
  77132. * The target of the runtime animation
  77133. */
  77134. private _target;
  77135. /**
  77136. * The initiating animatable
  77137. */
  77138. private _host;
  77139. /**
  77140. * The original value of the runtime animation
  77141. */
  77142. private _originalValue;
  77143. /**
  77144. * The original blend value of the runtime animation
  77145. */
  77146. private _originalBlendValue;
  77147. /**
  77148. * The offsets cache of the runtime animation
  77149. */
  77150. private _offsetsCache;
  77151. /**
  77152. * The high limits cache of the runtime animation
  77153. */
  77154. private _highLimitsCache;
  77155. /**
  77156. * Specifies if the runtime animation has been stopped
  77157. */
  77158. private _stopped;
  77159. /**
  77160. * The blending factor of the runtime animation
  77161. */
  77162. private _blendingFactor;
  77163. /**
  77164. * The BabylonJS scene
  77165. */
  77166. private _scene;
  77167. /**
  77168. * The current value of the runtime animation
  77169. */
  77170. private _currentValue;
  77171. /** @hidden */
  77172. _animationState: _IAnimationState;
  77173. /**
  77174. * The active target of the runtime animation
  77175. */
  77176. private _activeTargets;
  77177. private _currentActiveTarget;
  77178. private _directTarget;
  77179. /**
  77180. * The target path of the runtime animation
  77181. */
  77182. private _targetPath;
  77183. /**
  77184. * The weight of the runtime animation
  77185. */
  77186. private _weight;
  77187. /**
  77188. * The ratio offset of the runtime animation
  77189. */
  77190. private _ratioOffset;
  77191. /**
  77192. * The previous delay of the runtime animation
  77193. */
  77194. private _previousDelay;
  77195. /**
  77196. * The previous ratio of the runtime animation
  77197. */
  77198. private _previousRatio;
  77199. private _enableBlending;
  77200. private _keys;
  77201. private _minFrame;
  77202. private _maxFrame;
  77203. private _minValue;
  77204. private _maxValue;
  77205. private _targetIsArray;
  77206. /**
  77207. * Gets the current frame of the runtime animation
  77208. */
  77209. readonly currentFrame: number;
  77210. /**
  77211. * Gets the weight of the runtime animation
  77212. */
  77213. readonly weight: number;
  77214. /**
  77215. * Gets the current value of the runtime animation
  77216. */
  77217. readonly currentValue: any;
  77218. /**
  77219. * Gets the target path of the runtime animation
  77220. */
  77221. readonly targetPath: string;
  77222. /**
  77223. * Gets the actual target of the runtime animation
  77224. */
  77225. readonly target: any;
  77226. /** @hidden */
  77227. _onLoop: () => void;
  77228. /**
  77229. * Create a new RuntimeAnimation object
  77230. * @param target defines the target of the animation
  77231. * @param animation defines the source animation object
  77232. * @param scene defines the hosting scene
  77233. * @param host defines the initiating Animatable
  77234. */
  77235. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77236. private _preparePath;
  77237. /**
  77238. * Gets the animation from the runtime animation
  77239. */
  77240. readonly animation: Animation;
  77241. /**
  77242. * Resets the runtime animation to the beginning
  77243. * @param restoreOriginal defines whether to restore the target property to the original value
  77244. */
  77245. reset(restoreOriginal?: boolean): void;
  77246. /**
  77247. * Specifies if the runtime animation is stopped
  77248. * @returns Boolean specifying if the runtime animation is stopped
  77249. */
  77250. isStopped(): boolean;
  77251. /**
  77252. * Disposes of the runtime animation
  77253. */
  77254. dispose(): void;
  77255. /**
  77256. * Apply the interpolated value to the target
  77257. * @param currentValue defines the value computed by the animation
  77258. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77259. */
  77260. setValue(currentValue: any, weight: number): void;
  77261. private _getOriginalValues;
  77262. private _setValue;
  77263. /**
  77264. * Gets the loop pmode of the runtime animation
  77265. * @returns Loop Mode
  77266. */
  77267. private _getCorrectLoopMode;
  77268. /**
  77269. * Move the current animation to a given frame
  77270. * @param frame defines the frame to move to
  77271. */
  77272. goToFrame(frame: number): void;
  77273. /**
  77274. * @hidden Internal use only
  77275. */
  77276. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77277. /**
  77278. * Execute the current animation
  77279. * @param delay defines the delay to add to the current frame
  77280. * @param from defines the lower bound of the animation range
  77281. * @param to defines the upper bound of the animation range
  77282. * @param loop defines if the current animation must loop
  77283. * @param speedRatio defines the current speed ratio
  77284. * @param weight defines the weight of the animation (default is -1 so no weight)
  77285. * @param onLoop optional callback called when animation loops
  77286. * @returns a boolean indicating if the animation is running
  77287. */
  77288. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77289. }
  77290. }
  77291. declare module BABYLON {
  77292. /**
  77293. * Class used to store an actual running animation
  77294. */
  77295. export class Animatable {
  77296. /** defines the target object */
  77297. target: any;
  77298. /** defines the starting frame number (default is 0) */
  77299. fromFrame: number;
  77300. /** defines the ending frame number (default is 100) */
  77301. toFrame: number;
  77302. /** defines if the animation must loop (default is false) */
  77303. loopAnimation: boolean;
  77304. /** defines a callback to call when animation ends if it is not looping */
  77305. onAnimationEnd?: (() => void) | null | undefined;
  77306. /** defines a callback to call when animation loops */
  77307. onAnimationLoop?: (() => void) | null | undefined;
  77308. private _localDelayOffset;
  77309. private _pausedDelay;
  77310. private _runtimeAnimations;
  77311. private _paused;
  77312. private _scene;
  77313. private _speedRatio;
  77314. private _weight;
  77315. private _syncRoot;
  77316. /**
  77317. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77318. * This will only apply for non looping animation (default is true)
  77319. */
  77320. disposeOnEnd: boolean;
  77321. /**
  77322. * Gets a boolean indicating if the animation has started
  77323. */
  77324. animationStarted: boolean;
  77325. /**
  77326. * Observer raised when the animation ends
  77327. */
  77328. onAnimationEndObservable: Observable<Animatable>;
  77329. /**
  77330. * Observer raised when the animation loops
  77331. */
  77332. onAnimationLoopObservable: Observable<Animatable>;
  77333. /**
  77334. * Gets the root Animatable used to synchronize and normalize animations
  77335. */
  77336. readonly syncRoot: Nullable<Animatable>;
  77337. /**
  77338. * Gets the current frame of the first RuntimeAnimation
  77339. * Used to synchronize Animatables
  77340. */
  77341. readonly masterFrame: number;
  77342. /**
  77343. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77344. */
  77345. weight: number;
  77346. /**
  77347. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77348. */
  77349. speedRatio: number;
  77350. /**
  77351. * Creates a new Animatable
  77352. * @param scene defines the hosting scene
  77353. * @param target defines the target object
  77354. * @param fromFrame defines the starting frame number (default is 0)
  77355. * @param toFrame defines the ending frame number (default is 100)
  77356. * @param loopAnimation defines if the animation must loop (default is false)
  77357. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77358. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77359. * @param animations defines a group of animation to add to the new Animatable
  77360. * @param onAnimationLoop defines a callback to call when animation loops
  77361. */
  77362. constructor(scene: Scene,
  77363. /** defines the target object */
  77364. target: any,
  77365. /** defines the starting frame number (default is 0) */
  77366. fromFrame?: number,
  77367. /** defines the ending frame number (default is 100) */
  77368. toFrame?: number,
  77369. /** defines if the animation must loop (default is false) */
  77370. loopAnimation?: boolean, speedRatio?: number,
  77371. /** defines a callback to call when animation ends if it is not looping */
  77372. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77373. /** defines a callback to call when animation loops */
  77374. onAnimationLoop?: (() => void) | null | undefined);
  77375. /**
  77376. * Synchronize and normalize current Animatable with a source Animatable
  77377. * This is useful when using animation weights and when animations are not of the same length
  77378. * @param root defines the root Animatable to synchronize with
  77379. * @returns the current Animatable
  77380. */
  77381. syncWith(root: Animatable): Animatable;
  77382. /**
  77383. * Gets the list of runtime animations
  77384. * @returns an array of RuntimeAnimation
  77385. */
  77386. getAnimations(): RuntimeAnimation[];
  77387. /**
  77388. * Adds more animations to the current animatable
  77389. * @param target defines the target of the animations
  77390. * @param animations defines the new animations to add
  77391. */
  77392. appendAnimations(target: any, animations: Animation[]): void;
  77393. /**
  77394. * Gets the source animation for a specific property
  77395. * @param property defines the propertyu to look for
  77396. * @returns null or the source animation for the given property
  77397. */
  77398. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77399. /**
  77400. * Gets the runtime animation for a specific property
  77401. * @param property defines the propertyu to look for
  77402. * @returns null or the runtime animation for the given property
  77403. */
  77404. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77405. /**
  77406. * Resets the animatable to its original state
  77407. */
  77408. reset(): void;
  77409. /**
  77410. * Allows the animatable to blend with current running animations
  77411. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77412. * @param blendingSpeed defines the blending speed to use
  77413. */
  77414. enableBlending(blendingSpeed: number): void;
  77415. /**
  77416. * Disable animation blending
  77417. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77418. */
  77419. disableBlending(): void;
  77420. /**
  77421. * Jump directly to a given frame
  77422. * @param frame defines the frame to jump to
  77423. */
  77424. goToFrame(frame: number): void;
  77425. /**
  77426. * Pause the animation
  77427. */
  77428. pause(): void;
  77429. /**
  77430. * Restart the animation
  77431. */
  77432. restart(): void;
  77433. private _raiseOnAnimationEnd;
  77434. /**
  77435. * Stop and delete the current animation
  77436. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77437. * @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)
  77438. */
  77439. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77440. /**
  77441. * Wait asynchronously for the animation to end
  77442. * @returns a promise which will be fullfilled when the animation ends
  77443. */
  77444. waitAsync(): Promise<Animatable>;
  77445. /** @hidden */
  77446. _animate(delay: number): boolean;
  77447. }
  77448. interface Scene {
  77449. /** @hidden */
  77450. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77451. /** @hidden */
  77452. _processLateAnimationBindingsForMatrices(holder: {
  77453. totalWeight: number;
  77454. animations: RuntimeAnimation[];
  77455. originalValue: Matrix;
  77456. }): any;
  77457. /** @hidden */
  77458. _processLateAnimationBindingsForQuaternions(holder: {
  77459. totalWeight: number;
  77460. animations: RuntimeAnimation[];
  77461. originalValue: Quaternion;
  77462. }, refQuaternion: Quaternion): Quaternion;
  77463. /** @hidden */
  77464. _processLateAnimationBindings(): void;
  77465. /**
  77466. * Will start the animation sequence of a given target
  77467. * @param target defines the target
  77468. * @param from defines from which frame should animation start
  77469. * @param to defines until which frame should animation run.
  77470. * @param weight defines the weight to apply to the animation (1.0 by default)
  77471. * @param loop defines if the animation loops
  77472. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77473. * @param onAnimationEnd defines the function to be executed when the animation ends
  77474. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77475. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77476. * @param onAnimationLoop defines the callback to call when an animation loops
  77477. * @returns the animatable object created for this animation
  77478. */
  77479. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77480. /**
  77481. * Will start the animation sequence of a given target
  77482. * @param target defines the target
  77483. * @param from defines from which frame should animation start
  77484. * @param to defines until which frame should animation run.
  77485. * @param loop defines if the animation loops
  77486. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77487. * @param onAnimationEnd defines the function to be executed when the animation ends
  77488. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77489. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77490. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77491. * @param onAnimationLoop defines the callback to call when an animation loops
  77492. * @returns the animatable object created for this animation
  77493. */
  77494. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77495. /**
  77496. * Will start the animation sequence of a given target and its hierarchy
  77497. * @param target defines the target
  77498. * @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.
  77499. * @param from defines from which frame should animation start
  77500. * @param to defines until which frame should animation run.
  77501. * @param loop defines if the animation loops
  77502. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77503. * @param onAnimationEnd defines the function to be executed when the animation ends
  77504. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77505. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77506. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77507. * @param onAnimationLoop defines the callback to call when an animation loops
  77508. * @returns the list of created animatables
  77509. */
  77510. 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[];
  77511. /**
  77512. * Begin a new animation on a given node
  77513. * @param target defines the target where the animation will take place
  77514. * @param animations defines the list of animations to start
  77515. * @param from defines the initial value
  77516. * @param to defines the final value
  77517. * @param loop defines if you want animation to loop (off by default)
  77518. * @param speedRatio defines the speed ratio to apply to all animations
  77519. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77520. * @param onAnimationLoop defines the callback to call when an animation loops
  77521. * @returns the list of created animatables
  77522. */
  77523. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77524. /**
  77525. * Begin a new animation on a given node and its hierarchy
  77526. * @param target defines the root node where the animation will take place
  77527. * @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.
  77528. * @param animations defines the list of animations to start
  77529. * @param from defines the initial value
  77530. * @param to defines the final value
  77531. * @param loop defines if you want animation to loop (off by default)
  77532. * @param speedRatio defines the speed ratio to apply to all animations
  77533. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77534. * @param onAnimationLoop defines the callback to call when an animation loops
  77535. * @returns the list of animatables created for all nodes
  77536. */
  77537. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77538. /**
  77539. * Gets the animatable associated with a specific target
  77540. * @param target defines the target of the animatable
  77541. * @returns the required animatable if found
  77542. */
  77543. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77544. /**
  77545. * Gets all animatables associated with a given target
  77546. * @param target defines the target to look animatables for
  77547. * @returns an array of Animatables
  77548. */
  77549. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77550. /**
  77551. * Stops and removes all animations that have been applied to the scene
  77552. */
  77553. stopAllAnimations(): void;
  77554. }
  77555. interface Bone {
  77556. /**
  77557. * Copy an animation range from another bone
  77558. * @param source defines the source bone
  77559. * @param rangeName defines the range name to copy
  77560. * @param frameOffset defines the frame offset
  77561. * @param rescaleAsRequired defines if rescaling must be applied if required
  77562. * @param skelDimensionsRatio defines the scaling ratio
  77563. * @returns true if operation was successful
  77564. */
  77565. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77566. }
  77567. }
  77568. declare module BABYLON {
  77569. /**
  77570. * Class used to override all child animations of a given target
  77571. */
  77572. export class AnimationPropertiesOverride {
  77573. /**
  77574. * Gets or sets a value indicating if animation blending must be used
  77575. */
  77576. enableBlending: boolean;
  77577. /**
  77578. * Gets or sets the blending speed to use when enableBlending is true
  77579. */
  77580. blendingSpeed: number;
  77581. /**
  77582. * Gets or sets the default loop mode to use
  77583. */
  77584. loopMode: number;
  77585. }
  77586. }
  77587. declare module BABYLON {
  77588. /**
  77589. * Class used to handle skinning animations
  77590. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77591. */
  77592. export class Skeleton implements IAnimatable {
  77593. /** defines the skeleton name */
  77594. name: string;
  77595. /** defines the skeleton Id */
  77596. id: string;
  77597. /**
  77598. * Defines the list of child bones
  77599. */
  77600. bones: Bone[];
  77601. /**
  77602. * Defines an estimate of the dimension of the skeleton at rest
  77603. */
  77604. dimensionsAtRest: Vector3;
  77605. /**
  77606. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77607. */
  77608. needInitialSkinMatrix: boolean;
  77609. /**
  77610. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77611. */
  77612. overrideMesh: Nullable<AbstractMesh>;
  77613. /**
  77614. * Gets the list of animations attached to this skeleton
  77615. */
  77616. animations: Array<Animation>;
  77617. private _scene;
  77618. private _isDirty;
  77619. private _transformMatrices;
  77620. private _transformMatrixTexture;
  77621. private _meshesWithPoseMatrix;
  77622. private _animatables;
  77623. private _identity;
  77624. private _synchronizedWithMesh;
  77625. private _ranges;
  77626. private _lastAbsoluteTransformsUpdateId;
  77627. private _canUseTextureForBones;
  77628. private _uniqueId;
  77629. /** @hidden */
  77630. _numBonesWithLinkedTransformNode: number;
  77631. /** @hidden */
  77632. _hasWaitingData: Nullable<boolean>;
  77633. /**
  77634. * Specifies if the skeleton should be serialized
  77635. */
  77636. doNotSerialize: boolean;
  77637. private _useTextureToStoreBoneMatrices;
  77638. /**
  77639. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77640. * Please note that this option is not available if the hardware does not support it
  77641. */
  77642. useTextureToStoreBoneMatrices: boolean;
  77643. private _animationPropertiesOverride;
  77644. /**
  77645. * Gets or sets the animation properties override
  77646. */
  77647. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77648. /**
  77649. * List of inspectable custom properties (used by the Inspector)
  77650. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77651. */
  77652. inspectableCustomProperties: IInspectable[];
  77653. /**
  77654. * An observable triggered before computing the skeleton's matrices
  77655. */
  77656. onBeforeComputeObservable: Observable<Skeleton>;
  77657. /**
  77658. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77659. */
  77660. readonly isUsingTextureForMatrices: boolean;
  77661. /**
  77662. * Gets the unique ID of this skeleton
  77663. */
  77664. readonly uniqueId: number;
  77665. /**
  77666. * Creates a new skeleton
  77667. * @param name defines the skeleton name
  77668. * @param id defines the skeleton Id
  77669. * @param scene defines the hosting scene
  77670. */
  77671. constructor(
  77672. /** defines the skeleton name */
  77673. name: string,
  77674. /** defines the skeleton Id */
  77675. id: string, scene: Scene);
  77676. /**
  77677. * Gets the current object class name.
  77678. * @return the class name
  77679. */
  77680. getClassName(): string;
  77681. /**
  77682. * Returns an array containing the root bones
  77683. * @returns an array containing the root bones
  77684. */
  77685. getChildren(): Array<Bone>;
  77686. /**
  77687. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77688. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77689. * @returns a Float32Array containing matrices data
  77690. */
  77691. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77692. /**
  77693. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77694. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77695. * @returns a raw texture containing the data
  77696. */
  77697. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77698. /**
  77699. * Gets the current hosting scene
  77700. * @returns a scene object
  77701. */
  77702. getScene(): Scene;
  77703. /**
  77704. * Gets a string representing the current skeleton data
  77705. * @param fullDetails defines a boolean indicating if we want a verbose version
  77706. * @returns a string representing the current skeleton data
  77707. */
  77708. toString(fullDetails?: boolean): string;
  77709. /**
  77710. * Get bone's index searching by name
  77711. * @param name defines bone's name to search for
  77712. * @return the indice of the bone. Returns -1 if not found
  77713. */
  77714. getBoneIndexByName(name: string): number;
  77715. /**
  77716. * Creater a new animation range
  77717. * @param name defines the name of the range
  77718. * @param from defines the start key
  77719. * @param to defines the end key
  77720. */
  77721. createAnimationRange(name: string, from: number, to: number): void;
  77722. /**
  77723. * Delete a specific animation range
  77724. * @param name defines the name of the range
  77725. * @param deleteFrames defines if frames must be removed as well
  77726. */
  77727. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77728. /**
  77729. * Gets a specific animation range
  77730. * @param name defines the name of the range to look for
  77731. * @returns the requested animation range or null if not found
  77732. */
  77733. getAnimationRange(name: string): Nullable<AnimationRange>;
  77734. /**
  77735. * Gets the list of all animation ranges defined on this skeleton
  77736. * @returns an array
  77737. */
  77738. getAnimationRanges(): Nullable<AnimationRange>[];
  77739. /**
  77740. * Copy animation range from a source skeleton.
  77741. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77742. * @param source defines the source skeleton
  77743. * @param name defines the name of the range to copy
  77744. * @param rescaleAsRequired defines if rescaling must be applied if required
  77745. * @returns true if operation was successful
  77746. */
  77747. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77748. /**
  77749. * Forces the skeleton to go to rest pose
  77750. */
  77751. returnToRest(): void;
  77752. private _getHighestAnimationFrame;
  77753. /**
  77754. * Begin a specific animation range
  77755. * @param name defines the name of the range to start
  77756. * @param loop defines if looping must be turned on (false by default)
  77757. * @param speedRatio defines the speed ratio to apply (1 by default)
  77758. * @param onAnimationEnd defines a callback which will be called when animation will end
  77759. * @returns a new animatable
  77760. */
  77761. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77762. /** @hidden */
  77763. _markAsDirty(): void;
  77764. /** @hidden */
  77765. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77766. /** @hidden */
  77767. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77768. private _computeTransformMatrices;
  77769. /**
  77770. * Build all resources required to render a skeleton
  77771. */
  77772. prepare(): void;
  77773. /**
  77774. * Gets the list of animatables currently running for this skeleton
  77775. * @returns an array of animatables
  77776. */
  77777. getAnimatables(): IAnimatable[];
  77778. /**
  77779. * Clone the current skeleton
  77780. * @param name defines the name of the new skeleton
  77781. * @param id defines the id of the new skeleton
  77782. * @returns the new skeleton
  77783. */
  77784. clone(name: string, id: string): Skeleton;
  77785. /**
  77786. * Enable animation blending for this skeleton
  77787. * @param blendingSpeed defines the blending speed to apply
  77788. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77789. */
  77790. enableBlending(blendingSpeed?: number): void;
  77791. /**
  77792. * Releases all resources associated with the current skeleton
  77793. */
  77794. dispose(): void;
  77795. /**
  77796. * Serialize the skeleton in a JSON object
  77797. * @returns a JSON object
  77798. */
  77799. serialize(): any;
  77800. /**
  77801. * Creates a new skeleton from serialized data
  77802. * @param parsedSkeleton defines the serialized data
  77803. * @param scene defines the hosting scene
  77804. * @returns a new skeleton
  77805. */
  77806. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77807. /**
  77808. * Compute all node absolute transforms
  77809. * @param forceUpdate defines if computation must be done even if cache is up to date
  77810. */
  77811. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77812. /**
  77813. * Gets the root pose matrix
  77814. * @returns a matrix
  77815. */
  77816. getPoseMatrix(): Nullable<Matrix>;
  77817. /**
  77818. * Sorts bones per internal index
  77819. */
  77820. sortBones(): void;
  77821. private _sortBones;
  77822. }
  77823. }
  77824. declare module BABYLON {
  77825. /**
  77826. * Class used to store bone information
  77827. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77828. */
  77829. export class Bone extends Node {
  77830. /**
  77831. * defines the bone name
  77832. */
  77833. name: string;
  77834. private static _tmpVecs;
  77835. private static _tmpQuat;
  77836. private static _tmpMats;
  77837. /**
  77838. * Gets the list of child bones
  77839. */
  77840. children: Bone[];
  77841. /** Gets the animations associated with this bone */
  77842. animations: Animation[];
  77843. /**
  77844. * Gets or sets bone length
  77845. */
  77846. length: number;
  77847. /**
  77848. * @hidden Internal only
  77849. * Set this value to map this bone to a different index in the transform matrices
  77850. * Set this value to -1 to exclude the bone from the transform matrices
  77851. */
  77852. _index: Nullable<number>;
  77853. private _skeleton;
  77854. private _localMatrix;
  77855. private _restPose;
  77856. private _baseMatrix;
  77857. private _absoluteTransform;
  77858. private _invertedAbsoluteTransform;
  77859. private _parent;
  77860. private _scalingDeterminant;
  77861. private _worldTransform;
  77862. private _localScaling;
  77863. private _localRotation;
  77864. private _localPosition;
  77865. private _needToDecompose;
  77866. private _needToCompose;
  77867. /** @hidden */
  77868. _linkedTransformNode: Nullable<TransformNode>;
  77869. /** @hidden */
  77870. _waitingTransformNodeId: Nullable<string>;
  77871. /** @hidden */
  77872. /** @hidden */
  77873. _matrix: Matrix;
  77874. /**
  77875. * Create a new bone
  77876. * @param name defines the bone name
  77877. * @param skeleton defines the parent skeleton
  77878. * @param parentBone defines the parent (can be null if the bone is the root)
  77879. * @param localMatrix defines the local matrix
  77880. * @param restPose defines the rest pose matrix
  77881. * @param baseMatrix defines the base matrix
  77882. * @param index defines index of the bone in the hiearchy
  77883. */
  77884. constructor(
  77885. /**
  77886. * defines the bone name
  77887. */
  77888. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77889. /**
  77890. * Gets the current object class name.
  77891. * @return the class name
  77892. */
  77893. getClassName(): string;
  77894. /**
  77895. * Gets the parent skeleton
  77896. * @returns a skeleton
  77897. */
  77898. getSkeleton(): Skeleton;
  77899. /**
  77900. * Gets parent bone
  77901. * @returns a bone or null if the bone is the root of the bone hierarchy
  77902. */
  77903. getParent(): Nullable<Bone>;
  77904. /**
  77905. * Returns an array containing the root bones
  77906. * @returns an array containing the root bones
  77907. */
  77908. getChildren(): Array<Bone>;
  77909. /**
  77910. * Sets the parent bone
  77911. * @param parent defines the parent (can be null if the bone is the root)
  77912. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77913. */
  77914. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77915. /**
  77916. * Gets the local matrix
  77917. * @returns a matrix
  77918. */
  77919. getLocalMatrix(): Matrix;
  77920. /**
  77921. * Gets the base matrix (initial matrix which remains unchanged)
  77922. * @returns a matrix
  77923. */
  77924. getBaseMatrix(): Matrix;
  77925. /**
  77926. * Gets the rest pose matrix
  77927. * @returns a matrix
  77928. */
  77929. getRestPose(): Matrix;
  77930. /**
  77931. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77932. */
  77933. getWorldMatrix(): Matrix;
  77934. /**
  77935. * Sets the local matrix to rest pose matrix
  77936. */
  77937. returnToRest(): void;
  77938. /**
  77939. * Gets the inverse of the absolute transform matrix.
  77940. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77941. * @returns a matrix
  77942. */
  77943. getInvertedAbsoluteTransform(): Matrix;
  77944. /**
  77945. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77946. * @returns a matrix
  77947. */
  77948. getAbsoluteTransform(): Matrix;
  77949. /**
  77950. * Links with the given transform node.
  77951. * The local matrix of this bone is copied from the transform node every frame.
  77952. * @param transformNode defines the transform node to link to
  77953. */
  77954. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77955. /**
  77956. * Gets the node used to drive the bone's transformation
  77957. * @returns a transform node or null
  77958. */
  77959. getTransformNode(): Nullable<TransformNode>;
  77960. /** Gets or sets current position (in local space) */
  77961. position: Vector3;
  77962. /** Gets or sets current rotation (in local space) */
  77963. rotation: Vector3;
  77964. /** Gets or sets current rotation quaternion (in local space) */
  77965. rotationQuaternion: Quaternion;
  77966. /** Gets or sets current scaling (in local space) */
  77967. scaling: Vector3;
  77968. /**
  77969. * Gets the animation properties override
  77970. */
  77971. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77972. private _decompose;
  77973. private _compose;
  77974. /**
  77975. * Update the base and local matrices
  77976. * @param matrix defines the new base or local matrix
  77977. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77978. * @param updateLocalMatrix defines if the local matrix should be updated
  77979. */
  77980. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77981. /** @hidden */
  77982. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77983. /**
  77984. * Flag the bone as dirty (Forcing it to update everything)
  77985. */
  77986. markAsDirty(): void;
  77987. /** @hidden */
  77988. _markAsDirtyAndCompose(): void;
  77989. private _markAsDirtyAndDecompose;
  77990. /**
  77991. * Translate the bone in local or world space
  77992. * @param vec The amount to translate the bone
  77993. * @param space The space that the translation is in
  77994. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77995. */
  77996. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77997. /**
  77998. * Set the postion of the bone in local or world space
  77999. * @param position The position to set the bone
  78000. * @param space The space that the position is in
  78001. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78002. */
  78003. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78004. /**
  78005. * Set the absolute position of the bone (world space)
  78006. * @param position The position to set the bone
  78007. * @param mesh The mesh that this bone is attached to
  78008. */
  78009. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78010. /**
  78011. * Scale the bone on the x, y and z axes (in local space)
  78012. * @param x The amount to scale the bone on the x axis
  78013. * @param y The amount to scale the bone on the y axis
  78014. * @param z The amount to scale the bone on the z axis
  78015. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  78016. */
  78017. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  78018. /**
  78019. * Set the bone scaling in local space
  78020. * @param scale defines the scaling vector
  78021. */
  78022. setScale(scale: Vector3): void;
  78023. /**
  78024. * Gets the current scaling in local space
  78025. * @returns the current scaling vector
  78026. */
  78027. getScale(): Vector3;
  78028. /**
  78029. * Gets the current scaling in local space and stores it in a target vector
  78030. * @param result defines the target vector
  78031. */
  78032. getScaleToRef(result: Vector3): void;
  78033. /**
  78034. * Set the yaw, pitch, and roll of the bone in local or world space
  78035. * @param yaw The rotation of the bone on the y axis
  78036. * @param pitch The rotation of the bone on the x axis
  78037. * @param roll The rotation of the bone on the z axis
  78038. * @param space The space that the axes of rotation are in
  78039. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78040. */
  78041. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  78042. /**
  78043. * Add a rotation to the bone on an axis in local or world space
  78044. * @param axis The axis to rotate the bone on
  78045. * @param amount The amount to rotate the bone
  78046. * @param space The space that the axis is in
  78047. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78048. */
  78049. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  78050. /**
  78051. * Set the rotation of the bone to a particular axis angle in local or world space
  78052. * @param axis The axis to rotate the bone on
  78053. * @param angle The angle that the bone should be rotated to
  78054. * @param space The space that the axis is in
  78055. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78056. */
  78057. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  78058. /**
  78059. * Set the euler rotation of the bone in local of world space
  78060. * @param rotation The euler rotation that the bone should be set to
  78061. * @param space The space that the rotation is in
  78062. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78063. */
  78064. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78065. /**
  78066. * Set the quaternion rotation of the bone in local of world space
  78067. * @param quat The quaternion rotation that the bone should be set to
  78068. * @param space The space that the rotation is in
  78069. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78070. */
  78071. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  78072. /**
  78073. * Set the rotation matrix of the bone in local of world space
  78074. * @param rotMat The rotation matrix that the bone should be set to
  78075. * @param space The space that the rotation is in
  78076. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78077. */
  78078. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  78079. private _rotateWithMatrix;
  78080. private _getNegativeRotationToRef;
  78081. /**
  78082. * Get the position of the bone in local or world space
  78083. * @param space The space that the returned position is in
  78084. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78085. * @returns The position of the bone
  78086. */
  78087. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78088. /**
  78089. * Copy the position of the bone to a vector3 in local or world space
  78090. * @param space The space that the returned position is in
  78091. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78092. * @param result The vector3 to copy the position to
  78093. */
  78094. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  78095. /**
  78096. * Get the absolute position of the bone (world space)
  78097. * @param mesh The mesh that this bone is attached to
  78098. * @returns The absolute position of the bone
  78099. */
  78100. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  78101. /**
  78102. * Copy the absolute position of the bone (world space) to the result param
  78103. * @param mesh The mesh that this bone is attached to
  78104. * @param result The vector3 to copy the absolute position to
  78105. */
  78106. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  78107. /**
  78108. * Compute the absolute transforms of this bone and its children
  78109. */
  78110. computeAbsoluteTransforms(): void;
  78111. /**
  78112. * Get the world direction from an axis that is in the local space of the bone
  78113. * @param localAxis The local direction that is used to compute the world direction
  78114. * @param mesh The mesh that this bone is attached to
  78115. * @returns The world direction
  78116. */
  78117. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78118. /**
  78119. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78120. * @param localAxis The local direction that is used to compute the world direction
  78121. * @param mesh The mesh that this bone is attached to
  78122. * @param result The vector3 that the world direction will be copied to
  78123. */
  78124. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78125. /**
  78126. * Get the euler rotation of the bone in local or world space
  78127. * @param space The space that the rotation should be in
  78128. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78129. * @returns The euler rotation
  78130. */
  78131. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78132. /**
  78133. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78134. * @param space The space that the rotation should be in
  78135. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78136. * @param result The vector3 that the rotation should be copied to
  78137. */
  78138. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78139. /**
  78140. * Get the quaternion rotation of the bone in either local or world space
  78141. * @param space The space that the rotation should be in
  78142. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78143. * @returns The quaternion rotation
  78144. */
  78145. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  78146. /**
  78147. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78148. * @param space The space that the rotation should be in
  78149. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78150. * @param result The quaternion that the rotation should be copied to
  78151. */
  78152. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  78153. /**
  78154. * Get the rotation matrix of the bone in local or world space
  78155. * @param space The space that the rotation should be in
  78156. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78157. * @returns The rotation matrix
  78158. */
  78159. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  78160. /**
  78161. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78162. * @param space The space that the rotation should be in
  78163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78164. * @param result The quaternion that the rotation should be copied to
  78165. */
  78166. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  78167. /**
  78168. * Get the world position of a point that is in the local space of the bone
  78169. * @param position The local position
  78170. * @param mesh The mesh that this bone is attached to
  78171. * @returns The world position
  78172. */
  78173. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78174. /**
  78175. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78176. * @param position The local position
  78177. * @param mesh The mesh that this bone is attached to
  78178. * @param result The vector3 that the world position should be copied to
  78179. */
  78180. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78181. /**
  78182. * Get the local position of a point that is in world space
  78183. * @param position The world position
  78184. * @param mesh The mesh that this bone is attached to
  78185. * @returns The local position
  78186. */
  78187. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78188. /**
  78189. * Get the local position of a point that is in world space and copy it to the result param
  78190. * @param position The world position
  78191. * @param mesh The mesh that this bone is attached to
  78192. * @param result The vector3 that the local position should be copied to
  78193. */
  78194. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78195. }
  78196. }
  78197. declare module BABYLON {
  78198. /**
  78199. * 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.
  78200. * @see https://doc.babylonjs.com/how_to/transformnode
  78201. */
  78202. export class TransformNode extends Node {
  78203. /**
  78204. * Object will not rotate to face the camera
  78205. */
  78206. static BILLBOARDMODE_NONE: number;
  78207. /**
  78208. * Object will rotate to face the camera but only on the x axis
  78209. */
  78210. static BILLBOARDMODE_X: number;
  78211. /**
  78212. * Object will rotate to face the camera but only on the y axis
  78213. */
  78214. static BILLBOARDMODE_Y: number;
  78215. /**
  78216. * Object will rotate to face the camera but only on the z axis
  78217. */
  78218. static BILLBOARDMODE_Z: number;
  78219. /**
  78220. * Object will rotate to face the camera
  78221. */
  78222. static BILLBOARDMODE_ALL: number;
  78223. /**
  78224. * Object will rotate to face the camera's position instead of orientation
  78225. */
  78226. static BILLBOARDMODE_USE_POSITION: number;
  78227. private _forward;
  78228. private _forwardInverted;
  78229. private _up;
  78230. private _right;
  78231. private _rightInverted;
  78232. private _position;
  78233. private _rotation;
  78234. private _rotationQuaternion;
  78235. protected _scaling: Vector3;
  78236. protected _isDirty: boolean;
  78237. private _transformToBoneReferal;
  78238. private _isAbsoluteSynced;
  78239. private _billboardMode;
  78240. /**
  78241. * Gets or sets the billboard mode. Default is 0.
  78242. *
  78243. * | Value | Type | Description |
  78244. * | --- | --- | --- |
  78245. * | 0 | BILLBOARDMODE_NONE | |
  78246. * | 1 | BILLBOARDMODE_X | |
  78247. * | 2 | BILLBOARDMODE_Y | |
  78248. * | 4 | BILLBOARDMODE_Z | |
  78249. * | 7 | BILLBOARDMODE_ALL | |
  78250. *
  78251. */
  78252. billboardMode: number;
  78253. private _preserveParentRotationForBillboard;
  78254. /**
  78255. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78256. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78257. */
  78258. preserveParentRotationForBillboard: boolean;
  78259. /**
  78260. * 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
  78261. */
  78262. scalingDeterminant: number;
  78263. private _infiniteDistance;
  78264. /**
  78265. * Gets or sets the distance of the object to max, often used by skybox
  78266. */
  78267. infiniteDistance: boolean;
  78268. /**
  78269. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78270. * By default the system will update normals to compensate
  78271. */
  78272. ignoreNonUniformScaling: boolean;
  78273. /**
  78274. * 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
  78275. */
  78276. reIntegrateRotationIntoRotationQuaternion: boolean;
  78277. /** @hidden */
  78278. _poseMatrix: Nullable<Matrix>;
  78279. /** @hidden */
  78280. _localMatrix: Matrix;
  78281. private _usePivotMatrix;
  78282. private _absolutePosition;
  78283. private _absoluteScaling;
  78284. private _absoluteRotationQuaternion;
  78285. private _pivotMatrix;
  78286. private _pivotMatrixInverse;
  78287. protected _postMultiplyPivotMatrix: boolean;
  78288. protected _isWorldMatrixFrozen: boolean;
  78289. /** @hidden */
  78290. _indexInSceneTransformNodesArray: number;
  78291. /**
  78292. * An event triggered after the world matrix is updated
  78293. */
  78294. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78295. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78296. /**
  78297. * Gets a string identifying the name of the class
  78298. * @returns "TransformNode" string
  78299. */
  78300. getClassName(): string;
  78301. /**
  78302. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78303. */
  78304. position: Vector3;
  78305. /**
  78306. * 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)).
  78307. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78308. */
  78309. rotation: Vector3;
  78310. /**
  78311. * 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)).
  78312. */
  78313. scaling: Vector3;
  78314. /**
  78315. * 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).
  78316. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78317. */
  78318. rotationQuaternion: Nullable<Quaternion>;
  78319. /**
  78320. * The forward direction of that transform in world space.
  78321. */
  78322. readonly forward: Vector3;
  78323. /**
  78324. * The up direction of that transform in world space.
  78325. */
  78326. readonly up: Vector3;
  78327. /**
  78328. * The right direction of that transform in world space.
  78329. */
  78330. readonly right: Vector3;
  78331. /**
  78332. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78333. * @param matrix the matrix to copy the pose from
  78334. * @returns this TransformNode.
  78335. */
  78336. updatePoseMatrix(matrix: Matrix): TransformNode;
  78337. /**
  78338. * Returns the mesh Pose matrix.
  78339. * @returns the pose matrix
  78340. */
  78341. getPoseMatrix(): Matrix;
  78342. /** @hidden */
  78343. _isSynchronized(): boolean;
  78344. /** @hidden */
  78345. _initCache(): void;
  78346. /**
  78347. * Flag the transform node as dirty (Forcing it to update everything)
  78348. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78349. * @returns this transform node
  78350. */
  78351. markAsDirty(property: string): TransformNode;
  78352. /**
  78353. * Returns the current mesh absolute position.
  78354. * Returns a Vector3.
  78355. */
  78356. readonly absolutePosition: Vector3;
  78357. /**
  78358. * Returns the current mesh absolute scaling.
  78359. * Returns a Vector3.
  78360. */
  78361. readonly absoluteScaling: Vector3;
  78362. /**
  78363. * Returns the current mesh absolute rotation.
  78364. * Returns a Quaternion.
  78365. */
  78366. readonly absoluteRotationQuaternion: Quaternion;
  78367. /**
  78368. * Sets a new matrix to apply before all other transformation
  78369. * @param matrix defines the transform matrix
  78370. * @returns the current TransformNode
  78371. */
  78372. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78373. /**
  78374. * Sets a new pivot matrix to the current node
  78375. * @param matrix defines the new pivot matrix to use
  78376. * @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
  78377. * @returns the current TransformNode
  78378. */
  78379. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78380. /**
  78381. * Returns the mesh pivot matrix.
  78382. * Default : Identity.
  78383. * @returns the matrix
  78384. */
  78385. getPivotMatrix(): Matrix;
  78386. /**
  78387. * Prevents the World matrix to be computed any longer.
  78388. * @returns the TransformNode.
  78389. */
  78390. freezeWorldMatrix(): TransformNode;
  78391. /**
  78392. * Allows back the World matrix computation.
  78393. * @returns the TransformNode.
  78394. */
  78395. unfreezeWorldMatrix(): this;
  78396. /**
  78397. * True if the World matrix has been frozen.
  78398. */
  78399. readonly isWorldMatrixFrozen: boolean;
  78400. /**
  78401. * Retuns the mesh absolute position in the World.
  78402. * @returns a Vector3.
  78403. */
  78404. getAbsolutePosition(): Vector3;
  78405. /**
  78406. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78407. * @param absolutePosition the absolute position to set
  78408. * @returns the TransformNode.
  78409. */
  78410. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78411. /**
  78412. * Sets the mesh position in its local space.
  78413. * @param vector3 the position to set in localspace
  78414. * @returns the TransformNode.
  78415. */
  78416. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78417. /**
  78418. * Returns the mesh position in the local space from the current World matrix values.
  78419. * @returns a new Vector3.
  78420. */
  78421. getPositionExpressedInLocalSpace(): Vector3;
  78422. /**
  78423. * Translates the mesh along the passed Vector3 in its local space.
  78424. * @param vector3 the distance to translate in localspace
  78425. * @returns the TransformNode.
  78426. */
  78427. locallyTranslate(vector3: Vector3): TransformNode;
  78428. private static _lookAtVectorCache;
  78429. /**
  78430. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78431. * @param targetPoint the position (must be in same space as current mesh) to look at
  78432. * @param yawCor optional yaw (y-axis) correction in radians
  78433. * @param pitchCor optional pitch (x-axis) correction in radians
  78434. * @param rollCor optional roll (z-axis) correction in radians
  78435. * @param space the choosen space of the target
  78436. * @returns the TransformNode.
  78437. */
  78438. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78439. /**
  78440. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78441. * This Vector3 is expressed in the World space.
  78442. * @param localAxis axis to rotate
  78443. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78444. */
  78445. getDirection(localAxis: Vector3): Vector3;
  78446. /**
  78447. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78448. * localAxis is expressed in the mesh local space.
  78449. * result is computed in the Wordl space from the mesh World matrix.
  78450. * @param localAxis axis to rotate
  78451. * @param result the resulting transformnode
  78452. * @returns this TransformNode.
  78453. */
  78454. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78455. /**
  78456. * Sets this transform node rotation to the given local axis.
  78457. * @param localAxis the axis in local space
  78458. * @param yawCor optional yaw (y-axis) correction in radians
  78459. * @param pitchCor optional pitch (x-axis) correction in radians
  78460. * @param rollCor optional roll (z-axis) correction in radians
  78461. * @returns this TransformNode
  78462. */
  78463. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78464. /**
  78465. * Sets a new pivot point to the current node
  78466. * @param point defines the new pivot point to use
  78467. * @param space defines if the point is in world or local space (local by default)
  78468. * @returns the current TransformNode
  78469. */
  78470. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78471. /**
  78472. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78473. * @returns the pivot point
  78474. */
  78475. getPivotPoint(): Vector3;
  78476. /**
  78477. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78478. * @param result the vector3 to store the result
  78479. * @returns this TransformNode.
  78480. */
  78481. getPivotPointToRef(result: Vector3): TransformNode;
  78482. /**
  78483. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78484. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78485. */
  78486. getAbsolutePivotPoint(): Vector3;
  78487. /**
  78488. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78489. * @param result vector3 to store the result
  78490. * @returns this TransformNode.
  78491. */
  78492. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78493. /**
  78494. * Defines the passed node as the parent of the current node.
  78495. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78496. * @see https://doc.babylonjs.com/how_to/parenting
  78497. * @param node the node ot set as the parent
  78498. * @returns this TransformNode.
  78499. */
  78500. setParent(node: Nullable<Node>): TransformNode;
  78501. private _nonUniformScaling;
  78502. /**
  78503. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78504. */
  78505. readonly nonUniformScaling: boolean;
  78506. /** @hidden */
  78507. _updateNonUniformScalingState(value: boolean): boolean;
  78508. /**
  78509. * Attach the current TransformNode to another TransformNode associated with a bone
  78510. * @param bone Bone affecting the TransformNode
  78511. * @param affectedTransformNode TransformNode associated with the bone
  78512. * @returns this object
  78513. */
  78514. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78515. /**
  78516. * Detach the transform node if its associated with a bone
  78517. * @returns this object
  78518. */
  78519. detachFromBone(): TransformNode;
  78520. private static _rotationAxisCache;
  78521. /**
  78522. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78523. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78524. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78525. * The passed axis is also normalized.
  78526. * @param axis the axis to rotate around
  78527. * @param amount the amount to rotate in radians
  78528. * @param space Space to rotate in (Default: local)
  78529. * @returns the TransformNode.
  78530. */
  78531. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78532. /**
  78533. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78534. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78535. * The passed axis is also normalized. .
  78536. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78537. * @param point the point to rotate around
  78538. * @param axis the axis to rotate around
  78539. * @param amount the amount to rotate in radians
  78540. * @returns the TransformNode
  78541. */
  78542. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78543. /**
  78544. * Translates the mesh along the axis vector for the passed distance in the given space.
  78545. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78546. * @param axis the axis to translate in
  78547. * @param distance the distance to translate
  78548. * @param space Space to rotate in (Default: local)
  78549. * @returns the TransformNode.
  78550. */
  78551. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78552. /**
  78553. * Adds a rotation step to the mesh current rotation.
  78554. * x, y, z are Euler angles expressed in radians.
  78555. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78556. * This means this rotation is made in the mesh local space only.
  78557. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78558. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78559. * ```javascript
  78560. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78561. * ```
  78562. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78563. * 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.
  78564. * @param x Rotation to add
  78565. * @param y Rotation to add
  78566. * @param z Rotation to add
  78567. * @returns the TransformNode.
  78568. */
  78569. addRotation(x: number, y: number, z: number): TransformNode;
  78570. /**
  78571. * @hidden
  78572. */
  78573. protected _getEffectiveParent(): Nullable<Node>;
  78574. /**
  78575. * Computes the world matrix of the node
  78576. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78577. * @returns the world matrix
  78578. */
  78579. computeWorldMatrix(force?: boolean): Matrix;
  78580. protected _afterComputeWorldMatrix(): void;
  78581. /**
  78582. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78583. * @param func callback function to add
  78584. *
  78585. * @returns the TransformNode.
  78586. */
  78587. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78588. /**
  78589. * Removes a registered callback function.
  78590. * @param func callback function to remove
  78591. * @returns the TransformNode.
  78592. */
  78593. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78594. /**
  78595. * Gets the position of the current mesh in camera space
  78596. * @param camera defines the camera to use
  78597. * @returns a position
  78598. */
  78599. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78600. /**
  78601. * Returns the distance from the mesh to the active camera
  78602. * @param camera defines the camera to use
  78603. * @returns the distance
  78604. */
  78605. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78606. /**
  78607. * Clone the current transform node
  78608. * @param name Name of the new clone
  78609. * @param newParent New parent for the clone
  78610. * @param doNotCloneChildren Do not clone children hierarchy
  78611. * @returns the new transform node
  78612. */
  78613. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78614. /**
  78615. * Serializes the objects information.
  78616. * @param currentSerializationObject defines the object to serialize in
  78617. * @returns the serialized object
  78618. */
  78619. serialize(currentSerializationObject?: any): any;
  78620. /**
  78621. * Returns a new TransformNode object parsed from the source provided.
  78622. * @param parsedTransformNode is the source.
  78623. * @param scene the scne the object belongs to
  78624. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78625. * @returns a new TransformNode object parsed from the source provided.
  78626. */
  78627. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78628. /**
  78629. * Get all child-transformNodes of this node
  78630. * @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
  78631. * @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
  78632. * @returns an array of TransformNode
  78633. */
  78634. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78635. /**
  78636. * Releases resources associated with this transform node.
  78637. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78638. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78639. */
  78640. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78641. /**
  78642. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78643. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78644. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78645. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78646. * @returns the current mesh
  78647. */
  78648. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78649. private _syncAbsoluteScalingAndRotation;
  78650. }
  78651. }
  78652. declare module BABYLON {
  78653. /**
  78654. * Defines the types of pose enabled controllers that are supported
  78655. */
  78656. export enum PoseEnabledControllerType {
  78657. /**
  78658. * HTC Vive
  78659. */
  78660. VIVE = 0,
  78661. /**
  78662. * Oculus Rift
  78663. */
  78664. OCULUS = 1,
  78665. /**
  78666. * Windows mixed reality
  78667. */
  78668. WINDOWS = 2,
  78669. /**
  78670. * Samsung gear VR
  78671. */
  78672. GEAR_VR = 3,
  78673. /**
  78674. * Google Daydream
  78675. */
  78676. DAYDREAM = 4,
  78677. /**
  78678. * Generic
  78679. */
  78680. GENERIC = 5
  78681. }
  78682. /**
  78683. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78684. */
  78685. export interface MutableGamepadButton {
  78686. /**
  78687. * Value of the button/trigger
  78688. */
  78689. value: number;
  78690. /**
  78691. * If the button/trigger is currently touched
  78692. */
  78693. touched: boolean;
  78694. /**
  78695. * If the button/trigger is currently pressed
  78696. */
  78697. pressed: boolean;
  78698. }
  78699. /**
  78700. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78701. * @hidden
  78702. */
  78703. export interface ExtendedGamepadButton extends GamepadButton {
  78704. /**
  78705. * If the button/trigger is currently pressed
  78706. */
  78707. readonly pressed: boolean;
  78708. /**
  78709. * If the button/trigger is currently touched
  78710. */
  78711. readonly touched: boolean;
  78712. /**
  78713. * Value of the button/trigger
  78714. */
  78715. readonly value: number;
  78716. }
  78717. /** @hidden */
  78718. export interface _GamePadFactory {
  78719. /**
  78720. * Returns wether or not the current gamepad can be created for this type of controller.
  78721. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78722. * @returns true if it can be created, otherwise false
  78723. */
  78724. canCreate(gamepadInfo: any): boolean;
  78725. /**
  78726. * Creates a new instance of the Gamepad.
  78727. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78728. * @returns the new gamepad instance
  78729. */
  78730. create(gamepadInfo: any): Gamepad;
  78731. }
  78732. /**
  78733. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78734. */
  78735. export class PoseEnabledControllerHelper {
  78736. /** @hidden */
  78737. static _ControllerFactories: _GamePadFactory[];
  78738. /** @hidden */
  78739. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78740. /**
  78741. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78742. * @param vrGamepad the gamepad to initialized
  78743. * @returns a vr controller of the type the gamepad identified as
  78744. */
  78745. static InitiateController(vrGamepad: any): Gamepad;
  78746. }
  78747. /**
  78748. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78749. */
  78750. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78751. /**
  78752. * If the controller is used in a webXR session
  78753. */
  78754. isXR: boolean;
  78755. private _deviceRoomPosition;
  78756. private _deviceRoomRotationQuaternion;
  78757. /**
  78758. * The device position in babylon space
  78759. */
  78760. devicePosition: Vector3;
  78761. /**
  78762. * The device rotation in babylon space
  78763. */
  78764. deviceRotationQuaternion: Quaternion;
  78765. /**
  78766. * The scale factor of the device in babylon space
  78767. */
  78768. deviceScaleFactor: number;
  78769. /**
  78770. * (Likely devicePosition should be used instead) The device position in its room space
  78771. */
  78772. position: Vector3;
  78773. /**
  78774. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78775. */
  78776. rotationQuaternion: Quaternion;
  78777. /**
  78778. * The type of controller (Eg. Windows mixed reality)
  78779. */
  78780. controllerType: PoseEnabledControllerType;
  78781. protected _calculatedPosition: Vector3;
  78782. private _calculatedRotation;
  78783. /**
  78784. * The raw pose from the device
  78785. */
  78786. rawPose: DevicePose;
  78787. private _trackPosition;
  78788. private _maxRotationDistFromHeadset;
  78789. private _draggedRoomRotation;
  78790. /**
  78791. * @hidden
  78792. */
  78793. _disableTrackPosition(fixedPosition: Vector3): void;
  78794. /**
  78795. * Internal, the mesh attached to the controller
  78796. * @hidden
  78797. */
  78798. _mesh: Nullable<AbstractMesh>;
  78799. private _poseControlledCamera;
  78800. private _leftHandSystemQuaternion;
  78801. /**
  78802. * Internal, matrix used to convert room space to babylon space
  78803. * @hidden
  78804. */
  78805. _deviceToWorld: Matrix;
  78806. /**
  78807. * Node to be used when casting a ray from the controller
  78808. * @hidden
  78809. */
  78810. _pointingPoseNode: Nullable<TransformNode>;
  78811. /**
  78812. * Name of the child mesh that can be used to cast a ray from the controller
  78813. */
  78814. static readonly POINTING_POSE: string;
  78815. /**
  78816. * Creates a new PoseEnabledController from a gamepad
  78817. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78818. */
  78819. constructor(browserGamepad: any);
  78820. private _workingMatrix;
  78821. /**
  78822. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78823. */
  78824. update(): void;
  78825. /**
  78826. * Updates only the pose device and mesh without doing any button event checking
  78827. */
  78828. protected _updatePoseAndMesh(): void;
  78829. /**
  78830. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78831. * @param poseData raw pose fromthe device
  78832. */
  78833. updateFromDevice(poseData: DevicePose): void;
  78834. /**
  78835. * @hidden
  78836. */
  78837. _meshAttachedObservable: Observable<AbstractMesh>;
  78838. /**
  78839. * Attaches a mesh to the controller
  78840. * @param mesh the mesh to be attached
  78841. */
  78842. attachToMesh(mesh: AbstractMesh): void;
  78843. /**
  78844. * Attaches the controllers mesh to a camera
  78845. * @param camera the camera the mesh should be attached to
  78846. */
  78847. attachToPoseControlledCamera(camera: TargetCamera): void;
  78848. /**
  78849. * Disposes of the controller
  78850. */
  78851. dispose(): void;
  78852. /**
  78853. * The mesh that is attached to the controller
  78854. */
  78855. readonly mesh: Nullable<AbstractMesh>;
  78856. /**
  78857. * Gets the ray of the controller in the direction the controller is pointing
  78858. * @param length the length the resulting ray should be
  78859. * @returns a ray in the direction the controller is pointing
  78860. */
  78861. getForwardRay(length?: number): Ray;
  78862. }
  78863. }
  78864. declare module BABYLON {
  78865. /**
  78866. * Defines the WebVRController object that represents controllers tracked in 3D space
  78867. */
  78868. export abstract class WebVRController extends PoseEnabledController {
  78869. /**
  78870. * Internal, the default controller model for the controller
  78871. */
  78872. protected _defaultModel: AbstractMesh;
  78873. /**
  78874. * Fired when the trigger state has changed
  78875. */
  78876. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78877. /**
  78878. * Fired when the main button state has changed
  78879. */
  78880. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78881. /**
  78882. * Fired when the secondary button state has changed
  78883. */
  78884. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78885. /**
  78886. * Fired when the pad state has changed
  78887. */
  78888. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78889. /**
  78890. * Fired when controllers stick values have changed
  78891. */
  78892. onPadValuesChangedObservable: Observable<StickValues>;
  78893. /**
  78894. * Array of button availible on the controller
  78895. */
  78896. protected _buttons: Array<MutableGamepadButton>;
  78897. private _onButtonStateChange;
  78898. /**
  78899. * Fired when a controller button's state has changed
  78900. * @param callback the callback containing the button that was modified
  78901. */
  78902. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78903. /**
  78904. * X and Y axis corresponding to the controllers joystick
  78905. */
  78906. pad: StickValues;
  78907. /**
  78908. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78909. */
  78910. hand: string;
  78911. /**
  78912. * The default controller model for the controller
  78913. */
  78914. readonly defaultModel: AbstractMesh;
  78915. /**
  78916. * Creates a new WebVRController from a gamepad
  78917. * @param vrGamepad the gamepad that the WebVRController should be created from
  78918. */
  78919. constructor(vrGamepad: any);
  78920. /**
  78921. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78922. */
  78923. update(): void;
  78924. /**
  78925. * Function to be called when a button is modified
  78926. */
  78927. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78928. /**
  78929. * Loads a mesh and attaches it to the controller
  78930. * @param scene the scene the mesh should be added to
  78931. * @param meshLoaded callback for when the mesh has been loaded
  78932. */
  78933. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78934. private _setButtonValue;
  78935. private _changes;
  78936. private _checkChanges;
  78937. /**
  78938. * Disposes of th webVRCOntroller
  78939. */
  78940. dispose(): void;
  78941. }
  78942. }
  78943. declare module BABYLON {
  78944. /**
  78945. * The HemisphericLight simulates the ambient environment light,
  78946. * so the passed direction is the light reflection direction, not the incoming direction.
  78947. */
  78948. export class HemisphericLight extends Light {
  78949. /**
  78950. * The groundColor is the light in the opposite direction to the one specified during creation.
  78951. * 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.
  78952. */
  78953. groundColor: Color3;
  78954. /**
  78955. * The light reflection direction, not the incoming direction.
  78956. */
  78957. direction: Vector3;
  78958. /**
  78959. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78960. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78961. * The HemisphericLight can't cast shadows.
  78962. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78963. * @param name The friendly name of the light
  78964. * @param direction The direction of the light reflection
  78965. * @param scene The scene the light belongs to
  78966. */
  78967. constructor(name: string, direction: Vector3, scene: Scene);
  78968. protected _buildUniformLayout(): void;
  78969. /**
  78970. * Returns the string "HemisphericLight".
  78971. * @return The class name
  78972. */
  78973. getClassName(): string;
  78974. /**
  78975. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78976. * Returns the updated direction.
  78977. * @param target The target the direction should point to
  78978. * @return The computed direction
  78979. */
  78980. setDirectionToTarget(target: Vector3): Vector3;
  78981. /**
  78982. * Returns the shadow generator associated to the light.
  78983. * @returns Always null for hemispheric lights because it does not support shadows.
  78984. */
  78985. getShadowGenerator(): Nullable<IShadowGenerator>;
  78986. /**
  78987. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78988. * @param effect The effect to update
  78989. * @param lightIndex The index of the light in the effect to update
  78990. * @returns The hemispheric light
  78991. */
  78992. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78993. /**
  78994. * Computes the world matrix of the node
  78995. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78996. * @param useWasUpdatedFlag defines a reserved property
  78997. * @returns the world matrix
  78998. */
  78999. computeWorldMatrix(): Matrix;
  79000. /**
  79001. * Returns the integer 3.
  79002. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79003. */
  79004. getTypeID(): number;
  79005. /**
  79006. * Prepares the list of defines specific to the light type.
  79007. * @param defines the list of defines
  79008. * @param lightIndex defines the index of the light for the effect
  79009. */
  79010. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  79011. }
  79012. }
  79013. declare module BABYLON {
  79014. /** @hidden */
  79015. export var vrMultiviewToSingleviewPixelShader: {
  79016. name: string;
  79017. shader: string;
  79018. };
  79019. }
  79020. declare module BABYLON {
  79021. /**
  79022. * Renders to multiple views with a single draw call
  79023. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  79024. */
  79025. export class MultiviewRenderTarget extends RenderTargetTexture {
  79026. /**
  79027. * Creates a multiview render target
  79028. * @param scene scene used with the render target
  79029. * @param size the size of the render target (used for each view)
  79030. */
  79031. constructor(scene: Scene, size?: number | {
  79032. width: number;
  79033. height: number;
  79034. } | {
  79035. ratio: number;
  79036. });
  79037. /**
  79038. * @hidden
  79039. * @param faceIndex the face index, if its a cube texture
  79040. */
  79041. _bindFrameBuffer(faceIndex?: number): void;
  79042. /**
  79043. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  79044. * @returns the view count
  79045. */
  79046. getViewCount(): number;
  79047. }
  79048. }
  79049. declare module BABYLON {
  79050. /**
  79051. * Reprasents a camera frustum
  79052. */
  79053. export class Frustum {
  79054. /**
  79055. * Gets the planes representing the frustum
  79056. * @param transform matrix to be applied to the returned planes
  79057. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  79058. */
  79059. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  79060. /**
  79061. * Gets the near frustum plane transformed by the transform matrix
  79062. * @param transform transformation matrix to be applied to the resulting frustum plane
  79063. * @param frustumPlane the resuling frustum plane
  79064. */
  79065. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79066. /**
  79067. * Gets the far frustum plane transformed by the transform matrix
  79068. * @param transform transformation matrix to be applied to the resulting frustum plane
  79069. * @param frustumPlane the resuling frustum plane
  79070. */
  79071. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79072. /**
  79073. * Gets the left frustum plane transformed by the transform matrix
  79074. * @param transform transformation matrix to be applied to the resulting frustum plane
  79075. * @param frustumPlane the resuling frustum plane
  79076. */
  79077. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79078. /**
  79079. * Gets the right frustum plane transformed by the transform matrix
  79080. * @param transform transformation matrix to be applied to the resulting frustum plane
  79081. * @param frustumPlane the resuling frustum plane
  79082. */
  79083. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79084. /**
  79085. * Gets the top frustum plane transformed by the transform matrix
  79086. * @param transform transformation matrix to be applied to the resulting frustum plane
  79087. * @param frustumPlane the resuling frustum plane
  79088. */
  79089. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79090. /**
  79091. * Gets the bottom frustum plane transformed by the transform matrix
  79092. * @param transform transformation matrix to be applied to the resulting frustum plane
  79093. * @param frustumPlane the resuling frustum plane
  79094. */
  79095. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79096. /**
  79097. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  79098. * @param transform transformation matrix to be applied to the resulting frustum planes
  79099. * @param frustumPlanes the resuling frustum planes
  79100. */
  79101. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  79102. }
  79103. }
  79104. declare module BABYLON {
  79105. interface Engine {
  79106. /**
  79107. * Creates a new multiview render target
  79108. * @param width defines the width of the texture
  79109. * @param height defines the height of the texture
  79110. * @returns the created multiview texture
  79111. */
  79112. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  79113. /**
  79114. * Binds a multiview framebuffer to be drawn to
  79115. * @param multiviewTexture texture to bind
  79116. */
  79117. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  79118. }
  79119. interface Camera {
  79120. /**
  79121. * @hidden
  79122. * 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)
  79123. */
  79124. _useMultiviewToSingleView: boolean;
  79125. /**
  79126. * @hidden
  79127. * 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)
  79128. */
  79129. _multiviewTexture: Nullable<RenderTargetTexture>;
  79130. /**
  79131. * @hidden
  79132. * ensures the multiview texture of the camera exists and has the specified width/height
  79133. * @param width height to set on the multiview texture
  79134. * @param height width to set on the multiview texture
  79135. */
  79136. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  79137. }
  79138. interface Scene {
  79139. /** @hidden */
  79140. _transformMatrixR: Matrix;
  79141. /** @hidden */
  79142. _multiviewSceneUbo: Nullable<UniformBuffer>;
  79143. /** @hidden */
  79144. _createMultiviewUbo(): void;
  79145. /** @hidden */
  79146. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  79147. /** @hidden */
  79148. _renderMultiviewToSingleView(camera: Camera): void;
  79149. }
  79150. }
  79151. declare module BABYLON {
  79152. /**
  79153. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  79154. * This will not be used for webXR as it supports displaying texture arrays directly
  79155. */
  79156. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  79157. /**
  79158. * Initializes a VRMultiviewToSingleview
  79159. * @param name name of the post process
  79160. * @param camera camera to be applied to
  79161. * @param scaleFactor scaling factor to the size of the output texture
  79162. */
  79163. constructor(name: string, camera: Camera, scaleFactor: number);
  79164. }
  79165. }
  79166. declare module BABYLON {
  79167. interface Engine {
  79168. /** @hidden */
  79169. _vrDisplay: any;
  79170. /** @hidden */
  79171. _vrSupported: boolean;
  79172. /** @hidden */
  79173. _oldSize: Size;
  79174. /** @hidden */
  79175. _oldHardwareScaleFactor: number;
  79176. /** @hidden */
  79177. _vrExclusivePointerMode: boolean;
  79178. /** @hidden */
  79179. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  79180. /** @hidden */
  79181. _onVRDisplayPointerRestricted: () => void;
  79182. /** @hidden */
  79183. _onVRDisplayPointerUnrestricted: () => void;
  79184. /** @hidden */
  79185. _onVrDisplayConnect: Nullable<(display: any) => void>;
  79186. /** @hidden */
  79187. _onVrDisplayDisconnect: Nullable<() => void>;
  79188. /** @hidden */
  79189. _onVrDisplayPresentChange: Nullable<() => void>;
  79190. /**
  79191. * Observable signaled when VR display mode changes
  79192. */
  79193. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79194. /**
  79195. * Observable signaled when VR request present is complete
  79196. */
  79197. onVRRequestPresentComplete: Observable<boolean>;
  79198. /**
  79199. * Observable signaled when VR request present starts
  79200. */
  79201. onVRRequestPresentStart: Observable<Engine>;
  79202. /**
  79203. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79204. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79205. */
  79206. isInVRExclusivePointerMode: boolean;
  79207. /**
  79208. * Gets a boolean indicating if a webVR device was detected
  79209. * @returns true if a webVR device was detected
  79210. */
  79211. isVRDevicePresent(): boolean;
  79212. /**
  79213. * Gets the current webVR device
  79214. * @returns the current webVR device (or null)
  79215. */
  79216. getVRDevice(): any;
  79217. /**
  79218. * Initializes a webVR display and starts listening to display change events
  79219. * The onVRDisplayChangedObservable will be notified upon these changes
  79220. * @returns A promise containing a VRDisplay and if vr is supported
  79221. */
  79222. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79223. /** @hidden */
  79224. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79225. /**
  79226. * Call this function to switch to webVR mode
  79227. * Will do nothing if webVR is not supported or if there is no webVR device
  79228. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79229. */
  79230. enableVR(): void;
  79231. /** @hidden */
  79232. _onVRFullScreenTriggered(): void;
  79233. }
  79234. }
  79235. declare module BABYLON {
  79236. /**
  79237. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79238. * IMPORTANT!! The data is right-hand data.
  79239. * @export
  79240. * @interface DevicePose
  79241. */
  79242. export interface DevicePose {
  79243. /**
  79244. * The position of the device, values in array are [x,y,z].
  79245. */
  79246. readonly position: Nullable<Float32Array>;
  79247. /**
  79248. * The linearVelocity of the device, values in array are [x,y,z].
  79249. */
  79250. readonly linearVelocity: Nullable<Float32Array>;
  79251. /**
  79252. * The linearAcceleration of the device, values in array are [x,y,z].
  79253. */
  79254. readonly linearAcceleration: Nullable<Float32Array>;
  79255. /**
  79256. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79257. */
  79258. readonly orientation: Nullable<Float32Array>;
  79259. /**
  79260. * The angularVelocity of the device, values in array are [x,y,z].
  79261. */
  79262. readonly angularVelocity: Nullable<Float32Array>;
  79263. /**
  79264. * The angularAcceleration of the device, values in array are [x,y,z].
  79265. */
  79266. readonly angularAcceleration: Nullable<Float32Array>;
  79267. }
  79268. /**
  79269. * Interface representing a pose controlled object in Babylon.
  79270. * A pose controlled object has both regular pose values as well as pose values
  79271. * from an external device such as a VR head mounted display
  79272. */
  79273. export interface PoseControlled {
  79274. /**
  79275. * The position of the object in babylon space.
  79276. */
  79277. position: Vector3;
  79278. /**
  79279. * The rotation quaternion of the object in babylon space.
  79280. */
  79281. rotationQuaternion: Quaternion;
  79282. /**
  79283. * The position of the device in babylon space.
  79284. */
  79285. devicePosition?: Vector3;
  79286. /**
  79287. * The rotation quaternion of the device in babylon space.
  79288. */
  79289. deviceRotationQuaternion: Quaternion;
  79290. /**
  79291. * The raw pose coming from the device.
  79292. */
  79293. rawPose: Nullable<DevicePose>;
  79294. /**
  79295. * The scale of the device to be used when translating from device space to babylon space.
  79296. */
  79297. deviceScaleFactor: number;
  79298. /**
  79299. * Updates the poseControlled values based on the input device pose.
  79300. * @param poseData the pose data to update the object with
  79301. */
  79302. updateFromDevice(poseData: DevicePose): void;
  79303. }
  79304. /**
  79305. * Set of options to customize the webVRCamera
  79306. */
  79307. export interface WebVROptions {
  79308. /**
  79309. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79310. */
  79311. trackPosition?: boolean;
  79312. /**
  79313. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79314. */
  79315. positionScale?: number;
  79316. /**
  79317. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79318. */
  79319. displayName?: string;
  79320. /**
  79321. * Should the native controller meshes be initialized. (default: true)
  79322. */
  79323. controllerMeshes?: boolean;
  79324. /**
  79325. * Creating a default HemiLight only on controllers. (default: true)
  79326. */
  79327. defaultLightingOnControllers?: boolean;
  79328. /**
  79329. * If you don't want to use the default VR button of the helper. (default: false)
  79330. */
  79331. useCustomVRButton?: boolean;
  79332. /**
  79333. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79334. */
  79335. customVRButton?: HTMLButtonElement;
  79336. /**
  79337. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79338. */
  79339. rayLength?: number;
  79340. /**
  79341. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79342. */
  79343. defaultHeight?: number;
  79344. /**
  79345. * If multiview should be used if availible (default: false)
  79346. */
  79347. useMultiview?: boolean;
  79348. }
  79349. /**
  79350. * This represents a WebVR camera.
  79351. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79352. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79353. */
  79354. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79355. private webVROptions;
  79356. /**
  79357. * @hidden
  79358. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79359. */
  79360. _vrDevice: any;
  79361. /**
  79362. * The rawPose of the vrDevice.
  79363. */
  79364. rawPose: Nullable<DevicePose>;
  79365. private _onVREnabled;
  79366. private _specsVersion;
  79367. private _attached;
  79368. private _frameData;
  79369. protected _descendants: Array<Node>;
  79370. private _deviceRoomPosition;
  79371. /** @hidden */
  79372. _deviceRoomRotationQuaternion: Quaternion;
  79373. private _standingMatrix;
  79374. /**
  79375. * Represents device position in babylon space.
  79376. */
  79377. devicePosition: Vector3;
  79378. /**
  79379. * Represents device rotation in babylon space.
  79380. */
  79381. deviceRotationQuaternion: Quaternion;
  79382. /**
  79383. * The scale of the device to be used when translating from device space to babylon space.
  79384. */
  79385. deviceScaleFactor: number;
  79386. private _deviceToWorld;
  79387. private _worldToDevice;
  79388. /**
  79389. * References to the webVR controllers for the vrDevice.
  79390. */
  79391. controllers: Array<WebVRController>;
  79392. /**
  79393. * Emits an event when a controller is attached.
  79394. */
  79395. onControllersAttachedObservable: Observable<WebVRController[]>;
  79396. /**
  79397. * Emits an event when a controller's mesh has been loaded;
  79398. */
  79399. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79400. /**
  79401. * Emits an event when the HMD's pose has been updated.
  79402. */
  79403. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79404. private _poseSet;
  79405. /**
  79406. * If the rig cameras be used as parent instead of this camera.
  79407. */
  79408. rigParenting: boolean;
  79409. private _lightOnControllers;
  79410. private _defaultHeight?;
  79411. /**
  79412. * Instantiates a WebVRFreeCamera.
  79413. * @param name The name of the WebVRFreeCamera
  79414. * @param position The starting anchor position for the camera
  79415. * @param scene The scene the camera belongs to
  79416. * @param webVROptions a set of customizable options for the webVRCamera
  79417. */
  79418. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79419. /**
  79420. * Gets the device distance from the ground in meters.
  79421. * @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.
  79422. */
  79423. deviceDistanceToRoomGround(): number;
  79424. /**
  79425. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79426. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79427. */
  79428. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79429. /**
  79430. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79431. * @returns A promise with a boolean set to if the standing matrix is supported.
  79432. */
  79433. useStandingMatrixAsync(): Promise<boolean>;
  79434. /**
  79435. * Disposes the camera
  79436. */
  79437. dispose(): void;
  79438. /**
  79439. * Gets a vrController by name.
  79440. * @param name The name of the controller to retreive
  79441. * @returns the controller matching the name specified or null if not found
  79442. */
  79443. getControllerByName(name: string): Nullable<WebVRController>;
  79444. private _leftController;
  79445. /**
  79446. * The controller corresponding to the users left hand.
  79447. */
  79448. readonly leftController: Nullable<WebVRController>;
  79449. private _rightController;
  79450. /**
  79451. * The controller corresponding to the users right hand.
  79452. */
  79453. readonly rightController: Nullable<WebVRController>;
  79454. /**
  79455. * Casts a ray forward from the vrCamera's gaze.
  79456. * @param length Length of the ray (default: 100)
  79457. * @returns the ray corresponding to the gaze
  79458. */
  79459. getForwardRay(length?: number): Ray;
  79460. /**
  79461. * @hidden
  79462. * Updates the camera based on device's frame data
  79463. */
  79464. _checkInputs(): void;
  79465. /**
  79466. * Updates the poseControlled values based on the input device pose.
  79467. * @param poseData Pose coming from the device
  79468. */
  79469. updateFromDevice(poseData: DevicePose): void;
  79470. private _htmlElementAttached;
  79471. private _detachIfAttached;
  79472. /**
  79473. * WebVR's attach control will start broadcasting frames to the device.
  79474. * Note that in certain browsers (chrome for example) this function must be called
  79475. * within a user-interaction callback. Example:
  79476. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79477. *
  79478. * @param element html element to attach the vrDevice to
  79479. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79480. */
  79481. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79482. /**
  79483. * Detaches the camera from the html element and disables VR
  79484. *
  79485. * @param element html element to detach from
  79486. */
  79487. detachControl(element: HTMLElement): void;
  79488. /**
  79489. * @returns the name of this class
  79490. */
  79491. getClassName(): string;
  79492. /**
  79493. * Calls resetPose on the vrDisplay
  79494. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79495. */
  79496. resetToCurrentRotation(): void;
  79497. /**
  79498. * @hidden
  79499. * Updates the rig cameras (left and right eye)
  79500. */
  79501. _updateRigCameras(): void;
  79502. private _workingVector;
  79503. private _oneVector;
  79504. private _workingMatrix;
  79505. private updateCacheCalled;
  79506. private _correctPositionIfNotTrackPosition;
  79507. /**
  79508. * @hidden
  79509. * Updates the cached values of the camera
  79510. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79511. */
  79512. _updateCache(ignoreParentClass?: boolean): void;
  79513. /**
  79514. * @hidden
  79515. * Get current device position in babylon world
  79516. */
  79517. _computeDevicePosition(): void;
  79518. /**
  79519. * Updates the current device position and rotation in the babylon world
  79520. */
  79521. update(): void;
  79522. /**
  79523. * @hidden
  79524. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79525. * @returns an identity matrix
  79526. */
  79527. _getViewMatrix(): Matrix;
  79528. private _tmpMatrix;
  79529. /**
  79530. * This function is called by the two RIG cameras.
  79531. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79532. * @hidden
  79533. */
  79534. _getWebVRViewMatrix(): Matrix;
  79535. /** @hidden */
  79536. _getWebVRProjectionMatrix(): Matrix;
  79537. private _onGamepadConnectedObserver;
  79538. private _onGamepadDisconnectedObserver;
  79539. private _updateCacheWhenTrackingDisabledObserver;
  79540. /**
  79541. * Initializes the controllers and their meshes
  79542. */
  79543. initControllers(): void;
  79544. }
  79545. }
  79546. declare module BABYLON {
  79547. /**
  79548. * Size options for a post process
  79549. */
  79550. export type PostProcessOptions = {
  79551. width: number;
  79552. height: number;
  79553. };
  79554. /**
  79555. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79556. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79557. */
  79558. export class PostProcess {
  79559. /** Name of the PostProcess. */
  79560. name: string;
  79561. /**
  79562. * Gets or sets the unique id of the post process
  79563. */
  79564. uniqueId: number;
  79565. /**
  79566. * Width of the texture to apply the post process on
  79567. */
  79568. width: number;
  79569. /**
  79570. * Height of the texture to apply the post process on
  79571. */
  79572. height: number;
  79573. /**
  79574. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79575. * @hidden
  79576. */
  79577. _outputTexture: Nullable<InternalTexture>;
  79578. /**
  79579. * Sampling mode used by the shader
  79580. * See https://doc.babylonjs.com/classes/3.1/texture
  79581. */
  79582. renderTargetSamplingMode: number;
  79583. /**
  79584. * Clear color to use when screen clearing
  79585. */
  79586. clearColor: Color4;
  79587. /**
  79588. * If the buffer needs to be cleared before applying the post process. (default: true)
  79589. * Should be set to false if shader will overwrite all previous pixels.
  79590. */
  79591. autoClear: boolean;
  79592. /**
  79593. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79594. */
  79595. alphaMode: number;
  79596. /**
  79597. * Sets the setAlphaBlendConstants of the babylon engine
  79598. */
  79599. alphaConstants: Color4;
  79600. /**
  79601. * Animations to be used for the post processing
  79602. */
  79603. animations: Animation[];
  79604. /**
  79605. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79606. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79607. */
  79608. enablePixelPerfectMode: boolean;
  79609. /**
  79610. * Force the postprocess to be applied without taking in account viewport
  79611. */
  79612. forceFullscreenViewport: boolean;
  79613. /**
  79614. * List of inspectable custom properties (used by the Inspector)
  79615. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79616. */
  79617. inspectableCustomProperties: IInspectable[];
  79618. /**
  79619. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79620. *
  79621. * | Value | Type | Description |
  79622. * | ----- | ----------------------------------- | ----------- |
  79623. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79624. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79625. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79626. *
  79627. */
  79628. scaleMode: number;
  79629. /**
  79630. * Force textures to be a power of two (default: false)
  79631. */
  79632. alwaysForcePOT: boolean;
  79633. private _samples;
  79634. /**
  79635. * Number of sample textures (default: 1)
  79636. */
  79637. samples: number;
  79638. /**
  79639. * Modify the scale of the post process to be the same as the viewport (default: false)
  79640. */
  79641. adaptScaleToCurrentViewport: boolean;
  79642. private _camera;
  79643. private _scene;
  79644. private _engine;
  79645. private _options;
  79646. private _reusable;
  79647. private _textureType;
  79648. /**
  79649. * Smart array of input and output textures for the post process.
  79650. * @hidden
  79651. */
  79652. _textures: SmartArray<InternalTexture>;
  79653. /**
  79654. * The index in _textures that corresponds to the output texture.
  79655. * @hidden
  79656. */
  79657. _currentRenderTextureInd: number;
  79658. private _effect;
  79659. private _samplers;
  79660. private _fragmentUrl;
  79661. private _vertexUrl;
  79662. private _parameters;
  79663. private _scaleRatio;
  79664. protected _indexParameters: any;
  79665. private _shareOutputWithPostProcess;
  79666. private _texelSize;
  79667. private _forcedOutputTexture;
  79668. /**
  79669. * Returns the fragment url or shader name used in the post process.
  79670. * @returns the fragment url or name in the shader store.
  79671. */
  79672. getEffectName(): string;
  79673. /**
  79674. * An event triggered when the postprocess is activated.
  79675. */
  79676. onActivateObservable: Observable<Camera>;
  79677. private _onActivateObserver;
  79678. /**
  79679. * A function that is added to the onActivateObservable
  79680. */
  79681. onActivate: Nullable<(camera: Camera) => void>;
  79682. /**
  79683. * An event triggered when the postprocess changes its size.
  79684. */
  79685. onSizeChangedObservable: Observable<PostProcess>;
  79686. private _onSizeChangedObserver;
  79687. /**
  79688. * A function that is added to the onSizeChangedObservable
  79689. */
  79690. onSizeChanged: (postProcess: PostProcess) => void;
  79691. /**
  79692. * An event triggered when the postprocess applies its effect.
  79693. */
  79694. onApplyObservable: Observable<Effect>;
  79695. private _onApplyObserver;
  79696. /**
  79697. * A function that is added to the onApplyObservable
  79698. */
  79699. onApply: (effect: Effect) => void;
  79700. /**
  79701. * An event triggered before rendering the postprocess
  79702. */
  79703. onBeforeRenderObservable: Observable<Effect>;
  79704. private _onBeforeRenderObserver;
  79705. /**
  79706. * A function that is added to the onBeforeRenderObservable
  79707. */
  79708. onBeforeRender: (effect: Effect) => void;
  79709. /**
  79710. * An event triggered after rendering the postprocess
  79711. */
  79712. onAfterRenderObservable: Observable<Effect>;
  79713. private _onAfterRenderObserver;
  79714. /**
  79715. * A function that is added to the onAfterRenderObservable
  79716. */
  79717. onAfterRender: (efect: Effect) => void;
  79718. /**
  79719. * 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
  79720. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79721. */
  79722. inputTexture: InternalTexture;
  79723. /**
  79724. * Gets the camera which post process is applied to.
  79725. * @returns The camera the post process is applied to.
  79726. */
  79727. getCamera(): Camera;
  79728. /**
  79729. * Gets the texel size of the postprocess.
  79730. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79731. */
  79732. readonly texelSize: Vector2;
  79733. /**
  79734. * Creates a new instance PostProcess
  79735. * @param name The name of the PostProcess.
  79736. * @param fragmentUrl The url of the fragment shader to be used.
  79737. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79738. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79739. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79740. * @param camera The camera to apply the render pass to.
  79741. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79742. * @param engine The engine which the post process will be applied. (default: current engine)
  79743. * @param reusable If the post process can be reused on the same frame. (default: false)
  79744. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79745. * @param textureType Type of textures used when performing the post process. (default: 0)
  79746. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79747. * @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
  79748. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79749. */
  79750. constructor(
  79751. /** Name of the PostProcess. */
  79752. 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);
  79753. /**
  79754. * Gets a string idenfifying the name of the class
  79755. * @returns "PostProcess" string
  79756. */
  79757. getClassName(): string;
  79758. /**
  79759. * Gets the engine which this post process belongs to.
  79760. * @returns The engine the post process was enabled with.
  79761. */
  79762. getEngine(): Engine;
  79763. /**
  79764. * The effect that is created when initializing the post process.
  79765. * @returns The created effect corresponding the the postprocess.
  79766. */
  79767. getEffect(): Effect;
  79768. /**
  79769. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79770. * @param postProcess The post process to share the output with.
  79771. * @returns This post process.
  79772. */
  79773. shareOutputWith(postProcess: PostProcess): PostProcess;
  79774. /**
  79775. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79776. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79777. */
  79778. useOwnOutput(): void;
  79779. /**
  79780. * Updates the effect with the current post process compile time values and recompiles the shader.
  79781. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79782. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79783. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79784. * @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
  79785. * @param onCompiled Called when the shader has been compiled.
  79786. * @param onError Called if there is an error when compiling a shader.
  79787. */
  79788. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79789. /**
  79790. * The post process is reusable if it can be used multiple times within one frame.
  79791. * @returns If the post process is reusable
  79792. */
  79793. isReusable(): boolean;
  79794. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79795. markTextureDirty(): void;
  79796. /**
  79797. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79798. * 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.
  79799. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79800. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79801. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79802. * @returns The target texture that was bound to be written to.
  79803. */
  79804. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79805. /**
  79806. * If the post process is supported.
  79807. */
  79808. readonly isSupported: boolean;
  79809. /**
  79810. * The aspect ratio of the output texture.
  79811. */
  79812. readonly aspectRatio: number;
  79813. /**
  79814. * Get a value indicating if the post-process is ready to be used
  79815. * @returns true if the post-process is ready (shader is compiled)
  79816. */
  79817. isReady(): boolean;
  79818. /**
  79819. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79820. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79821. */
  79822. apply(): Nullable<Effect>;
  79823. private _disposeTextures;
  79824. /**
  79825. * Disposes the post process.
  79826. * @param camera The camera to dispose the post process on.
  79827. */
  79828. dispose(camera?: Camera): void;
  79829. }
  79830. }
  79831. declare module BABYLON {
  79832. /** @hidden */
  79833. export var kernelBlurVaryingDeclaration: {
  79834. name: string;
  79835. shader: string;
  79836. };
  79837. }
  79838. declare module BABYLON {
  79839. /** @hidden */
  79840. export var kernelBlurFragment: {
  79841. name: string;
  79842. shader: string;
  79843. };
  79844. }
  79845. declare module BABYLON {
  79846. /** @hidden */
  79847. export var kernelBlurFragment2: {
  79848. name: string;
  79849. shader: string;
  79850. };
  79851. }
  79852. declare module BABYLON {
  79853. /** @hidden */
  79854. export var kernelBlurPixelShader: {
  79855. name: string;
  79856. shader: string;
  79857. };
  79858. }
  79859. declare module BABYLON {
  79860. /** @hidden */
  79861. export var kernelBlurVertex: {
  79862. name: string;
  79863. shader: string;
  79864. };
  79865. }
  79866. declare module BABYLON {
  79867. /** @hidden */
  79868. export var kernelBlurVertexShader: {
  79869. name: string;
  79870. shader: string;
  79871. };
  79872. }
  79873. declare module BABYLON {
  79874. /**
  79875. * The Blur Post Process which blurs an image based on a kernel and direction.
  79876. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79877. */
  79878. export class BlurPostProcess extends PostProcess {
  79879. /** The direction in which to blur the image. */
  79880. direction: Vector2;
  79881. private blockCompilation;
  79882. protected _kernel: number;
  79883. protected _idealKernel: number;
  79884. protected _packedFloat: boolean;
  79885. private _staticDefines;
  79886. /**
  79887. * Sets the length in pixels of the blur sample region
  79888. */
  79889. /**
  79890. * Gets the length in pixels of the blur sample region
  79891. */
  79892. kernel: number;
  79893. /**
  79894. * Sets wether or not the blur needs to unpack/repack floats
  79895. */
  79896. /**
  79897. * Gets wether or not the blur is unpacking/repacking floats
  79898. */
  79899. packedFloat: boolean;
  79900. /**
  79901. * Creates a new instance BlurPostProcess
  79902. * @param name The name of the effect.
  79903. * @param direction The direction in which to blur the image.
  79904. * @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.
  79905. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79906. * @param camera The camera to apply the render pass to.
  79907. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79908. * @param engine The engine which the post process will be applied. (default: current engine)
  79909. * @param reusable If the post process can be reused on the same frame. (default: false)
  79910. * @param textureType Type of textures used when performing the post process. (default: 0)
  79911. * @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)
  79912. */
  79913. constructor(name: string,
  79914. /** The direction in which to blur the image. */
  79915. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79916. /**
  79917. * Updates the effect with the current post process compile time values and recompiles the shader.
  79918. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79919. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79920. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79921. * @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
  79922. * @param onCompiled Called when the shader has been compiled.
  79923. * @param onError Called if there is an error when compiling a shader.
  79924. */
  79925. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79926. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79927. /**
  79928. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79929. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79930. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79931. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79932. * The gaps between physical kernels are compensated for in the weighting of the samples
  79933. * @param idealKernel Ideal blur kernel.
  79934. * @return Nearest best kernel.
  79935. */
  79936. protected _nearestBestKernel(idealKernel: number): number;
  79937. /**
  79938. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79939. * @param x The point on the Gaussian distribution to sample.
  79940. * @return the value of the Gaussian function at x.
  79941. */
  79942. protected _gaussianWeight(x: number): number;
  79943. /**
  79944. * Generates a string that can be used as a floating point number in GLSL.
  79945. * @param x Value to print.
  79946. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79947. * @return GLSL float string.
  79948. */
  79949. protected _glslFloat(x: number, decimalFigures?: number): string;
  79950. }
  79951. }
  79952. declare module BABYLON {
  79953. /**
  79954. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79955. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79956. * You can then easily use it as a reflectionTexture on a flat surface.
  79957. * In case the surface is not a plane, please consider relying on reflection probes.
  79958. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79959. */
  79960. export class MirrorTexture extends RenderTargetTexture {
  79961. private scene;
  79962. /**
  79963. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79964. * 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.
  79965. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79966. */
  79967. mirrorPlane: Plane;
  79968. /**
  79969. * Define the blur ratio used to blur the reflection if needed.
  79970. */
  79971. blurRatio: number;
  79972. /**
  79973. * Define the adaptive blur kernel used to blur the reflection if needed.
  79974. * This will autocompute the closest best match for the `blurKernel`
  79975. */
  79976. adaptiveBlurKernel: number;
  79977. /**
  79978. * Define the blur kernel used to blur the reflection if needed.
  79979. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79980. */
  79981. blurKernel: number;
  79982. /**
  79983. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79984. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79985. */
  79986. blurKernelX: number;
  79987. /**
  79988. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79989. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79990. */
  79991. blurKernelY: number;
  79992. private _autoComputeBlurKernel;
  79993. protected _onRatioRescale(): void;
  79994. private _updateGammaSpace;
  79995. private _imageProcessingConfigChangeObserver;
  79996. private _transformMatrix;
  79997. private _mirrorMatrix;
  79998. private _savedViewMatrix;
  79999. private _blurX;
  80000. private _blurY;
  80001. private _adaptiveBlurKernel;
  80002. private _blurKernelX;
  80003. private _blurKernelY;
  80004. private _blurRatio;
  80005. /**
  80006. * Instantiates a Mirror Texture.
  80007. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80008. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80009. * You can then easily use it as a reflectionTexture on a flat surface.
  80010. * In case the surface is not a plane, please consider relying on reflection probes.
  80011. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80012. * @param name
  80013. * @param size
  80014. * @param scene
  80015. * @param generateMipMaps
  80016. * @param type
  80017. * @param samplingMode
  80018. * @param generateDepthBuffer
  80019. */
  80020. constructor(name: string, size: number | {
  80021. width: number;
  80022. height: number;
  80023. } | {
  80024. ratio: number;
  80025. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  80026. private _preparePostProcesses;
  80027. /**
  80028. * Clone the mirror texture.
  80029. * @returns the cloned texture
  80030. */
  80031. clone(): MirrorTexture;
  80032. /**
  80033. * Serialize the texture to a JSON representation you could use in Parse later on
  80034. * @returns the serialized JSON representation
  80035. */
  80036. serialize(): any;
  80037. /**
  80038. * Dispose the texture and release its associated resources.
  80039. */
  80040. dispose(): void;
  80041. }
  80042. }
  80043. declare module BABYLON {
  80044. /**
  80045. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80046. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80047. */
  80048. export class Texture extends BaseTexture {
  80049. /** @hidden */
  80050. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  80051. /** @hidden */
  80052. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  80053. /** @hidden */
  80054. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  80055. /** nearest is mag = nearest and min = nearest and mip = linear */
  80056. static readonly NEAREST_SAMPLINGMODE: number;
  80057. /** nearest is mag = nearest and min = nearest and mip = linear */
  80058. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  80059. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80060. static readonly BILINEAR_SAMPLINGMODE: number;
  80061. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80062. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  80063. /** Trilinear is mag = linear and min = linear and mip = linear */
  80064. static readonly TRILINEAR_SAMPLINGMODE: number;
  80065. /** Trilinear is mag = linear and min = linear and mip = linear */
  80066. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  80067. /** mag = nearest and min = nearest and mip = nearest */
  80068. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  80069. /** mag = nearest and min = linear and mip = nearest */
  80070. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  80071. /** mag = nearest and min = linear and mip = linear */
  80072. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  80073. /** mag = nearest and min = linear and mip = none */
  80074. static readonly NEAREST_LINEAR: number;
  80075. /** mag = nearest and min = nearest and mip = none */
  80076. static readonly NEAREST_NEAREST: number;
  80077. /** mag = linear and min = nearest and mip = nearest */
  80078. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  80079. /** mag = linear and min = nearest and mip = linear */
  80080. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  80081. /** mag = linear and min = linear and mip = none */
  80082. static readonly LINEAR_LINEAR: number;
  80083. /** mag = linear and min = nearest and mip = none */
  80084. static readonly LINEAR_NEAREST: number;
  80085. /** Explicit coordinates mode */
  80086. static readonly EXPLICIT_MODE: number;
  80087. /** Spherical coordinates mode */
  80088. static readonly SPHERICAL_MODE: number;
  80089. /** Planar coordinates mode */
  80090. static readonly PLANAR_MODE: number;
  80091. /** Cubic coordinates mode */
  80092. static readonly CUBIC_MODE: number;
  80093. /** Projection coordinates mode */
  80094. static readonly PROJECTION_MODE: number;
  80095. /** Inverse Cubic coordinates mode */
  80096. static readonly SKYBOX_MODE: number;
  80097. /** Inverse Cubic coordinates mode */
  80098. static readonly INVCUBIC_MODE: number;
  80099. /** Equirectangular coordinates mode */
  80100. static readonly EQUIRECTANGULAR_MODE: number;
  80101. /** Equirectangular Fixed coordinates mode */
  80102. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  80103. /** Equirectangular Fixed Mirrored coordinates mode */
  80104. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  80105. /** Texture is not repeating outside of 0..1 UVs */
  80106. static readonly CLAMP_ADDRESSMODE: number;
  80107. /** Texture is repeating outside of 0..1 UVs */
  80108. static readonly WRAP_ADDRESSMODE: number;
  80109. /** Texture is repeating and mirrored */
  80110. static readonly MIRROR_ADDRESSMODE: number;
  80111. /**
  80112. * 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
  80113. */
  80114. static UseSerializedUrlIfAny: boolean;
  80115. /**
  80116. * Define the url of the texture.
  80117. */
  80118. url: Nullable<string>;
  80119. /**
  80120. * Define an offset on the texture to offset the u coordinates of the UVs
  80121. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80122. */
  80123. uOffset: number;
  80124. /**
  80125. * Define an offset on the texture to offset the v coordinates of the UVs
  80126. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80127. */
  80128. vOffset: number;
  80129. /**
  80130. * Define an offset on the texture to scale the u coordinates of the UVs
  80131. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80132. */
  80133. uScale: number;
  80134. /**
  80135. * Define an offset on the texture to scale the v coordinates of the UVs
  80136. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80137. */
  80138. vScale: number;
  80139. /**
  80140. * Define an offset on the texture to rotate around the u coordinates of the UVs
  80141. * @see http://doc.babylonjs.com/how_to/more_materials
  80142. */
  80143. uAng: number;
  80144. /**
  80145. * Define an offset on the texture to rotate around the v coordinates of the UVs
  80146. * @see http://doc.babylonjs.com/how_to/more_materials
  80147. */
  80148. vAng: number;
  80149. /**
  80150. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  80151. * @see http://doc.babylonjs.com/how_to/more_materials
  80152. */
  80153. wAng: number;
  80154. /**
  80155. * Defines the center of rotation (U)
  80156. */
  80157. uRotationCenter: number;
  80158. /**
  80159. * Defines the center of rotation (V)
  80160. */
  80161. vRotationCenter: number;
  80162. /**
  80163. * Defines the center of rotation (W)
  80164. */
  80165. wRotationCenter: number;
  80166. /**
  80167. * Are mip maps generated for this texture or not.
  80168. */
  80169. readonly noMipmap: boolean;
  80170. /**
  80171. * List of inspectable custom properties (used by the Inspector)
  80172. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80173. */
  80174. inspectableCustomProperties: Nullable<IInspectable[]>;
  80175. private _noMipmap;
  80176. /** @hidden */
  80177. _invertY: boolean;
  80178. private _rowGenerationMatrix;
  80179. private _cachedTextureMatrix;
  80180. private _projectionModeMatrix;
  80181. private _t0;
  80182. private _t1;
  80183. private _t2;
  80184. private _cachedUOffset;
  80185. private _cachedVOffset;
  80186. private _cachedUScale;
  80187. private _cachedVScale;
  80188. private _cachedUAng;
  80189. private _cachedVAng;
  80190. private _cachedWAng;
  80191. private _cachedProjectionMatrixId;
  80192. private _cachedCoordinatesMode;
  80193. /** @hidden */
  80194. protected _initialSamplingMode: number;
  80195. /** @hidden */
  80196. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80197. private _deleteBuffer;
  80198. protected _format: Nullable<number>;
  80199. private _delayedOnLoad;
  80200. private _delayedOnError;
  80201. /**
  80202. * Observable triggered once the texture has been loaded.
  80203. */
  80204. onLoadObservable: Observable<Texture>;
  80205. protected _isBlocking: boolean;
  80206. /**
  80207. * Is the texture preventing material to render while loading.
  80208. * If false, a default texture will be used instead of the loading one during the preparation step.
  80209. */
  80210. isBlocking: boolean;
  80211. /**
  80212. * Get the current sampling mode associated with the texture.
  80213. */
  80214. readonly samplingMode: number;
  80215. /**
  80216. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80217. */
  80218. readonly invertY: boolean;
  80219. /**
  80220. * Instantiates a new texture.
  80221. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80222. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80223. * @param url define the url of the picture to load as a texture
  80224. * @param scene define the scene or engine the texture will belong to
  80225. * @param noMipmap define if the texture will require mip maps or not
  80226. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80227. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80228. * @param onLoad define a callback triggered when the texture has been loaded
  80229. * @param onError define a callback triggered when an error occurred during the loading session
  80230. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80231. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80232. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80233. */
  80234. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  80235. /**
  80236. * Update the url (and optional buffer) of this texture if url was null during construction.
  80237. * @param url the url of the texture
  80238. * @param buffer the buffer of the texture (defaults to null)
  80239. * @param onLoad callback called when the texture is loaded (defaults to null)
  80240. */
  80241. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80242. /**
  80243. * Finish the loading sequence of a texture flagged as delayed load.
  80244. * @hidden
  80245. */
  80246. delayLoad(): void;
  80247. private _prepareRowForTextureGeneration;
  80248. /**
  80249. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80250. * @returns the transform matrix of the texture.
  80251. */
  80252. getTextureMatrix(): Matrix;
  80253. /**
  80254. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80255. * @returns The reflection texture transform
  80256. */
  80257. getReflectionTextureMatrix(): Matrix;
  80258. /**
  80259. * Clones the texture.
  80260. * @returns the cloned texture
  80261. */
  80262. clone(): Texture;
  80263. /**
  80264. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80265. * @returns The JSON representation of the texture
  80266. */
  80267. serialize(): any;
  80268. /**
  80269. * Get the current class name of the texture useful for serialization or dynamic coding.
  80270. * @returns "Texture"
  80271. */
  80272. getClassName(): string;
  80273. /**
  80274. * Dispose the texture and release its associated resources.
  80275. */
  80276. dispose(): void;
  80277. /**
  80278. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80279. * @param parsedTexture Define the JSON representation of the texture
  80280. * @param scene Define the scene the parsed texture should be instantiated in
  80281. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80282. * @returns The parsed texture if successful
  80283. */
  80284. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80285. /**
  80286. * Creates a texture from its base 64 representation.
  80287. * @param data Define the base64 payload without the data: prefix
  80288. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80289. * @param scene Define the scene the texture should belong to
  80290. * @param noMipmap Forces the texture to not create mip map information if true
  80291. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80292. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80293. * @param onLoad define a callback triggered when the texture has been loaded
  80294. * @param onError define a callback triggered when an error occurred during the loading session
  80295. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80296. * @returns the created texture
  80297. */
  80298. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80299. /**
  80300. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80301. * @param data Define the base64 payload without the data: prefix
  80302. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80303. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80304. * @param scene Define the scene the texture should belong to
  80305. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80306. * @param noMipmap Forces the texture to not create mip map information if true
  80307. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80308. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80309. * @param onLoad define a callback triggered when the texture has been loaded
  80310. * @param onError define a callback triggered when an error occurred during the loading session
  80311. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80312. * @returns the created texture
  80313. */
  80314. 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;
  80315. }
  80316. }
  80317. declare module BABYLON {
  80318. /**
  80319. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80320. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80321. */
  80322. export class PostProcessManager {
  80323. private _scene;
  80324. private _indexBuffer;
  80325. private _vertexBuffers;
  80326. /**
  80327. * Creates a new instance PostProcess
  80328. * @param scene The scene that the post process is associated with.
  80329. */
  80330. constructor(scene: Scene);
  80331. private _prepareBuffers;
  80332. private _buildIndexBuffer;
  80333. /**
  80334. * Rebuilds the vertex buffers of the manager.
  80335. * @hidden
  80336. */
  80337. _rebuild(): void;
  80338. /**
  80339. * Prepares a frame to be run through a post process.
  80340. * @param sourceTexture The input texture to the post procesess. (default: null)
  80341. * @param postProcesses An array of post processes to be run. (default: null)
  80342. * @returns True if the post processes were able to be run.
  80343. * @hidden
  80344. */
  80345. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80346. /**
  80347. * Manually render a set of post processes to a texture.
  80348. * @param postProcesses An array of post processes to be run.
  80349. * @param targetTexture The target texture to render to.
  80350. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80351. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80352. * @param lodLevel defines which lod of the texture to render to
  80353. */
  80354. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80355. /**
  80356. * Finalize the result of the output of the postprocesses.
  80357. * @param doNotPresent If true the result will not be displayed to the screen.
  80358. * @param targetTexture The target texture to render to.
  80359. * @param faceIndex The index of the face to bind the target texture to.
  80360. * @param postProcesses The array of post processes to render.
  80361. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80362. * @hidden
  80363. */
  80364. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80365. /**
  80366. * Disposes of the post process manager.
  80367. */
  80368. dispose(): void;
  80369. }
  80370. }
  80371. declare module BABYLON {
  80372. /** Interface used by value gradients (color, factor, ...) */
  80373. export interface IValueGradient {
  80374. /**
  80375. * Gets or sets the gradient value (between 0 and 1)
  80376. */
  80377. gradient: number;
  80378. }
  80379. /** Class used to store color4 gradient */
  80380. export class ColorGradient implements IValueGradient {
  80381. /**
  80382. * Gets or sets the gradient value (between 0 and 1)
  80383. */
  80384. gradient: number;
  80385. /**
  80386. * Gets or sets first associated color
  80387. */
  80388. color1: Color4;
  80389. /**
  80390. * Gets or sets second associated color
  80391. */
  80392. color2?: Color4;
  80393. /**
  80394. * Will get a color picked randomly between color1 and color2.
  80395. * If color2 is undefined then color1 will be used
  80396. * @param result defines the target Color4 to store the result in
  80397. */
  80398. getColorToRef(result: Color4): void;
  80399. }
  80400. /** Class used to store color 3 gradient */
  80401. export class Color3Gradient implements IValueGradient {
  80402. /**
  80403. * Gets or sets the gradient value (between 0 and 1)
  80404. */
  80405. gradient: number;
  80406. /**
  80407. * Gets or sets the associated color
  80408. */
  80409. color: Color3;
  80410. }
  80411. /** Class used to store factor gradient */
  80412. export class FactorGradient implements IValueGradient {
  80413. /**
  80414. * Gets or sets the gradient value (between 0 and 1)
  80415. */
  80416. gradient: number;
  80417. /**
  80418. * Gets or sets first associated factor
  80419. */
  80420. factor1: number;
  80421. /**
  80422. * Gets or sets second associated factor
  80423. */
  80424. factor2?: number;
  80425. /**
  80426. * Will get a number picked randomly between factor1 and factor2.
  80427. * If factor2 is undefined then factor1 will be used
  80428. * @returns the picked number
  80429. */
  80430. getFactor(): number;
  80431. }
  80432. /**
  80433. * Helper used to simplify some generic gradient tasks
  80434. */
  80435. export class GradientHelper {
  80436. /**
  80437. * Gets the current gradient from an array of IValueGradient
  80438. * @param ratio defines the current ratio to get
  80439. * @param gradients defines the array of IValueGradient
  80440. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80441. */
  80442. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80443. }
  80444. }
  80445. declare module BABYLON {
  80446. interface AbstractScene {
  80447. /**
  80448. * The list of procedural textures added to the scene
  80449. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80450. */
  80451. proceduralTextures: Array<ProceduralTexture>;
  80452. }
  80453. /**
  80454. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80455. * in a given scene.
  80456. */
  80457. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80458. /**
  80459. * The component name helpfull to identify the component in the list of scene components.
  80460. */
  80461. readonly name: string;
  80462. /**
  80463. * The scene the component belongs to.
  80464. */
  80465. scene: Scene;
  80466. /**
  80467. * Creates a new instance of the component for the given scene
  80468. * @param scene Defines the scene to register the component in
  80469. */
  80470. constructor(scene: Scene);
  80471. /**
  80472. * Registers the component in a given scene
  80473. */
  80474. register(): void;
  80475. /**
  80476. * Rebuilds the elements related to this component in case of
  80477. * context lost for instance.
  80478. */
  80479. rebuild(): void;
  80480. /**
  80481. * Disposes the component and the associated ressources.
  80482. */
  80483. dispose(): void;
  80484. private _beforeClear;
  80485. }
  80486. }
  80487. declare module BABYLON {
  80488. interface Engine {
  80489. /**
  80490. * Creates a new render target cube texture
  80491. * @param size defines the size of the texture
  80492. * @param options defines the options used to create the texture
  80493. * @returns a new render target cube texture stored in an InternalTexture
  80494. */
  80495. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80496. }
  80497. }
  80498. declare module BABYLON {
  80499. /** @hidden */
  80500. export var proceduralVertexShader: {
  80501. name: string;
  80502. shader: string;
  80503. };
  80504. }
  80505. declare module BABYLON {
  80506. /**
  80507. * 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.
  80508. * This is the base class of any Procedural texture and contains most of the shareable code.
  80509. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80510. */
  80511. export class ProceduralTexture extends Texture {
  80512. isCube: boolean;
  80513. /**
  80514. * Define if the texture is enabled or not (disabled texture will not render)
  80515. */
  80516. isEnabled: boolean;
  80517. /**
  80518. * Define if the texture must be cleared before rendering (default is true)
  80519. */
  80520. autoClear: boolean;
  80521. /**
  80522. * Callback called when the texture is generated
  80523. */
  80524. onGenerated: () => void;
  80525. /**
  80526. * Event raised when the texture is generated
  80527. */
  80528. onGeneratedObservable: Observable<ProceduralTexture>;
  80529. /** @hidden */
  80530. _generateMipMaps: boolean;
  80531. /** @hidden **/
  80532. _effect: Effect;
  80533. /** @hidden */
  80534. _textures: {
  80535. [key: string]: Texture;
  80536. };
  80537. private _size;
  80538. private _currentRefreshId;
  80539. private _refreshRate;
  80540. private _vertexBuffers;
  80541. private _indexBuffer;
  80542. private _uniforms;
  80543. private _samplers;
  80544. private _fragment;
  80545. private _floats;
  80546. private _ints;
  80547. private _floatsArrays;
  80548. private _colors3;
  80549. private _colors4;
  80550. private _vectors2;
  80551. private _vectors3;
  80552. private _matrices;
  80553. private _fallbackTexture;
  80554. private _fallbackTextureUsed;
  80555. private _engine;
  80556. private _cachedDefines;
  80557. private _contentUpdateId;
  80558. private _contentData;
  80559. /**
  80560. * Instantiates a new procedural texture.
  80561. * 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.
  80562. * This is the base class of any Procedural texture and contains most of the shareable code.
  80563. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80564. * @param name Define the name of the texture
  80565. * @param size Define the size of the texture to create
  80566. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80567. * @param scene Define the scene the texture belongs to
  80568. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80569. * @param generateMipMaps Define if the texture should creates mip maps or not
  80570. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80571. */
  80572. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80573. /**
  80574. * The effect that is created when initializing the post process.
  80575. * @returns The created effect corresponding the the postprocess.
  80576. */
  80577. getEffect(): Effect;
  80578. /**
  80579. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80580. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80581. */
  80582. getContent(): Nullable<ArrayBufferView>;
  80583. private _createIndexBuffer;
  80584. /** @hidden */
  80585. _rebuild(): void;
  80586. /**
  80587. * Resets the texture in order to recreate its associated resources.
  80588. * This can be called in case of context loss
  80589. */
  80590. reset(): void;
  80591. protected _getDefines(): string;
  80592. /**
  80593. * Is the texture ready to be used ? (rendered at least once)
  80594. * @returns true if ready, otherwise, false.
  80595. */
  80596. isReady(): boolean;
  80597. /**
  80598. * Resets the refresh counter of the texture and start bak from scratch.
  80599. * Could be useful to regenerate the texture if it is setup to render only once.
  80600. */
  80601. resetRefreshCounter(): void;
  80602. /**
  80603. * Set the fragment shader to use in order to render the texture.
  80604. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80605. */
  80606. setFragment(fragment: any): void;
  80607. /**
  80608. * Define the refresh rate of the texture or the rendering frequency.
  80609. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80610. */
  80611. refreshRate: number;
  80612. /** @hidden */
  80613. _shouldRender(): boolean;
  80614. /**
  80615. * Get the size the texture is rendering at.
  80616. * @returns the size (texture is always squared)
  80617. */
  80618. getRenderSize(): number;
  80619. /**
  80620. * Resize the texture to new value.
  80621. * @param size Define the new size the texture should have
  80622. * @param generateMipMaps Define whether the new texture should create mip maps
  80623. */
  80624. resize(size: number, generateMipMaps: boolean): void;
  80625. private _checkUniform;
  80626. /**
  80627. * Set a texture in the shader program used to render.
  80628. * @param name Define the name of the uniform samplers as defined in the shader
  80629. * @param texture Define the texture to bind to this sampler
  80630. * @return the texture itself allowing "fluent" like uniform updates
  80631. */
  80632. setTexture(name: string, texture: Texture): ProceduralTexture;
  80633. /**
  80634. * Set a float in the shader.
  80635. * @param name Define the name of the uniform as defined in the shader
  80636. * @param value Define the value to give to the uniform
  80637. * @return the texture itself allowing "fluent" like uniform updates
  80638. */
  80639. setFloat(name: string, value: number): ProceduralTexture;
  80640. /**
  80641. * Set a int in the shader.
  80642. * @param name Define the name of the uniform as defined in the shader
  80643. * @param value Define the value to give to the uniform
  80644. * @return the texture itself allowing "fluent" like uniform updates
  80645. */
  80646. setInt(name: string, value: number): ProceduralTexture;
  80647. /**
  80648. * Set an array of floats in the shader.
  80649. * @param name Define the name of the uniform as defined in the shader
  80650. * @param value Define the value to give to the uniform
  80651. * @return the texture itself allowing "fluent" like uniform updates
  80652. */
  80653. setFloats(name: string, value: number[]): ProceduralTexture;
  80654. /**
  80655. * Set a vec3 in the shader from a Color3.
  80656. * @param name Define the name of the uniform as defined in the shader
  80657. * @param value Define the value to give to the uniform
  80658. * @return the texture itself allowing "fluent" like uniform updates
  80659. */
  80660. setColor3(name: string, value: Color3): ProceduralTexture;
  80661. /**
  80662. * Set a vec4 in the shader from a Color4.
  80663. * @param name Define the name of the uniform as defined in the shader
  80664. * @param value Define the value to give to the uniform
  80665. * @return the texture itself allowing "fluent" like uniform updates
  80666. */
  80667. setColor4(name: string, value: Color4): ProceduralTexture;
  80668. /**
  80669. * Set a vec2 in the shader from a Vector2.
  80670. * @param name Define the name of the uniform as defined in the shader
  80671. * @param value Define the value to give to the uniform
  80672. * @return the texture itself allowing "fluent" like uniform updates
  80673. */
  80674. setVector2(name: string, value: Vector2): ProceduralTexture;
  80675. /**
  80676. * Set a vec3 in the shader from a Vector3.
  80677. * @param name Define the name of the uniform as defined in the shader
  80678. * @param value Define the value to give to the uniform
  80679. * @return the texture itself allowing "fluent" like uniform updates
  80680. */
  80681. setVector3(name: string, value: Vector3): ProceduralTexture;
  80682. /**
  80683. * Set a mat4 in the shader from a MAtrix.
  80684. * @param name Define the name of the uniform as defined in the shader
  80685. * @param value Define the value to give to the uniform
  80686. * @return the texture itself allowing "fluent" like uniform updates
  80687. */
  80688. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80689. /**
  80690. * Render the texture to its associated render target.
  80691. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80692. */
  80693. render(useCameraPostProcess?: boolean): void;
  80694. /**
  80695. * Clone the texture.
  80696. * @returns the cloned texture
  80697. */
  80698. clone(): ProceduralTexture;
  80699. /**
  80700. * Dispose the texture and release its asoociated resources.
  80701. */
  80702. dispose(): void;
  80703. }
  80704. }
  80705. declare module BABYLON {
  80706. /**
  80707. * This represents the base class for particle system in Babylon.
  80708. * 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.
  80709. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80710. * @example https://doc.babylonjs.com/babylon101/particles
  80711. */
  80712. export class BaseParticleSystem {
  80713. /**
  80714. * Source color is added to the destination color without alpha affecting the result
  80715. */
  80716. static BLENDMODE_ONEONE: number;
  80717. /**
  80718. * Blend current color and particle color using particle’s alpha
  80719. */
  80720. static BLENDMODE_STANDARD: number;
  80721. /**
  80722. * Add current color and particle color multiplied by particle’s alpha
  80723. */
  80724. static BLENDMODE_ADD: number;
  80725. /**
  80726. * Multiply current color with particle color
  80727. */
  80728. static BLENDMODE_MULTIPLY: number;
  80729. /**
  80730. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80731. */
  80732. static BLENDMODE_MULTIPLYADD: number;
  80733. /**
  80734. * List of animations used by the particle system.
  80735. */
  80736. animations: Animation[];
  80737. /**
  80738. * The id of the Particle system.
  80739. */
  80740. id: string;
  80741. /**
  80742. * The friendly name of the Particle system.
  80743. */
  80744. name: string;
  80745. /**
  80746. * The rendering group used by the Particle system to chose when to render.
  80747. */
  80748. renderingGroupId: number;
  80749. /**
  80750. * The emitter represents the Mesh or position we are attaching the particle system to.
  80751. */
  80752. emitter: Nullable<AbstractMesh | Vector3>;
  80753. /**
  80754. * The maximum number of particles to emit per frame
  80755. */
  80756. emitRate: number;
  80757. /**
  80758. * If you want to launch only a few particles at once, that can be done, as well.
  80759. */
  80760. manualEmitCount: number;
  80761. /**
  80762. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80763. */
  80764. updateSpeed: number;
  80765. /**
  80766. * The amount of time the particle system is running (depends of the overall update speed).
  80767. */
  80768. targetStopDuration: number;
  80769. /**
  80770. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80771. */
  80772. disposeOnStop: boolean;
  80773. /**
  80774. * Minimum power of emitting particles.
  80775. */
  80776. minEmitPower: number;
  80777. /**
  80778. * Maximum power of emitting particles.
  80779. */
  80780. maxEmitPower: number;
  80781. /**
  80782. * Minimum life time of emitting particles.
  80783. */
  80784. minLifeTime: number;
  80785. /**
  80786. * Maximum life time of emitting particles.
  80787. */
  80788. maxLifeTime: number;
  80789. /**
  80790. * Minimum Size of emitting particles.
  80791. */
  80792. minSize: number;
  80793. /**
  80794. * Maximum Size of emitting particles.
  80795. */
  80796. maxSize: number;
  80797. /**
  80798. * Minimum scale of emitting particles on X axis.
  80799. */
  80800. minScaleX: number;
  80801. /**
  80802. * Maximum scale of emitting particles on X axis.
  80803. */
  80804. maxScaleX: number;
  80805. /**
  80806. * Minimum scale of emitting particles on Y axis.
  80807. */
  80808. minScaleY: number;
  80809. /**
  80810. * Maximum scale of emitting particles on Y axis.
  80811. */
  80812. maxScaleY: number;
  80813. /**
  80814. * Gets or sets the minimal initial rotation in radians.
  80815. */
  80816. minInitialRotation: number;
  80817. /**
  80818. * Gets or sets the maximal initial rotation in radians.
  80819. */
  80820. maxInitialRotation: number;
  80821. /**
  80822. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80823. */
  80824. minAngularSpeed: number;
  80825. /**
  80826. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80827. */
  80828. maxAngularSpeed: number;
  80829. /**
  80830. * The texture used to render each particle. (this can be a spritesheet)
  80831. */
  80832. particleTexture: Nullable<Texture>;
  80833. /**
  80834. * The layer mask we are rendering the particles through.
  80835. */
  80836. layerMask: number;
  80837. /**
  80838. * This can help using your own shader to render the particle system.
  80839. * The according effect will be created
  80840. */
  80841. customShader: any;
  80842. /**
  80843. * By default particle system starts as soon as they are created. This prevents the
  80844. * automatic start to happen and let you decide when to start emitting particles.
  80845. */
  80846. preventAutoStart: boolean;
  80847. private _noiseTexture;
  80848. /**
  80849. * Gets or sets a texture used to add random noise to particle positions
  80850. */
  80851. noiseTexture: Nullable<ProceduralTexture>;
  80852. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80853. noiseStrength: Vector3;
  80854. /**
  80855. * Callback triggered when the particle animation is ending.
  80856. */
  80857. onAnimationEnd: Nullable<() => void>;
  80858. /**
  80859. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80860. */
  80861. blendMode: number;
  80862. /**
  80863. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80864. * to override the particles.
  80865. */
  80866. forceDepthWrite: boolean;
  80867. /** 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 */
  80868. preWarmCycles: number;
  80869. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80870. preWarmStepOffset: number;
  80871. /**
  80872. * 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)
  80873. */
  80874. spriteCellChangeSpeed: number;
  80875. /**
  80876. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80877. */
  80878. startSpriteCellID: number;
  80879. /**
  80880. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80881. */
  80882. endSpriteCellID: number;
  80883. /**
  80884. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80885. */
  80886. spriteCellWidth: number;
  80887. /**
  80888. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80889. */
  80890. spriteCellHeight: number;
  80891. /**
  80892. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80893. */
  80894. spriteRandomStartCell: boolean;
  80895. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80896. translationPivot: Vector2;
  80897. /** @hidden */
  80898. protected _isAnimationSheetEnabled: boolean;
  80899. /**
  80900. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80901. */
  80902. beginAnimationOnStart: boolean;
  80903. /**
  80904. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80905. */
  80906. beginAnimationFrom: number;
  80907. /**
  80908. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80909. */
  80910. beginAnimationTo: number;
  80911. /**
  80912. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80913. */
  80914. beginAnimationLoop: boolean;
  80915. /**
  80916. * Gets or sets a world offset applied to all particles
  80917. */
  80918. worldOffset: Vector3;
  80919. /**
  80920. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80921. */
  80922. isAnimationSheetEnabled: boolean;
  80923. /**
  80924. * Get hosting scene
  80925. * @returns the scene
  80926. */
  80927. getScene(): Scene;
  80928. /**
  80929. * You can use gravity if you want to give an orientation to your particles.
  80930. */
  80931. gravity: Vector3;
  80932. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80933. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80934. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80935. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80936. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80937. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80938. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80939. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80940. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80941. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80942. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80943. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80944. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80945. /**
  80946. * Defines the delay in milliseconds before starting the system (0 by default)
  80947. */
  80948. startDelay: number;
  80949. /**
  80950. * Gets the current list of drag gradients.
  80951. * You must use addDragGradient and removeDragGradient to udpate this list
  80952. * @returns the list of drag gradients
  80953. */
  80954. getDragGradients(): Nullable<Array<FactorGradient>>;
  80955. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80956. limitVelocityDamping: number;
  80957. /**
  80958. * Gets the current list of limit velocity gradients.
  80959. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80960. * @returns the list of limit velocity gradients
  80961. */
  80962. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80963. /**
  80964. * Gets the current list of color gradients.
  80965. * You must use addColorGradient and removeColorGradient to udpate this list
  80966. * @returns the list of color gradients
  80967. */
  80968. getColorGradients(): Nullable<Array<ColorGradient>>;
  80969. /**
  80970. * Gets the current list of size gradients.
  80971. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80972. * @returns the list of size gradients
  80973. */
  80974. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80975. /**
  80976. * Gets the current list of color remap gradients.
  80977. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80978. * @returns the list of color remap gradients
  80979. */
  80980. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80981. /**
  80982. * Gets the current list of alpha remap gradients.
  80983. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80984. * @returns the list of alpha remap gradients
  80985. */
  80986. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80987. /**
  80988. * Gets the current list of life time gradients.
  80989. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80990. * @returns the list of life time gradients
  80991. */
  80992. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80993. /**
  80994. * Gets the current list of angular speed gradients.
  80995. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80996. * @returns the list of angular speed gradients
  80997. */
  80998. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80999. /**
  81000. * Gets the current list of velocity gradients.
  81001. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81002. * @returns the list of velocity gradients
  81003. */
  81004. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81005. /**
  81006. * Gets the current list of start size gradients.
  81007. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81008. * @returns the list of start size gradients
  81009. */
  81010. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81011. /**
  81012. * Gets the current list of emit rate gradients.
  81013. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81014. * @returns the list of emit rate gradients
  81015. */
  81016. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81017. /**
  81018. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81019. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81020. */
  81021. direction1: Vector3;
  81022. /**
  81023. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81024. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81025. */
  81026. direction2: Vector3;
  81027. /**
  81028. * 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.
  81029. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81030. */
  81031. minEmitBox: Vector3;
  81032. /**
  81033. * 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.
  81034. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81035. */
  81036. maxEmitBox: Vector3;
  81037. /**
  81038. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81039. */
  81040. color1: Color4;
  81041. /**
  81042. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81043. */
  81044. color2: Color4;
  81045. /**
  81046. * Color the particle will have at the end of its lifetime
  81047. */
  81048. colorDead: Color4;
  81049. /**
  81050. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  81051. */
  81052. textureMask: Color4;
  81053. /**
  81054. * The particle emitter type defines the emitter used by the particle system.
  81055. * It can be for example box, sphere, or cone...
  81056. */
  81057. particleEmitterType: IParticleEmitterType;
  81058. /** @hidden */
  81059. _isSubEmitter: boolean;
  81060. /**
  81061. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81062. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81063. */
  81064. billboardMode: number;
  81065. protected _isBillboardBased: boolean;
  81066. /**
  81067. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81068. */
  81069. isBillboardBased: boolean;
  81070. /**
  81071. * The scene the particle system belongs to.
  81072. */
  81073. protected _scene: Scene;
  81074. /**
  81075. * Local cache of defines for image processing.
  81076. */
  81077. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  81078. /**
  81079. * Default configuration related to image processing available in the standard Material.
  81080. */
  81081. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  81082. /**
  81083. * Gets the image processing configuration used either in this material.
  81084. */
  81085. /**
  81086. * Sets the Default image processing configuration used either in the this material.
  81087. *
  81088. * If sets to null, the scene one is in use.
  81089. */
  81090. imageProcessingConfiguration: ImageProcessingConfiguration;
  81091. /**
  81092. * Attaches a new image processing configuration to the Standard Material.
  81093. * @param configuration
  81094. */
  81095. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  81096. /** @hidden */
  81097. protected _reset(): void;
  81098. /** @hidden */
  81099. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  81100. /**
  81101. * Instantiates a particle system.
  81102. * 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.
  81103. * @param name The name of the particle system
  81104. */
  81105. constructor(name: string);
  81106. /**
  81107. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81108. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81109. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81110. * @returns the emitter
  81111. */
  81112. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81113. /**
  81114. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81115. * @param radius The radius of the hemisphere to emit from
  81116. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81117. * @returns the emitter
  81118. */
  81119. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  81120. /**
  81121. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81122. * @param radius The radius of the sphere to emit from
  81123. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81124. * @returns the emitter
  81125. */
  81126. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  81127. /**
  81128. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81129. * @param radius The radius of the sphere to emit from
  81130. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81131. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81132. * @returns the emitter
  81133. */
  81134. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  81135. /**
  81136. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81137. * @param radius The radius of the emission cylinder
  81138. * @param height The height of the emission cylinder
  81139. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81140. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81141. * @returns the emitter
  81142. */
  81143. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  81144. /**
  81145. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81146. * @param radius The radius of the cylinder to emit from
  81147. * @param height The height of the emission cylinder
  81148. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81149. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81150. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81151. * @returns the emitter
  81152. */
  81153. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  81154. /**
  81155. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81156. * @param radius The radius of the cone to emit from
  81157. * @param angle The base angle of the cone
  81158. * @returns the emitter
  81159. */
  81160. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  81161. /**
  81162. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81163. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81164. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81165. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81166. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81167. * @returns the emitter
  81168. */
  81169. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81170. }
  81171. }
  81172. declare module BABYLON {
  81173. /**
  81174. * Type of sub emitter
  81175. */
  81176. export enum SubEmitterType {
  81177. /**
  81178. * Attached to the particle over it's lifetime
  81179. */
  81180. ATTACHED = 0,
  81181. /**
  81182. * Created when the particle dies
  81183. */
  81184. END = 1
  81185. }
  81186. /**
  81187. * Sub emitter class used to emit particles from an existing particle
  81188. */
  81189. export class SubEmitter {
  81190. /**
  81191. * the particle system to be used by the sub emitter
  81192. */
  81193. particleSystem: ParticleSystem;
  81194. /**
  81195. * Type of the submitter (Default: END)
  81196. */
  81197. type: SubEmitterType;
  81198. /**
  81199. * 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)
  81200. * Note: This only is supported when using an emitter of type Mesh
  81201. */
  81202. inheritDirection: boolean;
  81203. /**
  81204. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81205. */
  81206. inheritedVelocityAmount: number;
  81207. /**
  81208. * Creates a sub emitter
  81209. * @param particleSystem the particle system to be used by the sub emitter
  81210. */
  81211. constructor(
  81212. /**
  81213. * the particle system to be used by the sub emitter
  81214. */
  81215. particleSystem: ParticleSystem);
  81216. /**
  81217. * Clones the sub emitter
  81218. * @returns the cloned sub emitter
  81219. */
  81220. clone(): SubEmitter;
  81221. /**
  81222. * Serialize current object to a JSON object
  81223. * @returns the serialized object
  81224. */
  81225. serialize(): any;
  81226. /** @hidden */
  81227. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81228. /**
  81229. * Creates a new SubEmitter from a serialized JSON version
  81230. * @param serializationObject defines the JSON object to read from
  81231. * @param scene defines the hosting scene
  81232. * @param rootUrl defines the rootUrl for data loading
  81233. * @returns a new SubEmitter
  81234. */
  81235. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81236. /** Release associated resources */
  81237. dispose(): void;
  81238. }
  81239. }
  81240. declare module BABYLON {
  81241. /** @hidden */
  81242. export var clipPlaneFragmentDeclaration: {
  81243. name: string;
  81244. shader: string;
  81245. };
  81246. }
  81247. declare module BABYLON {
  81248. /** @hidden */
  81249. export var imageProcessingDeclaration: {
  81250. name: string;
  81251. shader: string;
  81252. };
  81253. }
  81254. declare module BABYLON {
  81255. /** @hidden */
  81256. export var imageProcessingFunctions: {
  81257. name: string;
  81258. shader: string;
  81259. };
  81260. }
  81261. declare module BABYLON {
  81262. /** @hidden */
  81263. export var clipPlaneFragment: {
  81264. name: string;
  81265. shader: string;
  81266. };
  81267. }
  81268. declare module BABYLON {
  81269. /** @hidden */
  81270. export var particlesPixelShader: {
  81271. name: string;
  81272. shader: string;
  81273. };
  81274. }
  81275. declare module BABYLON {
  81276. /** @hidden */
  81277. export var clipPlaneVertexDeclaration: {
  81278. name: string;
  81279. shader: string;
  81280. };
  81281. }
  81282. declare module BABYLON {
  81283. /** @hidden */
  81284. export var clipPlaneVertex: {
  81285. name: string;
  81286. shader: string;
  81287. };
  81288. }
  81289. declare module BABYLON {
  81290. /** @hidden */
  81291. export var particlesVertexShader: {
  81292. name: string;
  81293. shader: string;
  81294. };
  81295. }
  81296. declare module BABYLON {
  81297. /**
  81298. * This represents a particle system in Babylon.
  81299. * 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.
  81300. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81301. * @example https://doc.babylonjs.com/babylon101/particles
  81302. */
  81303. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81304. /**
  81305. * Billboard mode will only apply to Y axis
  81306. */
  81307. static readonly BILLBOARDMODE_Y: number;
  81308. /**
  81309. * Billboard mode will apply to all axes
  81310. */
  81311. static readonly BILLBOARDMODE_ALL: number;
  81312. /**
  81313. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81314. */
  81315. static readonly BILLBOARDMODE_STRETCHED: number;
  81316. /**
  81317. * This function can be defined to provide custom update for active particles.
  81318. * This function will be called instead of regular update (age, position, color, etc.).
  81319. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81320. */
  81321. updateFunction: (particles: Particle[]) => void;
  81322. private _emitterWorldMatrix;
  81323. /**
  81324. * This function can be defined to specify initial direction for every new particle.
  81325. * It by default use the emitterType defined function
  81326. */
  81327. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81328. /**
  81329. * This function can be defined to specify initial position for every new particle.
  81330. * It by default use the emitterType defined function
  81331. */
  81332. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81333. /**
  81334. * @hidden
  81335. */
  81336. _inheritedVelocityOffset: Vector3;
  81337. /**
  81338. * An event triggered when the system is disposed
  81339. */
  81340. onDisposeObservable: Observable<ParticleSystem>;
  81341. private _onDisposeObserver;
  81342. /**
  81343. * Sets a callback that will be triggered when the system is disposed
  81344. */
  81345. onDispose: () => void;
  81346. private _particles;
  81347. private _epsilon;
  81348. private _capacity;
  81349. private _stockParticles;
  81350. private _newPartsExcess;
  81351. private _vertexData;
  81352. private _vertexBuffer;
  81353. private _vertexBuffers;
  81354. private _spriteBuffer;
  81355. private _indexBuffer;
  81356. private _effect;
  81357. private _customEffect;
  81358. private _cachedDefines;
  81359. private _scaledColorStep;
  81360. private _colorDiff;
  81361. private _scaledDirection;
  81362. private _scaledGravity;
  81363. private _currentRenderId;
  81364. private _alive;
  81365. private _useInstancing;
  81366. private _started;
  81367. private _stopped;
  81368. private _actualFrame;
  81369. private _scaledUpdateSpeed;
  81370. private _vertexBufferSize;
  81371. /** @hidden */
  81372. _currentEmitRateGradient: Nullable<FactorGradient>;
  81373. /** @hidden */
  81374. _currentEmitRate1: number;
  81375. /** @hidden */
  81376. _currentEmitRate2: number;
  81377. /** @hidden */
  81378. _currentStartSizeGradient: Nullable<FactorGradient>;
  81379. /** @hidden */
  81380. _currentStartSize1: number;
  81381. /** @hidden */
  81382. _currentStartSize2: number;
  81383. private readonly _rawTextureWidth;
  81384. private _rampGradientsTexture;
  81385. private _useRampGradients;
  81386. /** Gets or sets a boolean indicating that ramp gradients must be used
  81387. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81388. */
  81389. useRampGradients: boolean;
  81390. /**
  81391. * 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.
  81392. * 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: [])
  81393. */
  81394. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81395. private _subEmitters;
  81396. /**
  81397. * @hidden
  81398. * If the particle systems emitter should be disposed when the particle system is disposed
  81399. */
  81400. _disposeEmitterOnDispose: boolean;
  81401. /**
  81402. * The current active Sub-systems, this property is used by the root particle system only.
  81403. */
  81404. activeSubSystems: Array<ParticleSystem>;
  81405. private _rootParticleSystem;
  81406. /**
  81407. * Gets the current list of active particles
  81408. */
  81409. readonly particles: Particle[];
  81410. /**
  81411. * Returns the string "ParticleSystem"
  81412. * @returns a string containing the class name
  81413. */
  81414. getClassName(): string;
  81415. /**
  81416. * Instantiates a particle system.
  81417. * 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.
  81418. * @param name The name of the particle system
  81419. * @param capacity The max number of particles alive at the same time
  81420. * @param scene The scene the particle system belongs to
  81421. * @param customEffect a custom effect used to change the way particles are rendered by default
  81422. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81423. * @param epsilon Offset used to render the particles
  81424. */
  81425. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81426. private _addFactorGradient;
  81427. private _removeFactorGradient;
  81428. /**
  81429. * Adds a new life time gradient
  81430. * @param gradient defines the gradient to use (between 0 and 1)
  81431. * @param factor defines the life time factor to affect to the specified gradient
  81432. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81433. * @returns the current particle system
  81434. */
  81435. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81436. /**
  81437. * Remove a specific life time gradient
  81438. * @param gradient defines the gradient to remove
  81439. * @returns the current particle system
  81440. */
  81441. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81442. /**
  81443. * Adds a new size gradient
  81444. * @param gradient defines the gradient to use (between 0 and 1)
  81445. * @param factor defines the size factor to affect to the specified gradient
  81446. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81447. * @returns the current particle system
  81448. */
  81449. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81450. /**
  81451. * Remove a specific size gradient
  81452. * @param gradient defines the gradient to remove
  81453. * @returns the current particle system
  81454. */
  81455. removeSizeGradient(gradient: number): IParticleSystem;
  81456. /**
  81457. * Adds a new color remap gradient
  81458. * @param gradient defines the gradient to use (between 0 and 1)
  81459. * @param min defines the color remap minimal range
  81460. * @param max defines the color remap maximal range
  81461. * @returns the current particle system
  81462. */
  81463. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81464. /**
  81465. * Remove a specific color remap gradient
  81466. * @param gradient defines the gradient to remove
  81467. * @returns the current particle system
  81468. */
  81469. removeColorRemapGradient(gradient: number): IParticleSystem;
  81470. /**
  81471. * Adds a new alpha remap gradient
  81472. * @param gradient defines the gradient to use (between 0 and 1)
  81473. * @param min defines the alpha remap minimal range
  81474. * @param max defines the alpha remap maximal range
  81475. * @returns the current particle system
  81476. */
  81477. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81478. /**
  81479. * Remove a specific alpha remap gradient
  81480. * @param gradient defines the gradient to remove
  81481. * @returns the current particle system
  81482. */
  81483. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81484. /**
  81485. * Adds a new angular speed gradient
  81486. * @param gradient defines the gradient to use (between 0 and 1)
  81487. * @param factor defines the angular speed to affect to the specified gradient
  81488. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81489. * @returns the current particle system
  81490. */
  81491. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81492. /**
  81493. * Remove a specific angular speed gradient
  81494. * @param gradient defines the gradient to remove
  81495. * @returns the current particle system
  81496. */
  81497. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81498. /**
  81499. * Adds a new velocity gradient
  81500. * @param gradient defines the gradient to use (between 0 and 1)
  81501. * @param factor defines the velocity to affect to the specified gradient
  81502. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81503. * @returns the current particle system
  81504. */
  81505. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81506. /**
  81507. * Remove a specific velocity gradient
  81508. * @param gradient defines the gradient to remove
  81509. * @returns the current particle system
  81510. */
  81511. removeVelocityGradient(gradient: number): IParticleSystem;
  81512. /**
  81513. * Adds a new limit velocity gradient
  81514. * @param gradient defines the gradient to use (between 0 and 1)
  81515. * @param factor defines the limit velocity value to affect to the specified gradient
  81516. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81517. * @returns the current particle system
  81518. */
  81519. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81520. /**
  81521. * Remove a specific limit velocity gradient
  81522. * @param gradient defines the gradient to remove
  81523. * @returns the current particle system
  81524. */
  81525. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81526. /**
  81527. * Adds a new drag gradient
  81528. * @param gradient defines the gradient to use (between 0 and 1)
  81529. * @param factor defines the drag value to affect to the specified gradient
  81530. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81531. * @returns the current particle system
  81532. */
  81533. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81534. /**
  81535. * Remove a specific drag gradient
  81536. * @param gradient defines the gradient to remove
  81537. * @returns the current particle system
  81538. */
  81539. removeDragGradient(gradient: number): IParticleSystem;
  81540. /**
  81541. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81542. * @param gradient defines the gradient to use (between 0 and 1)
  81543. * @param factor defines the emit rate value to affect to the specified gradient
  81544. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81545. * @returns the current particle system
  81546. */
  81547. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81548. /**
  81549. * Remove a specific emit rate gradient
  81550. * @param gradient defines the gradient to remove
  81551. * @returns the current particle system
  81552. */
  81553. removeEmitRateGradient(gradient: number): IParticleSystem;
  81554. /**
  81555. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81556. * @param gradient defines the gradient to use (between 0 and 1)
  81557. * @param factor defines the start size value to affect to the specified gradient
  81558. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81559. * @returns the current particle system
  81560. */
  81561. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81562. /**
  81563. * Remove a specific start size gradient
  81564. * @param gradient defines the gradient to remove
  81565. * @returns the current particle system
  81566. */
  81567. removeStartSizeGradient(gradient: number): IParticleSystem;
  81568. private _createRampGradientTexture;
  81569. /**
  81570. * Gets the current list of ramp gradients.
  81571. * You must use addRampGradient and removeRampGradient to udpate this list
  81572. * @returns the list of ramp gradients
  81573. */
  81574. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81575. /**
  81576. * Adds a new ramp gradient used to remap particle colors
  81577. * @param gradient defines the gradient to use (between 0 and 1)
  81578. * @param color defines the color to affect to the specified gradient
  81579. * @returns the current particle system
  81580. */
  81581. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81582. /**
  81583. * Remove a specific ramp gradient
  81584. * @param gradient defines the gradient to remove
  81585. * @returns the current particle system
  81586. */
  81587. removeRampGradient(gradient: number): ParticleSystem;
  81588. /**
  81589. * Adds a new color gradient
  81590. * @param gradient defines the gradient to use (between 0 and 1)
  81591. * @param color1 defines the color to affect to the specified gradient
  81592. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81593. * @returns this particle system
  81594. */
  81595. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81596. /**
  81597. * Remove a specific color gradient
  81598. * @param gradient defines the gradient to remove
  81599. * @returns this particle system
  81600. */
  81601. removeColorGradient(gradient: number): IParticleSystem;
  81602. private _fetchR;
  81603. protected _reset(): void;
  81604. private _resetEffect;
  81605. private _createVertexBuffers;
  81606. private _createIndexBuffer;
  81607. /**
  81608. * Gets the maximum number of particles active at the same time.
  81609. * @returns The max number of active particles.
  81610. */
  81611. getCapacity(): number;
  81612. /**
  81613. * Gets whether there are still active particles in the system.
  81614. * @returns True if it is alive, otherwise false.
  81615. */
  81616. isAlive(): boolean;
  81617. /**
  81618. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81619. * @returns True if it has been started, otherwise false.
  81620. */
  81621. isStarted(): boolean;
  81622. private _prepareSubEmitterInternalArray;
  81623. /**
  81624. * Starts the particle system and begins to emit
  81625. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81626. */
  81627. start(delay?: number): void;
  81628. /**
  81629. * Stops the particle system.
  81630. * @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.
  81631. */
  81632. stop(stopSubEmitters?: boolean): void;
  81633. /**
  81634. * Remove all active particles
  81635. */
  81636. reset(): void;
  81637. /**
  81638. * @hidden (for internal use only)
  81639. */
  81640. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81641. /**
  81642. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81643. * Its lifetime will start back at 0.
  81644. */
  81645. recycleParticle: (particle: Particle) => void;
  81646. private _stopSubEmitters;
  81647. private _createParticle;
  81648. private _removeFromRoot;
  81649. private _emitFromParticle;
  81650. private _update;
  81651. /** @hidden */
  81652. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81653. /** @hidden */
  81654. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81655. /** @hidden */
  81656. private _getEffect;
  81657. /**
  81658. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81659. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81660. */
  81661. animate(preWarmOnly?: boolean): void;
  81662. private _appendParticleVertices;
  81663. /**
  81664. * Rebuilds the particle system.
  81665. */
  81666. rebuild(): void;
  81667. /**
  81668. * Is this system ready to be used/rendered
  81669. * @return true if the system is ready
  81670. */
  81671. isReady(): boolean;
  81672. private _render;
  81673. /**
  81674. * Renders the particle system in its current state.
  81675. * @returns the current number of particles
  81676. */
  81677. render(): number;
  81678. /**
  81679. * Disposes the particle system and free the associated resources
  81680. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81681. */
  81682. dispose(disposeTexture?: boolean): void;
  81683. /**
  81684. * Clones the particle system.
  81685. * @param name The name of the cloned object
  81686. * @param newEmitter The new emitter to use
  81687. * @returns the cloned particle system
  81688. */
  81689. clone(name: string, newEmitter: any): ParticleSystem;
  81690. /**
  81691. * Serializes the particle system to a JSON object.
  81692. * @returns the JSON object
  81693. */
  81694. serialize(): any;
  81695. /** @hidden */
  81696. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81697. /** @hidden */
  81698. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81699. /**
  81700. * Parses a JSON object to create a particle system.
  81701. * @param parsedParticleSystem The JSON object to parse
  81702. * @param scene The scene to create the particle system in
  81703. * @param rootUrl The root url to use to load external dependencies like texture
  81704. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81705. * @returns the Parsed particle system
  81706. */
  81707. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81708. }
  81709. }
  81710. declare module BABYLON {
  81711. /**
  81712. * A particle represents one of the element emitted by a particle system.
  81713. * This is mainly define by its coordinates, direction, velocity and age.
  81714. */
  81715. export class Particle {
  81716. /**
  81717. * The particle system the particle belongs to.
  81718. */
  81719. particleSystem: ParticleSystem;
  81720. private static _Count;
  81721. /**
  81722. * Unique ID of the particle
  81723. */
  81724. id: number;
  81725. /**
  81726. * The world position of the particle in the scene.
  81727. */
  81728. position: Vector3;
  81729. /**
  81730. * The world direction of the particle in the scene.
  81731. */
  81732. direction: Vector3;
  81733. /**
  81734. * The color of the particle.
  81735. */
  81736. color: Color4;
  81737. /**
  81738. * The color change of the particle per step.
  81739. */
  81740. colorStep: Color4;
  81741. /**
  81742. * Defines how long will the life of the particle be.
  81743. */
  81744. lifeTime: number;
  81745. /**
  81746. * The current age of the particle.
  81747. */
  81748. age: number;
  81749. /**
  81750. * The current size of the particle.
  81751. */
  81752. size: number;
  81753. /**
  81754. * The current scale of the particle.
  81755. */
  81756. scale: Vector2;
  81757. /**
  81758. * The current angle of the particle.
  81759. */
  81760. angle: number;
  81761. /**
  81762. * Defines how fast is the angle changing.
  81763. */
  81764. angularSpeed: number;
  81765. /**
  81766. * Defines the cell index used by the particle to be rendered from a sprite.
  81767. */
  81768. cellIndex: number;
  81769. /**
  81770. * The information required to support color remapping
  81771. */
  81772. remapData: Vector4;
  81773. /** @hidden */
  81774. _randomCellOffset?: number;
  81775. /** @hidden */
  81776. _initialDirection: Nullable<Vector3>;
  81777. /** @hidden */
  81778. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81779. /** @hidden */
  81780. _initialStartSpriteCellID: number;
  81781. /** @hidden */
  81782. _initialEndSpriteCellID: number;
  81783. /** @hidden */
  81784. _currentColorGradient: Nullable<ColorGradient>;
  81785. /** @hidden */
  81786. _currentColor1: Color4;
  81787. /** @hidden */
  81788. _currentColor2: Color4;
  81789. /** @hidden */
  81790. _currentSizeGradient: Nullable<FactorGradient>;
  81791. /** @hidden */
  81792. _currentSize1: number;
  81793. /** @hidden */
  81794. _currentSize2: number;
  81795. /** @hidden */
  81796. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81797. /** @hidden */
  81798. _currentAngularSpeed1: number;
  81799. /** @hidden */
  81800. _currentAngularSpeed2: number;
  81801. /** @hidden */
  81802. _currentVelocityGradient: Nullable<FactorGradient>;
  81803. /** @hidden */
  81804. _currentVelocity1: number;
  81805. /** @hidden */
  81806. _currentVelocity2: number;
  81807. /** @hidden */
  81808. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81809. /** @hidden */
  81810. _currentLimitVelocity1: number;
  81811. /** @hidden */
  81812. _currentLimitVelocity2: number;
  81813. /** @hidden */
  81814. _currentDragGradient: Nullable<FactorGradient>;
  81815. /** @hidden */
  81816. _currentDrag1: number;
  81817. /** @hidden */
  81818. _currentDrag2: number;
  81819. /** @hidden */
  81820. _randomNoiseCoordinates1: Vector3;
  81821. /** @hidden */
  81822. _randomNoiseCoordinates2: Vector3;
  81823. /**
  81824. * Creates a new instance Particle
  81825. * @param particleSystem the particle system the particle belongs to
  81826. */
  81827. constructor(
  81828. /**
  81829. * The particle system the particle belongs to.
  81830. */
  81831. particleSystem: ParticleSystem);
  81832. private updateCellInfoFromSystem;
  81833. /**
  81834. * Defines how the sprite cell index is updated for the particle
  81835. */
  81836. updateCellIndex(): void;
  81837. /** @hidden */
  81838. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81839. /** @hidden */
  81840. _inheritParticleInfoToSubEmitters(): void;
  81841. /** @hidden */
  81842. _reset(): void;
  81843. /**
  81844. * Copy the properties of particle to another one.
  81845. * @param other the particle to copy the information to.
  81846. */
  81847. copyTo(other: Particle): void;
  81848. }
  81849. }
  81850. declare module BABYLON {
  81851. /**
  81852. * Particle emitter represents a volume emitting particles.
  81853. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81854. */
  81855. export interface IParticleEmitterType {
  81856. /**
  81857. * Called by the particle System when the direction is computed for the created particle.
  81858. * @param worldMatrix is the world matrix of the particle system
  81859. * @param directionToUpdate is the direction vector to update with the result
  81860. * @param particle is the particle we are computed the direction for
  81861. */
  81862. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81863. /**
  81864. * Called by the particle System when the position is computed for the created particle.
  81865. * @param worldMatrix is the world matrix of the particle system
  81866. * @param positionToUpdate is the position vector to update with the result
  81867. * @param particle is the particle we are computed the position for
  81868. */
  81869. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81870. /**
  81871. * Clones the current emitter and returns a copy of it
  81872. * @returns the new emitter
  81873. */
  81874. clone(): IParticleEmitterType;
  81875. /**
  81876. * Called by the GPUParticleSystem to setup the update shader
  81877. * @param effect defines the update shader
  81878. */
  81879. applyToShader(effect: Effect): void;
  81880. /**
  81881. * Returns a string to use to update the GPU particles update shader
  81882. * @returns the effect defines string
  81883. */
  81884. getEffectDefines(): string;
  81885. /**
  81886. * Returns a string representing the class name
  81887. * @returns a string containing the class name
  81888. */
  81889. getClassName(): string;
  81890. /**
  81891. * Serializes the particle system to a JSON object.
  81892. * @returns the JSON object
  81893. */
  81894. serialize(): any;
  81895. /**
  81896. * Parse properties from a JSON object
  81897. * @param serializationObject defines the JSON object
  81898. */
  81899. parse(serializationObject: any): void;
  81900. }
  81901. }
  81902. declare module BABYLON {
  81903. /**
  81904. * Particle emitter emitting particles from the inside of a box.
  81905. * It emits the particles randomly between 2 given directions.
  81906. */
  81907. export class BoxParticleEmitter implements IParticleEmitterType {
  81908. /**
  81909. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81910. */
  81911. direction1: Vector3;
  81912. /**
  81913. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81914. */
  81915. direction2: Vector3;
  81916. /**
  81917. * 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.
  81918. */
  81919. minEmitBox: Vector3;
  81920. /**
  81921. * 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.
  81922. */
  81923. maxEmitBox: Vector3;
  81924. /**
  81925. * Creates a new instance BoxParticleEmitter
  81926. */
  81927. constructor();
  81928. /**
  81929. * Called by the particle System when the direction is computed for the created particle.
  81930. * @param worldMatrix is the world matrix of the particle system
  81931. * @param directionToUpdate is the direction vector to update with the result
  81932. * @param particle is the particle we are computed the direction for
  81933. */
  81934. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81935. /**
  81936. * Called by the particle System when the position is computed for the created particle.
  81937. * @param worldMatrix is the world matrix of the particle system
  81938. * @param positionToUpdate is the position vector to update with the result
  81939. * @param particle is the particle we are computed the position for
  81940. */
  81941. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81942. /**
  81943. * Clones the current emitter and returns a copy of it
  81944. * @returns the new emitter
  81945. */
  81946. clone(): BoxParticleEmitter;
  81947. /**
  81948. * Called by the GPUParticleSystem to setup the update shader
  81949. * @param effect defines the update shader
  81950. */
  81951. applyToShader(effect: Effect): void;
  81952. /**
  81953. * Returns a string to use to update the GPU particles update shader
  81954. * @returns a string containng the defines string
  81955. */
  81956. getEffectDefines(): string;
  81957. /**
  81958. * Returns the string "BoxParticleEmitter"
  81959. * @returns a string containing the class name
  81960. */
  81961. getClassName(): string;
  81962. /**
  81963. * Serializes the particle system to a JSON object.
  81964. * @returns the JSON object
  81965. */
  81966. serialize(): any;
  81967. /**
  81968. * Parse properties from a JSON object
  81969. * @param serializationObject defines the JSON object
  81970. */
  81971. parse(serializationObject: any): void;
  81972. }
  81973. }
  81974. declare module BABYLON {
  81975. /**
  81976. * Particle emitter emitting particles from the inside of a cone.
  81977. * It emits the particles alongside the cone volume from the base to the particle.
  81978. * The emission direction might be randomized.
  81979. */
  81980. export class ConeParticleEmitter implements IParticleEmitterType {
  81981. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81982. directionRandomizer: number;
  81983. private _radius;
  81984. private _angle;
  81985. private _height;
  81986. /**
  81987. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81988. */
  81989. radiusRange: number;
  81990. /**
  81991. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81992. */
  81993. heightRange: number;
  81994. /**
  81995. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81996. */
  81997. emitFromSpawnPointOnly: boolean;
  81998. /**
  81999. * Gets or sets the radius of the emission cone
  82000. */
  82001. radius: number;
  82002. /**
  82003. * Gets or sets the angle of the emission cone
  82004. */
  82005. angle: number;
  82006. private _buildHeight;
  82007. /**
  82008. * Creates a new instance ConeParticleEmitter
  82009. * @param radius the radius of the emission cone (1 by default)
  82010. * @param angle the cone base angle (PI by default)
  82011. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  82012. */
  82013. constructor(radius?: number, angle?: number,
  82014. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82015. directionRandomizer?: number);
  82016. /**
  82017. * Called by the particle System when the direction is computed for the created particle.
  82018. * @param worldMatrix is the world matrix of the particle system
  82019. * @param directionToUpdate is the direction vector to update with the result
  82020. * @param particle is the particle we are computed the direction for
  82021. */
  82022. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82023. /**
  82024. * Called by the particle System when the position is computed for the created particle.
  82025. * @param worldMatrix is the world matrix of the particle system
  82026. * @param positionToUpdate is the position vector to update with the result
  82027. * @param particle is the particle we are computed the position for
  82028. */
  82029. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82030. /**
  82031. * Clones the current emitter and returns a copy of it
  82032. * @returns the new emitter
  82033. */
  82034. clone(): ConeParticleEmitter;
  82035. /**
  82036. * Called by the GPUParticleSystem to setup the update shader
  82037. * @param effect defines the update shader
  82038. */
  82039. applyToShader(effect: Effect): void;
  82040. /**
  82041. * Returns a string to use to update the GPU particles update shader
  82042. * @returns a string containng the defines string
  82043. */
  82044. getEffectDefines(): string;
  82045. /**
  82046. * Returns the string "ConeParticleEmitter"
  82047. * @returns a string containing the class name
  82048. */
  82049. getClassName(): string;
  82050. /**
  82051. * Serializes the particle system to a JSON object.
  82052. * @returns the JSON object
  82053. */
  82054. serialize(): any;
  82055. /**
  82056. * Parse properties from a JSON object
  82057. * @param serializationObject defines the JSON object
  82058. */
  82059. parse(serializationObject: any): void;
  82060. }
  82061. }
  82062. declare module BABYLON {
  82063. /**
  82064. * Particle emitter emitting particles from the inside of a cylinder.
  82065. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  82066. */
  82067. export class CylinderParticleEmitter implements IParticleEmitterType {
  82068. /**
  82069. * The radius of the emission cylinder.
  82070. */
  82071. radius: number;
  82072. /**
  82073. * The height of the emission cylinder.
  82074. */
  82075. height: number;
  82076. /**
  82077. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82078. */
  82079. radiusRange: number;
  82080. /**
  82081. * How much to randomize the particle direction [0-1].
  82082. */
  82083. directionRandomizer: number;
  82084. /**
  82085. * Creates a new instance CylinderParticleEmitter
  82086. * @param radius the radius of the emission cylinder (1 by default)
  82087. * @param height the height of the emission cylinder (1 by default)
  82088. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82089. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82090. */
  82091. constructor(
  82092. /**
  82093. * The radius of the emission cylinder.
  82094. */
  82095. radius?: number,
  82096. /**
  82097. * The height of the emission cylinder.
  82098. */
  82099. height?: number,
  82100. /**
  82101. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82102. */
  82103. radiusRange?: number,
  82104. /**
  82105. * How much to randomize the particle direction [0-1].
  82106. */
  82107. directionRandomizer?: number);
  82108. /**
  82109. * Called by the particle System when the direction is computed for the created particle.
  82110. * @param worldMatrix is the world matrix of the particle system
  82111. * @param directionToUpdate is the direction vector to update with the result
  82112. * @param particle is the particle we are computed the direction for
  82113. */
  82114. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82115. /**
  82116. * Called by the particle System when the position is computed for the created particle.
  82117. * @param worldMatrix is the world matrix of the particle system
  82118. * @param positionToUpdate is the position vector to update with the result
  82119. * @param particle is the particle we are computed the position for
  82120. */
  82121. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82122. /**
  82123. * Clones the current emitter and returns a copy of it
  82124. * @returns the new emitter
  82125. */
  82126. clone(): CylinderParticleEmitter;
  82127. /**
  82128. * Called by the GPUParticleSystem to setup the update shader
  82129. * @param effect defines the update shader
  82130. */
  82131. applyToShader(effect: Effect): void;
  82132. /**
  82133. * Returns a string to use to update the GPU particles update shader
  82134. * @returns a string containng the defines string
  82135. */
  82136. getEffectDefines(): string;
  82137. /**
  82138. * Returns the string "CylinderParticleEmitter"
  82139. * @returns a string containing the class name
  82140. */
  82141. getClassName(): string;
  82142. /**
  82143. * Serializes the particle system to a JSON object.
  82144. * @returns the JSON object
  82145. */
  82146. serialize(): any;
  82147. /**
  82148. * Parse properties from a JSON object
  82149. * @param serializationObject defines the JSON object
  82150. */
  82151. parse(serializationObject: any): void;
  82152. }
  82153. /**
  82154. * Particle emitter emitting particles from the inside of a cylinder.
  82155. * It emits the particles randomly between two vectors.
  82156. */
  82157. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  82158. /**
  82159. * The min limit of the emission direction.
  82160. */
  82161. direction1: Vector3;
  82162. /**
  82163. * The max limit of the emission direction.
  82164. */
  82165. direction2: Vector3;
  82166. /**
  82167. * Creates a new instance CylinderDirectedParticleEmitter
  82168. * @param radius the radius of the emission cylinder (1 by default)
  82169. * @param height the height of the emission cylinder (1 by default)
  82170. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82171. * @param direction1 the min limit of the emission direction (up vector by default)
  82172. * @param direction2 the max limit of the emission direction (up vector by default)
  82173. */
  82174. constructor(radius?: number, height?: number, radiusRange?: number,
  82175. /**
  82176. * The min limit of the emission direction.
  82177. */
  82178. direction1?: Vector3,
  82179. /**
  82180. * The max limit of the emission direction.
  82181. */
  82182. direction2?: Vector3);
  82183. /**
  82184. * Called by the particle System when the direction is computed for the created particle.
  82185. * @param worldMatrix is the world matrix of the particle system
  82186. * @param directionToUpdate is the direction vector to update with the result
  82187. * @param particle is the particle we are computed the direction for
  82188. */
  82189. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82190. /**
  82191. * Clones the current emitter and returns a copy of it
  82192. * @returns the new emitter
  82193. */
  82194. clone(): CylinderDirectedParticleEmitter;
  82195. /**
  82196. * Called by the GPUParticleSystem to setup the update shader
  82197. * @param effect defines the update shader
  82198. */
  82199. applyToShader(effect: Effect): void;
  82200. /**
  82201. * Returns a string to use to update the GPU particles update shader
  82202. * @returns a string containng the defines string
  82203. */
  82204. getEffectDefines(): string;
  82205. /**
  82206. * Returns the string "CylinderDirectedParticleEmitter"
  82207. * @returns a string containing the class name
  82208. */
  82209. getClassName(): string;
  82210. /**
  82211. * Serializes the particle system to a JSON object.
  82212. * @returns the JSON object
  82213. */
  82214. serialize(): any;
  82215. /**
  82216. * Parse properties from a JSON object
  82217. * @param serializationObject defines the JSON object
  82218. */
  82219. parse(serializationObject: any): void;
  82220. }
  82221. }
  82222. declare module BABYLON {
  82223. /**
  82224. * Particle emitter emitting particles from the inside of a hemisphere.
  82225. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82226. */
  82227. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82228. /**
  82229. * The radius of the emission hemisphere.
  82230. */
  82231. radius: number;
  82232. /**
  82233. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82234. */
  82235. radiusRange: number;
  82236. /**
  82237. * How much to randomize the particle direction [0-1].
  82238. */
  82239. directionRandomizer: number;
  82240. /**
  82241. * Creates a new instance HemisphericParticleEmitter
  82242. * @param radius the radius of the emission hemisphere (1 by default)
  82243. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82244. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82245. */
  82246. constructor(
  82247. /**
  82248. * The radius of the emission hemisphere.
  82249. */
  82250. radius?: number,
  82251. /**
  82252. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82253. */
  82254. radiusRange?: number,
  82255. /**
  82256. * How much to randomize the particle direction [0-1].
  82257. */
  82258. directionRandomizer?: number);
  82259. /**
  82260. * Called by the particle System when the direction is computed for the created particle.
  82261. * @param worldMatrix is the world matrix of the particle system
  82262. * @param directionToUpdate is the direction vector to update with the result
  82263. * @param particle is the particle we are computed the direction for
  82264. */
  82265. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82266. /**
  82267. * Called by the particle System when the position is computed for the created particle.
  82268. * @param worldMatrix is the world matrix of the particle system
  82269. * @param positionToUpdate is the position vector to update with the result
  82270. * @param particle is the particle we are computed the position for
  82271. */
  82272. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82273. /**
  82274. * Clones the current emitter and returns a copy of it
  82275. * @returns the new emitter
  82276. */
  82277. clone(): HemisphericParticleEmitter;
  82278. /**
  82279. * Called by the GPUParticleSystem to setup the update shader
  82280. * @param effect defines the update shader
  82281. */
  82282. applyToShader(effect: Effect): void;
  82283. /**
  82284. * Returns a string to use to update the GPU particles update shader
  82285. * @returns a string containng the defines string
  82286. */
  82287. getEffectDefines(): string;
  82288. /**
  82289. * Returns the string "HemisphericParticleEmitter"
  82290. * @returns a string containing the class name
  82291. */
  82292. getClassName(): string;
  82293. /**
  82294. * Serializes the particle system to a JSON object.
  82295. * @returns the JSON object
  82296. */
  82297. serialize(): any;
  82298. /**
  82299. * Parse properties from a JSON object
  82300. * @param serializationObject defines the JSON object
  82301. */
  82302. parse(serializationObject: any): void;
  82303. }
  82304. }
  82305. declare module BABYLON {
  82306. /**
  82307. * Particle emitter emitting particles from a point.
  82308. * It emits the particles randomly between 2 given directions.
  82309. */
  82310. export class PointParticleEmitter implements IParticleEmitterType {
  82311. /**
  82312. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82313. */
  82314. direction1: Vector3;
  82315. /**
  82316. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82317. */
  82318. direction2: Vector3;
  82319. /**
  82320. * Creates a new instance PointParticleEmitter
  82321. */
  82322. constructor();
  82323. /**
  82324. * Called by the particle System when the direction is computed for the created particle.
  82325. * @param worldMatrix is the world matrix of the particle system
  82326. * @param directionToUpdate is the direction vector to update with the result
  82327. * @param particle is the particle we are computed the direction for
  82328. */
  82329. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82330. /**
  82331. * Called by the particle System when the position is computed for the created particle.
  82332. * @param worldMatrix is the world matrix of the particle system
  82333. * @param positionToUpdate is the position vector to update with the result
  82334. * @param particle is the particle we are computed the position for
  82335. */
  82336. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82337. /**
  82338. * Clones the current emitter and returns a copy of it
  82339. * @returns the new emitter
  82340. */
  82341. clone(): PointParticleEmitter;
  82342. /**
  82343. * Called by the GPUParticleSystem to setup the update shader
  82344. * @param effect defines the update shader
  82345. */
  82346. applyToShader(effect: Effect): void;
  82347. /**
  82348. * Returns a string to use to update the GPU particles update shader
  82349. * @returns a string containng the defines string
  82350. */
  82351. getEffectDefines(): string;
  82352. /**
  82353. * Returns the string "PointParticleEmitter"
  82354. * @returns a string containing the class name
  82355. */
  82356. getClassName(): string;
  82357. /**
  82358. * Serializes the particle system to a JSON object.
  82359. * @returns the JSON object
  82360. */
  82361. serialize(): any;
  82362. /**
  82363. * Parse properties from a JSON object
  82364. * @param serializationObject defines the JSON object
  82365. */
  82366. parse(serializationObject: any): void;
  82367. }
  82368. }
  82369. declare module BABYLON {
  82370. /**
  82371. * Particle emitter emitting particles from the inside of a sphere.
  82372. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82373. */
  82374. export class SphereParticleEmitter implements IParticleEmitterType {
  82375. /**
  82376. * The radius of the emission sphere.
  82377. */
  82378. radius: number;
  82379. /**
  82380. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82381. */
  82382. radiusRange: number;
  82383. /**
  82384. * How much to randomize the particle direction [0-1].
  82385. */
  82386. directionRandomizer: number;
  82387. /**
  82388. * Creates a new instance SphereParticleEmitter
  82389. * @param radius the radius of the emission sphere (1 by default)
  82390. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82391. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82392. */
  82393. constructor(
  82394. /**
  82395. * The radius of the emission sphere.
  82396. */
  82397. radius?: number,
  82398. /**
  82399. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82400. */
  82401. radiusRange?: number,
  82402. /**
  82403. * How much to randomize the particle direction [0-1].
  82404. */
  82405. directionRandomizer?: number);
  82406. /**
  82407. * Called by the particle System when the direction is computed for the created particle.
  82408. * @param worldMatrix is the world matrix of the particle system
  82409. * @param directionToUpdate is the direction vector to update with the result
  82410. * @param particle is the particle we are computed the direction for
  82411. */
  82412. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82413. /**
  82414. * Called by the particle System when the position is computed for the created particle.
  82415. * @param worldMatrix is the world matrix of the particle system
  82416. * @param positionToUpdate is the position vector to update with the result
  82417. * @param particle is the particle we are computed the position for
  82418. */
  82419. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82420. /**
  82421. * Clones the current emitter and returns a copy of it
  82422. * @returns the new emitter
  82423. */
  82424. clone(): SphereParticleEmitter;
  82425. /**
  82426. * Called by the GPUParticleSystem to setup the update shader
  82427. * @param effect defines the update shader
  82428. */
  82429. applyToShader(effect: Effect): void;
  82430. /**
  82431. * Returns a string to use to update the GPU particles update shader
  82432. * @returns a string containng the defines string
  82433. */
  82434. getEffectDefines(): string;
  82435. /**
  82436. * Returns the string "SphereParticleEmitter"
  82437. * @returns a string containing the class name
  82438. */
  82439. getClassName(): string;
  82440. /**
  82441. * Serializes the particle system to a JSON object.
  82442. * @returns the JSON object
  82443. */
  82444. serialize(): any;
  82445. /**
  82446. * Parse properties from a JSON object
  82447. * @param serializationObject defines the JSON object
  82448. */
  82449. parse(serializationObject: any): void;
  82450. }
  82451. /**
  82452. * Particle emitter emitting particles from the inside of a sphere.
  82453. * It emits the particles randomly between two vectors.
  82454. */
  82455. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82456. /**
  82457. * The min limit of the emission direction.
  82458. */
  82459. direction1: Vector3;
  82460. /**
  82461. * The max limit of the emission direction.
  82462. */
  82463. direction2: Vector3;
  82464. /**
  82465. * Creates a new instance SphereDirectedParticleEmitter
  82466. * @param radius the radius of the emission sphere (1 by default)
  82467. * @param direction1 the min limit of the emission direction (up vector by default)
  82468. * @param direction2 the max limit of the emission direction (up vector by default)
  82469. */
  82470. constructor(radius?: number,
  82471. /**
  82472. * The min limit of the emission direction.
  82473. */
  82474. direction1?: Vector3,
  82475. /**
  82476. * The max limit of the emission direction.
  82477. */
  82478. direction2?: Vector3);
  82479. /**
  82480. * Called by the particle System when the direction is computed for the created particle.
  82481. * @param worldMatrix is the world matrix of the particle system
  82482. * @param directionToUpdate is the direction vector to update with the result
  82483. * @param particle is the particle we are computed the direction for
  82484. */
  82485. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82486. /**
  82487. * Clones the current emitter and returns a copy of it
  82488. * @returns the new emitter
  82489. */
  82490. clone(): SphereDirectedParticleEmitter;
  82491. /**
  82492. * Called by the GPUParticleSystem to setup the update shader
  82493. * @param effect defines the update shader
  82494. */
  82495. applyToShader(effect: Effect): void;
  82496. /**
  82497. * Returns a string to use to update the GPU particles update shader
  82498. * @returns a string containng the defines string
  82499. */
  82500. getEffectDefines(): string;
  82501. /**
  82502. * Returns the string "SphereDirectedParticleEmitter"
  82503. * @returns a string containing the class name
  82504. */
  82505. getClassName(): string;
  82506. /**
  82507. * Serializes the particle system to a JSON object.
  82508. * @returns the JSON object
  82509. */
  82510. serialize(): any;
  82511. /**
  82512. * Parse properties from a JSON object
  82513. * @param serializationObject defines the JSON object
  82514. */
  82515. parse(serializationObject: any): void;
  82516. }
  82517. }
  82518. declare module BABYLON {
  82519. /**
  82520. * Interface representing a particle system in Babylon.js.
  82521. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82522. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82523. */
  82524. export interface IParticleSystem {
  82525. /**
  82526. * List of animations used by the particle system.
  82527. */
  82528. animations: Animation[];
  82529. /**
  82530. * The id of the Particle system.
  82531. */
  82532. id: string;
  82533. /**
  82534. * The name of the Particle system.
  82535. */
  82536. name: string;
  82537. /**
  82538. * The emitter represents the Mesh or position we are attaching the particle system to.
  82539. */
  82540. emitter: Nullable<AbstractMesh | Vector3>;
  82541. /**
  82542. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82543. */
  82544. isBillboardBased: boolean;
  82545. /**
  82546. * The rendering group used by the Particle system to chose when to render.
  82547. */
  82548. renderingGroupId: number;
  82549. /**
  82550. * The layer mask we are rendering the particles through.
  82551. */
  82552. layerMask: number;
  82553. /**
  82554. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82555. */
  82556. updateSpeed: number;
  82557. /**
  82558. * The amount of time the particle system is running (depends of the overall update speed).
  82559. */
  82560. targetStopDuration: number;
  82561. /**
  82562. * The texture used to render each particle. (this can be a spritesheet)
  82563. */
  82564. particleTexture: Nullable<Texture>;
  82565. /**
  82566. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82567. */
  82568. blendMode: number;
  82569. /**
  82570. * Minimum life time of emitting particles.
  82571. */
  82572. minLifeTime: number;
  82573. /**
  82574. * Maximum life time of emitting particles.
  82575. */
  82576. maxLifeTime: number;
  82577. /**
  82578. * Minimum Size of emitting particles.
  82579. */
  82580. minSize: number;
  82581. /**
  82582. * Maximum Size of emitting particles.
  82583. */
  82584. maxSize: number;
  82585. /**
  82586. * Minimum scale of emitting particles on X axis.
  82587. */
  82588. minScaleX: number;
  82589. /**
  82590. * Maximum scale of emitting particles on X axis.
  82591. */
  82592. maxScaleX: number;
  82593. /**
  82594. * Minimum scale of emitting particles on Y axis.
  82595. */
  82596. minScaleY: number;
  82597. /**
  82598. * Maximum scale of emitting particles on Y axis.
  82599. */
  82600. maxScaleY: number;
  82601. /**
  82602. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82603. */
  82604. color1: Color4;
  82605. /**
  82606. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82607. */
  82608. color2: Color4;
  82609. /**
  82610. * Color the particle will have at the end of its lifetime.
  82611. */
  82612. colorDead: Color4;
  82613. /**
  82614. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82615. */
  82616. emitRate: number;
  82617. /**
  82618. * You can use gravity if you want to give an orientation to your particles.
  82619. */
  82620. gravity: Vector3;
  82621. /**
  82622. * Minimum power of emitting particles.
  82623. */
  82624. minEmitPower: number;
  82625. /**
  82626. * Maximum power of emitting particles.
  82627. */
  82628. maxEmitPower: number;
  82629. /**
  82630. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82631. */
  82632. minAngularSpeed: number;
  82633. /**
  82634. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82635. */
  82636. maxAngularSpeed: number;
  82637. /**
  82638. * Gets or sets the minimal initial rotation in radians.
  82639. */
  82640. minInitialRotation: number;
  82641. /**
  82642. * Gets or sets the maximal initial rotation in radians.
  82643. */
  82644. maxInitialRotation: number;
  82645. /**
  82646. * The particle emitter type defines the emitter used by the particle system.
  82647. * It can be for example box, sphere, or cone...
  82648. */
  82649. particleEmitterType: Nullable<IParticleEmitterType>;
  82650. /**
  82651. * Defines the delay in milliseconds before starting the system (0 by default)
  82652. */
  82653. startDelay: number;
  82654. /**
  82655. * 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
  82656. */
  82657. preWarmCycles: number;
  82658. /**
  82659. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82660. */
  82661. preWarmStepOffset: number;
  82662. /**
  82663. * 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)
  82664. */
  82665. spriteCellChangeSpeed: number;
  82666. /**
  82667. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82668. */
  82669. startSpriteCellID: number;
  82670. /**
  82671. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82672. */
  82673. endSpriteCellID: number;
  82674. /**
  82675. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82676. */
  82677. spriteCellWidth: number;
  82678. /**
  82679. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82680. */
  82681. spriteCellHeight: number;
  82682. /**
  82683. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82684. */
  82685. spriteRandomStartCell: boolean;
  82686. /**
  82687. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82688. */
  82689. isAnimationSheetEnabled: boolean;
  82690. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82691. translationPivot: Vector2;
  82692. /**
  82693. * Gets or sets a texture used to add random noise to particle positions
  82694. */
  82695. noiseTexture: Nullable<BaseTexture>;
  82696. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82697. noiseStrength: Vector3;
  82698. /**
  82699. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82700. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82701. */
  82702. billboardMode: number;
  82703. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82704. limitVelocityDamping: number;
  82705. /**
  82706. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82707. */
  82708. beginAnimationOnStart: boolean;
  82709. /**
  82710. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82711. */
  82712. beginAnimationFrom: number;
  82713. /**
  82714. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82715. */
  82716. beginAnimationTo: number;
  82717. /**
  82718. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82719. */
  82720. beginAnimationLoop: boolean;
  82721. /**
  82722. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82723. */
  82724. disposeOnStop: boolean;
  82725. /**
  82726. * Gets the maximum number of particles active at the same time.
  82727. * @returns The max number of active particles.
  82728. */
  82729. getCapacity(): number;
  82730. /**
  82731. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82732. * @returns True if it has been started, otherwise false.
  82733. */
  82734. isStarted(): boolean;
  82735. /**
  82736. * Animates the particle system for this frame.
  82737. */
  82738. animate(): void;
  82739. /**
  82740. * Renders the particle system in its current state.
  82741. * @returns the current number of particles
  82742. */
  82743. render(): number;
  82744. /**
  82745. * Dispose the particle system and frees its associated resources.
  82746. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82747. */
  82748. dispose(disposeTexture?: boolean): void;
  82749. /**
  82750. * Clones the particle system.
  82751. * @param name The name of the cloned object
  82752. * @param newEmitter The new emitter to use
  82753. * @returns the cloned particle system
  82754. */
  82755. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82756. /**
  82757. * Serializes the particle system to a JSON object.
  82758. * @returns the JSON object
  82759. */
  82760. serialize(): any;
  82761. /**
  82762. * Rebuild the particle system
  82763. */
  82764. rebuild(): void;
  82765. /**
  82766. * Starts the particle system and begins to emit
  82767. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82768. */
  82769. start(delay?: number): void;
  82770. /**
  82771. * Stops the particle system.
  82772. */
  82773. stop(): void;
  82774. /**
  82775. * Remove all active particles
  82776. */
  82777. reset(): void;
  82778. /**
  82779. * Is this system ready to be used/rendered
  82780. * @return true if the system is ready
  82781. */
  82782. isReady(): boolean;
  82783. /**
  82784. * Adds a new color gradient
  82785. * @param gradient defines the gradient to use (between 0 and 1)
  82786. * @param color1 defines the color to affect to the specified gradient
  82787. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82788. * @returns the current particle system
  82789. */
  82790. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82791. /**
  82792. * Remove a specific color gradient
  82793. * @param gradient defines the gradient to remove
  82794. * @returns the current particle system
  82795. */
  82796. removeColorGradient(gradient: number): IParticleSystem;
  82797. /**
  82798. * Adds a new size gradient
  82799. * @param gradient defines the gradient to use (between 0 and 1)
  82800. * @param factor defines the size factor to affect to the specified gradient
  82801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82802. * @returns the current particle system
  82803. */
  82804. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82805. /**
  82806. * Remove a specific size gradient
  82807. * @param gradient defines the gradient to remove
  82808. * @returns the current particle system
  82809. */
  82810. removeSizeGradient(gradient: number): IParticleSystem;
  82811. /**
  82812. * Gets the current list of color gradients.
  82813. * You must use addColorGradient and removeColorGradient to udpate this list
  82814. * @returns the list of color gradients
  82815. */
  82816. getColorGradients(): Nullable<Array<ColorGradient>>;
  82817. /**
  82818. * Gets the current list of size gradients.
  82819. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82820. * @returns the list of size gradients
  82821. */
  82822. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82823. /**
  82824. * Gets the current list of angular speed gradients.
  82825. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82826. * @returns the list of angular speed gradients
  82827. */
  82828. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82829. /**
  82830. * Adds a new angular speed gradient
  82831. * @param gradient defines the gradient to use (between 0 and 1)
  82832. * @param factor defines the angular speed to affect to the specified gradient
  82833. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82834. * @returns the current particle system
  82835. */
  82836. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82837. /**
  82838. * Remove a specific angular speed gradient
  82839. * @param gradient defines the gradient to remove
  82840. * @returns the current particle system
  82841. */
  82842. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82843. /**
  82844. * Gets the current list of velocity gradients.
  82845. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82846. * @returns the list of velocity gradients
  82847. */
  82848. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82849. /**
  82850. * Adds a new velocity gradient
  82851. * @param gradient defines the gradient to use (between 0 and 1)
  82852. * @param factor defines the velocity to affect to the specified gradient
  82853. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82854. * @returns the current particle system
  82855. */
  82856. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82857. /**
  82858. * Remove a specific velocity gradient
  82859. * @param gradient defines the gradient to remove
  82860. * @returns the current particle system
  82861. */
  82862. removeVelocityGradient(gradient: number): IParticleSystem;
  82863. /**
  82864. * Gets the current list of limit velocity gradients.
  82865. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82866. * @returns the list of limit velocity gradients
  82867. */
  82868. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82869. /**
  82870. * Adds a new limit velocity gradient
  82871. * @param gradient defines the gradient to use (between 0 and 1)
  82872. * @param factor defines the limit velocity to affect to the specified gradient
  82873. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82874. * @returns the current particle system
  82875. */
  82876. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82877. /**
  82878. * Remove a specific limit velocity gradient
  82879. * @param gradient defines the gradient to remove
  82880. * @returns the current particle system
  82881. */
  82882. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82883. /**
  82884. * Adds a new drag gradient
  82885. * @param gradient defines the gradient to use (between 0 and 1)
  82886. * @param factor defines the drag to affect to the specified gradient
  82887. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82888. * @returns the current particle system
  82889. */
  82890. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82891. /**
  82892. * Remove a specific drag gradient
  82893. * @param gradient defines the gradient to remove
  82894. * @returns the current particle system
  82895. */
  82896. removeDragGradient(gradient: number): IParticleSystem;
  82897. /**
  82898. * Gets the current list of drag gradients.
  82899. * You must use addDragGradient and removeDragGradient to udpate this list
  82900. * @returns the list of drag gradients
  82901. */
  82902. getDragGradients(): Nullable<Array<FactorGradient>>;
  82903. /**
  82904. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82905. * @param gradient defines the gradient to use (between 0 and 1)
  82906. * @param factor defines the emit rate to affect to the specified gradient
  82907. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82908. * @returns the current particle system
  82909. */
  82910. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82911. /**
  82912. * Remove a specific emit rate gradient
  82913. * @param gradient defines the gradient to remove
  82914. * @returns the current particle system
  82915. */
  82916. removeEmitRateGradient(gradient: number): IParticleSystem;
  82917. /**
  82918. * Gets the current list of emit rate gradients.
  82919. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82920. * @returns the list of emit rate gradients
  82921. */
  82922. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82923. /**
  82924. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82925. * @param gradient defines the gradient to use (between 0 and 1)
  82926. * @param factor defines the start size to affect to the specified gradient
  82927. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82928. * @returns the current particle system
  82929. */
  82930. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82931. /**
  82932. * Remove a specific start size gradient
  82933. * @param gradient defines the gradient to remove
  82934. * @returns the current particle system
  82935. */
  82936. removeStartSizeGradient(gradient: number): IParticleSystem;
  82937. /**
  82938. * Gets the current list of start size gradients.
  82939. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82940. * @returns the list of start size gradients
  82941. */
  82942. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82943. /**
  82944. * Adds a new life time gradient
  82945. * @param gradient defines the gradient to use (between 0 and 1)
  82946. * @param factor defines the life time factor to affect to the specified gradient
  82947. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82948. * @returns the current particle system
  82949. */
  82950. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82951. /**
  82952. * Remove a specific life time gradient
  82953. * @param gradient defines the gradient to remove
  82954. * @returns the current particle system
  82955. */
  82956. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82957. /**
  82958. * Gets the current list of life time gradients.
  82959. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82960. * @returns the list of life time gradients
  82961. */
  82962. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82963. /**
  82964. * Gets the current list of color gradients.
  82965. * You must use addColorGradient and removeColorGradient to udpate this list
  82966. * @returns the list of color gradients
  82967. */
  82968. getColorGradients(): Nullable<Array<ColorGradient>>;
  82969. /**
  82970. * Adds a new ramp gradient used to remap particle colors
  82971. * @param gradient defines the gradient to use (between 0 and 1)
  82972. * @param color defines the color to affect to the specified gradient
  82973. * @returns the current particle system
  82974. */
  82975. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82976. /**
  82977. * Gets the current list of ramp gradients.
  82978. * You must use addRampGradient and removeRampGradient to udpate this list
  82979. * @returns the list of ramp gradients
  82980. */
  82981. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82982. /** Gets or sets a boolean indicating that ramp gradients must be used
  82983. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82984. */
  82985. useRampGradients: boolean;
  82986. /**
  82987. * Adds a new color remap gradient
  82988. * @param gradient defines the gradient to use (between 0 and 1)
  82989. * @param min defines the color remap minimal range
  82990. * @param max defines the color remap maximal range
  82991. * @returns the current particle system
  82992. */
  82993. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82994. /**
  82995. * Gets the current list of color remap gradients.
  82996. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82997. * @returns the list of color remap gradients
  82998. */
  82999. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83000. /**
  83001. * Adds a new alpha remap gradient
  83002. * @param gradient defines the gradient to use (between 0 and 1)
  83003. * @param min defines the alpha remap minimal range
  83004. * @param max defines the alpha remap maximal range
  83005. * @returns the current particle system
  83006. */
  83007. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83008. /**
  83009. * Gets the current list of alpha remap gradients.
  83010. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  83011. * @returns the list of alpha remap gradients
  83012. */
  83013. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  83014. /**
  83015. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  83016. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83017. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83018. * @returns the emitter
  83019. */
  83020. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  83021. /**
  83022. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  83023. * @param radius The radius of the hemisphere to emit from
  83024. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83025. * @returns the emitter
  83026. */
  83027. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  83028. /**
  83029. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  83030. * @param radius The radius of the sphere to emit from
  83031. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83032. * @returns the emitter
  83033. */
  83034. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  83035. /**
  83036. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  83037. * @param radius The radius of the sphere to emit from
  83038. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  83039. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  83040. * @returns the emitter
  83041. */
  83042. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83043. /**
  83044. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  83045. * @param radius The radius of the emission cylinder
  83046. * @param height The height of the emission cylinder
  83047. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  83048. * @param directionRandomizer How much to randomize the particle direction [0-1]
  83049. * @returns the emitter
  83050. */
  83051. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  83052. /**
  83053. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  83054. * @param radius The radius of the cylinder to emit from
  83055. * @param height The height of the emission cylinder
  83056. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83057. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  83058. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  83059. * @returns the emitter
  83060. */
  83061. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83062. /**
  83063. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  83064. * @param radius The radius of the cone to emit from
  83065. * @param angle The base angle of the cone
  83066. * @returns the emitter
  83067. */
  83068. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  83069. /**
  83070. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  83071. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83072. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83073. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83074. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83075. * @returns the emitter
  83076. */
  83077. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  83078. /**
  83079. * Get hosting scene
  83080. * @returns the scene
  83081. */
  83082. getScene(): Scene;
  83083. }
  83084. }
  83085. declare module BABYLON {
  83086. /**
  83087. * Creates an instance based on a source mesh.
  83088. */
  83089. export class InstancedMesh extends AbstractMesh {
  83090. private _sourceMesh;
  83091. private _currentLOD;
  83092. /** @hidden */
  83093. _indexInSourceMeshInstanceArray: number;
  83094. constructor(name: string, source: Mesh);
  83095. /**
  83096. * Returns the string "InstancedMesh".
  83097. */
  83098. getClassName(): string;
  83099. /** Gets the list of lights affecting that mesh */
  83100. readonly lightSources: Light[];
  83101. _resyncLightSources(): void;
  83102. _resyncLighSource(light: Light): void;
  83103. _removeLightSource(light: Light): void;
  83104. /**
  83105. * If the source mesh receives shadows
  83106. */
  83107. readonly receiveShadows: boolean;
  83108. /**
  83109. * The material of the source mesh
  83110. */
  83111. readonly material: Nullable<Material>;
  83112. /**
  83113. * Visibility of the source mesh
  83114. */
  83115. readonly visibility: number;
  83116. /**
  83117. * Skeleton of the source mesh
  83118. */
  83119. readonly skeleton: Nullable<Skeleton>;
  83120. /**
  83121. * Rendering ground id of the source mesh
  83122. */
  83123. renderingGroupId: number;
  83124. /**
  83125. * Returns the total number of vertices (integer).
  83126. */
  83127. getTotalVertices(): number;
  83128. /**
  83129. * Returns a positive integer : the total number of indices in this mesh geometry.
  83130. * @returns the numner of indices or zero if the mesh has no geometry.
  83131. */
  83132. getTotalIndices(): number;
  83133. /**
  83134. * The source mesh of the instance
  83135. */
  83136. readonly sourceMesh: Mesh;
  83137. /**
  83138. * Is this node ready to be used/rendered
  83139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  83140. * @return {boolean} is it ready
  83141. */
  83142. isReady(completeCheck?: boolean): boolean;
  83143. /**
  83144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  83145. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  83146. * @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.
  83147. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  83148. */
  83149. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  83150. /**
  83151. * Sets the vertex data of the mesh geometry for the requested `kind`.
  83152. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  83153. * The `data` are either a numeric array either a Float32Array.
  83154. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  83155. * 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).
  83156. * Note that a new underlying VertexBuffer object is created each call.
  83157. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83158. *
  83159. * Possible `kind` values :
  83160. * - VertexBuffer.PositionKind
  83161. * - VertexBuffer.UVKind
  83162. * - VertexBuffer.UV2Kind
  83163. * - VertexBuffer.UV3Kind
  83164. * - VertexBuffer.UV4Kind
  83165. * - VertexBuffer.UV5Kind
  83166. * - VertexBuffer.UV6Kind
  83167. * - VertexBuffer.ColorKind
  83168. * - VertexBuffer.MatricesIndicesKind
  83169. * - VertexBuffer.MatricesIndicesExtraKind
  83170. * - VertexBuffer.MatricesWeightsKind
  83171. * - VertexBuffer.MatricesWeightsExtraKind
  83172. *
  83173. * Returns the Mesh.
  83174. */
  83175. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  83176. /**
  83177. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  83178. * If the mesh has no geometry, it is simply returned as it is.
  83179. * The `data` are either a numeric array either a Float32Array.
  83180. * No new underlying VertexBuffer object is created.
  83181. * 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.
  83182. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  83183. *
  83184. * Possible `kind` values :
  83185. * - VertexBuffer.PositionKind
  83186. * - VertexBuffer.UVKind
  83187. * - VertexBuffer.UV2Kind
  83188. * - VertexBuffer.UV3Kind
  83189. * - VertexBuffer.UV4Kind
  83190. * - VertexBuffer.UV5Kind
  83191. * - VertexBuffer.UV6Kind
  83192. * - VertexBuffer.ColorKind
  83193. * - VertexBuffer.MatricesIndicesKind
  83194. * - VertexBuffer.MatricesIndicesExtraKind
  83195. * - VertexBuffer.MatricesWeightsKind
  83196. * - VertexBuffer.MatricesWeightsExtraKind
  83197. *
  83198. * Returns the Mesh.
  83199. */
  83200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83201. /**
  83202. * Sets the mesh indices.
  83203. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83204. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83205. * This method creates a new index buffer each call.
  83206. * Returns the Mesh.
  83207. */
  83208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83209. /**
  83210. * Boolean : True if the mesh owns the requested kind of data.
  83211. */
  83212. isVerticesDataPresent(kind: string): boolean;
  83213. /**
  83214. * Returns an array of indices (IndicesArray).
  83215. */
  83216. getIndices(): Nullable<IndicesArray>;
  83217. readonly _positions: Nullable<Vector3[]>;
  83218. /**
  83219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83220. * This means the mesh underlying bounding box and sphere are recomputed.
  83221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83222. * @returns the current mesh
  83223. */
  83224. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83225. /** @hidden */
  83226. _preActivate(): InstancedMesh;
  83227. /** @hidden */
  83228. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83229. /** @hidden */
  83230. _postActivate(): void;
  83231. getWorldMatrix(): Matrix;
  83232. readonly isAnInstance: boolean;
  83233. /**
  83234. * Returns the current associated LOD AbstractMesh.
  83235. */
  83236. getLOD(camera: Camera): AbstractMesh;
  83237. /** @hidden */
  83238. _syncSubMeshes(): InstancedMesh;
  83239. /** @hidden */
  83240. _generatePointsArray(): boolean;
  83241. /**
  83242. * Creates a new InstancedMesh from the current mesh.
  83243. * - name (string) : the cloned mesh name
  83244. * - newParent (optional Node) : the optional Node to parent the clone to.
  83245. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83246. *
  83247. * Returns the clone.
  83248. */
  83249. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  83250. /**
  83251. * Disposes the InstancedMesh.
  83252. * Returns nothing.
  83253. */
  83254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83255. }
  83256. }
  83257. declare module BABYLON {
  83258. /**
  83259. * Defines the options associated with the creation of a shader material.
  83260. */
  83261. export interface IShaderMaterialOptions {
  83262. /**
  83263. * Does the material work in alpha blend mode
  83264. */
  83265. needAlphaBlending: boolean;
  83266. /**
  83267. * Does the material work in alpha test mode
  83268. */
  83269. needAlphaTesting: boolean;
  83270. /**
  83271. * The list of attribute names used in the shader
  83272. */
  83273. attributes: string[];
  83274. /**
  83275. * The list of unifrom names used in the shader
  83276. */
  83277. uniforms: string[];
  83278. /**
  83279. * The list of UBO names used in the shader
  83280. */
  83281. uniformBuffers: string[];
  83282. /**
  83283. * The list of sampler names used in the shader
  83284. */
  83285. samplers: string[];
  83286. /**
  83287. * The list of defines used in the shader
  83288. */
  83289. defines: string[];
  83290. }
  83291. /**
  83292. * 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.
  83293. *
  83294. * This returned material effects how the mesh will look based on the code in the shaders.
  83295. *
  83296. * @see http://doc.babylonjs.com/how_to/shader_material
  83297. */
  83298. export class ShaderMaterial extends Material {
  83299. private _shaderPath;
  83300. private _options;
  83301. private _textures;
  83302. private _textureArrays;
  83303. private _floats;
  83304. private _ints;
  83305. private _floatsArrays;
  83306. private _colors3;
  83307. private _colors3Arrays;
  83308. private _colors4;
  83309. private _colors4Arrays;
  83310. private _vectors2;
  83311. private _vectors3;
  83312. private _vectors4;
  83313. private _matrices;
  83314. private _matrices3x3;
  83315. private _matrices2x2;
  83316. private _vectors2Arrays;
  83317. private _vectors3Arrays;
  83318. private _vectors4Arrays;
  83319. private _cachedWorldViewMatrix;
  83320. private _cachedWorldViewProjectionMatrix;
  83321. private _renderId;
  83322. /**
  83323. * Instantiate a new shader material.
  83324. * 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.
  83325. * This returned material effects how the mesh will look based on the code in the shaders.
  83326. * @see http://doc.babylonjs.com/how_to/shader_material
  83327. * @param name Define the name of the material in the scene
  83328. * @param scene Define the scene the material belongs to
  83329. * @param shaderPath Defines the route to the shader code in one of three ways:
  83330. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83331. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83332. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83333. * @param options Define the options used to create the shader
  83334. */
  83335. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83336. /**
  83337. * Gets the options used to compile the shader.
  83338. * They can be modified to trigger a new compilation
  83339. */
  83340. readonly options: IShaderMaterialOptions;
  83341. /**
  83342. * Gets the current class name of the material e.g. "ShaderMaterial"
  83343. * Mainly use in serialization.
  83344. * @returns the class name
  83345. */
  83346. getClassName(): string;
  83347. /**
  83348. * Specifies if the material will require alpha blending
  83349. * @returns a boolean specifying if alpha blending is needed
  83350. */
  83351. needAlphaBlending(): boolean;
  83352. /**
  83353. * Specifies if this material should be rendered in alpha test mode
  83354. * @returns a boolean specifying if an alpha test is needed.
  83355. */
  83356. needAlphaTesting(): boolean;
  83357. private _checkUniform;
  83358. /**
  83359. * Set a texture in the shader.
  83360. * @param name Define the name of the uniform samplers as defined in the shader
  83361. * @param texture Define the texture to bind to this sampler
  83362. * @return the material itself allowing "fluent" like uniform updates
  83363. */
  83364. setTexture(name: string, texture: Texture): ShaderMaterial;
  83365. /**
  83366. * Set a texture array in the shader.
  83367. * @param name Define the name of the uniform sampler array as defined in the shader
  83368. * @param textures Define the list of textures to bind to this sampler
  83369. * @return the material itself allowing "fluent" like uniform updates
  83370. */
  83371. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83372. /**
  83373. * Set a float in the shader.
  83374. * @param name Define the name of the uniform as defined in the shader
  83375. * @param value Define the value to give to the uniform
  83376. * @return the material itself allowing "fluent" like uniform updates
  83377. */
  83378. setFloat(name: string, value: number): ShaderMaterial;
  83379. /**
  83380. * Set a int in the shader.
  83381. * @param name Define the name of the uniform as defined in the shader
  83382. * @param value Define the value to give to the uniform
  83383. * @return the material itself allowing "fluent" like uniform updates
  83384. */
  83385. setInt(name: string, value: number): ShaderMaterial;
  83386. /**
  83387. * Set an array of floats in the shader.
  83388. * @param name Define the name of the uniform as defined in the shader
  83389. * @param value Define the value to give to the uniform
  83390. * @return the material itself allowing "fluent" like uniform updates
  83391. */
  83392. setFloats(name: string, value: number[]): ShaderMaterial;
  83393. /**
  83394. * Set a vec3 in the shader from a Color3.
  83395. * @param name Define the name of the uniform as defined in the shader
  83396. * @param value Define the value to give to the uniform
  83397. * @return the material itself allowing "fluent" like uniform updates
  83398. */
  83399. setColor3(name: string, value: Color3): ShaderMaterial;
  83400. /**
  83401. * Set a vec3 array in the shader from a Color3 array.
  83402. * @param name Define the name of the uniform as defined in the shader
  83403. * @param value Define the value to give to the uniform
  83404. * @return the material itself allowing "fluent" like uniform updates
  83405. */
  83406. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83407. /**
  83408. * Set a vec4 in the shader from a Color4.
  83409. * @param name Define the name of the uniform as defined in the shader
  83410. * @param value Define the value to give to the uniform
  83411. * @return the material itself allowing "fluent" like uniform updates
  83412. */
  83413. setColor4(name: string, value: Color4): ShaderMaterial;
  83414. /**
  83415. * Set a vec4 array in the shader from a Color4 array.
  83416. * @param name Define the name of the uniform as defined in the shader
  83417. * @param value Define the value to give to the uniform
  83418. * @return the material itself allowing "fluent" like uniform updates
  83419. */
  83420. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83421. /**
  83422. * Set a vec2 in the shader from a Vector2.
  83423. * @param name Define the name of the uniform as defined in the shader
  83424. * @param value Define the value to give to the uniform
  83425. * @return the material itself allowing "fluent" like uniform updates
  83426. */
  83427. setVector2(name: string, value: Vector2): ShaderMaterial;
  83428. /**
  83429. * Set a vec3 in the shader from a Vector3.
  83430. * @param name Define the name of the uniform as defined in the shader
  83431. * @param value Define the value to give to the uniform
  83432. * @return the material itself allowing "fluent" like uniform updates
  83433. */
  83434. setVector3(name: string, value: Vector3): ShaderMaterial;
  83435. /**
  83436. * Set a vec4 in the shader from a Vector4.
  83437. * @param name Define the name of the uniform as defined in the shader
  83438. * @param value Define the value to give to the uniform
  83439. * @return the material itself allowing "fluent" like uniform updates
  83440. */
  83441. setVector4(name: string, value: Vector4): ShaderMaterial;
  83442. /**
  83443. * Set a mat4 in the shader from a Matrix.
  83444. * @param name Define the name of the uniform as defined in the shader
  83445. * @param value Define the value to give to the uniform
  83446. * @return the material itself allowing "fluent" like uniform updates
  83447. */
  83448. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83449. /**
  83450. * Set a mat3 in the shader from a Float32Array.
  83451. * @param name Define the name of the uniform as defined in the shader
  83452. * @param value Define the value to give to the uniform
  83453. * @return the material itself allowing "fluent" like uniform updates
  83454. */
  83455. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83456. /**
  83457. * Set a mat2 in the shader from a Float32Array.
  83458. * @param name Define the name of the uniform as defined in the shader
  83459. * @param value Define the value to give to the uniform
  83460. * @return the material itself allowing "fluent" like uniform updates
  83461. */
  83462. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83463. /**
  83464. * Set a vec2 array in the shader from a number array.
  83465. * @param name Define the name of the uniform as defined in the shader
  83466. * @param value Define the value to give to the uniform
  83467. * @return the material itself allowing "fluent" like uniform updates
  83468. */
  83469. setArray2(name: string, value: number[]): ShaderMaterial;
  83470. /**
  83471. * Set a vec3 array in the shader from a number array.
  83472. * @param name Define the name of the uniform as defined in the shader
  83473. * @param value Define the value to give to the uniform
  83474. * @return the material itself allowing "fluent" like uniform updates
  83475. */
  83476. setArray3(name: string, value: number[]): ShaderMaterial;
  83477. /**
  83478. * Set a vec4 array in the shader from a number array.
  83479. * @param name Define the name of the uniform as defined in the shader
  83480. * @param value Define the value to give to the uniform
  83481. * @return the material itself allowing "fluent" like uniform updates
  83482. */
  83483. setArray4(name: string, value: number[]): ShaderMaterial;
  83484. private _checkCache;
  83485. /**
  83486. * Specifies that the submesh is ready to be used
  83487. * @param mesh defines the mesh to check
  83488. * @param subMesh defines which submesh to check
  83489. * @param useInstances specifies that instances should be used
  83490. * @returns a boolean indicating that the submesh is ready or not
  83491. */
  83492. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83493. /**
  83494. * Checks if the material is ready to render the requested mesh
  83495. * @param mesh Define the mesh to render
  83496. * @param useInstances Define whether or not the material is used with instances
  83497. * @returns true if ready, otherwise false
  83498. */
  83499. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83500. /**
  83501. * Binds the world matrix to the material
  83502. * @param world defines the world transformation matrix
  83503. */
  83504. bindOnlyWorldMatrix(world: Matrix): void;
  83505. /**
  83506. * Binds the material to the mesh
  83507. * @param world defines the world transformation matrix
  83508. * @param mesh defines the mesh to bind the material to
  83509. */
  83510. bind(world: Matrix, mesh?: Mesh): void;
  83511. /**
  83512. * Gets the active textures from the material
  83513. * @returns an array of textures
  83514. */
  83515. getActiveTextures(): BaseTexture[];
  83516. /**
  83517. * Specifies if the material uses a texture
  83518. * @param texture defines the texture to check against the material
  83519. * @returns a boolean specifying if the material uses the texture
  83520. */
  83521. hasTexture(texture: BaseTexture): boolean;
  83522. /**
  83523. * Makes a duplicate of the material, and gives it a new name
  83524. * @param name defines the new name for the duplicated material
  83525. * @returns the cloned material
  83526. */
  83527. clone(name: string): ShaderMaterial;
  83528. /**
  83529. * Disposes the material
  83530. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83531. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83532. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83533. */
  83534. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83535. /**
  83536. * Serializes this material in a JSON representation
  83537. * @returns the serialized material object
  83538. */
  83539. serialize(): any;
  83540. /**
  83541. * Creates a shader material from parsed shader material data
  83542. * @param source defines the JSON represnetation of the material
  83543. * @param scene defines the hosting scene
  83544. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83545. * @returns a new material
  83546. */
  83547. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83548. }
  83549. }
  83550. declare module BABYLON {
  83551. /** @hidden */
  83552. export var colorPixelShader: {
  83553. name: string;
  83554. shader: string;
  83555. };
  83556. }
  83557. declare module BABYLON {
  83558. /** @hidden */
  83559. export var colorVertexShader: {
  83560. name: string;
  83561. shader: string;
  83562. };
  83563. }
  83564. declare module BABYLON {
  83565. /**
  83566. * Line mesh
  83567. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83568. */
  83569. export class LinesMesh extends Mesh {
  83570. /**
  83571. * If vertex color should be applied to the mesh
  83572. */
  83573. readonly useVertexColor?: boolean | undefined;
  83574. /**
  83575. * If vertex alpha should be applied to the mesh
  83576. */
  83577. readonly useVertexAlpha?: boolean | undefined;
  83578. /**
  83579. * Color of the line (Default: White)
  83580. */
  83581. color: Color3;
  83582. /**
  83583. * Alpha of the line (Default: 1)
  83584. */
  83585. alpha: number;
  83586. /**
  83587. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83588. * This margin is expressed in world space coordinates, so its value may vary.
  83589. * Default value is 0.1
  83590. */
  83591. intersectionThreshold: number;
  83592. private _colorShader;
  83593. private color4;
  83594. /**
  83595. * Creates a new LinesMesh
  83596. * @param name defines the name
  83597. * @param scene defines the hosting scene
  83598. * @param parent defines the parent mesh if any
  83599. * @param source defines the optional source LinesMesh used to clone data from
  83600. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83601. * When false, achieved by calling a clone(), also passing False.
  83602. * This will make creation of children, recursive.
  83603. * @param useVertexColor defines if this LinesMesh supports vertex color
  83604. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83605. */
  83606. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  83607. /**
  83608. * If vertex color should be applied to the mesh
  83609. */
  83610. useVertexColor?: boolean | undefined,
  83611. /**
  83612. * If vertex alpha should be applied to the mesh
  83613. */
  83614. useVertexAlpha?: boolean | undefined);
  83615. private _addClipPlaneDefine;
  83616. private _removeClipPlaneDefine;
  83617. isReady(): boolean;
  83618. /**
  83619. * Returns the string "LineMesh"
  83620. */
  83621. getClassName(): string;
  83622. /**
  83623. * @hidden
  83624. */
  83625. /**
  83626. * @hidden
  83627. */
  83628. material: Material;
  83629. /**
  83630. * @hidden
  83631. */
  83632. readonly checkCollisions: boolean;
  83633. /** @hidden */
  83634. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  83635. /** @hidden */
  83636. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  83637. /**
  83638. * Disposes of the line mesh
  83639. * @param doNotRecurse If children should be disposed
  83640. */
  83641. dispose(doNotRecurse?: boolean): void;
  83642. /**
  83643. * Returns a new LineMesh object cloned from the current one.
  83644. */
  83645. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  83646. /**
  83647. * Creates a new InstancedLinesMesh object from the mesh model.
  83648. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83649. * @param name defines the name of the new instance
  83650. * @returns a new InstancedLinesMesh
  83651. */
  83652. createInstance(name: string): InstancedLinesMesh;
  83653. }
  83654. /**
  83655. * Creates an instance based on a source LinesMesh
  83656. */
  83657. export class InstancedLinesMesh extends InstancedMesh {
  83658. /**
  83659. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83660. * This margin is expressed in world space coordinates, so its value may vary.
  83661. * Initilized with the intersectionThreshold value of the source LinesMesh
  83662. */
  83663. intersectionThreshold: number;
  83664. constructor(name: string, source: LinesMesh);
  83665. /**
  83666. * Returns the string "InstancedLinesMesh".
  83667. */
  83668. getClassName(): string;
  83669. }
  83670. }
  83671. declare module BABYLON {
  83672. /** @hidden */
  83673. export var linePixelShader: {
  83674. name: string;
  83675. shader: string;
  83676. };
  83677. }
  83678. declare module BABYLON {
  83679. /** @hidden */
  83680. export var lineVertexShader: {
  83681. name: string;
  83682. shader: string;
  83683. };
  83684. }
  83685. declare module BABYLON {
  83686. interface AbstractMesh {
  83687. /**
  83688. * Gets the edgesRenderer associated with the mesh
  83689. */
  83690. edgesRenderer: Nullable<EdgesRenderer>;
  83691. }
  83692. interface LinesMesh {
  83693. /**
  83694. * Enables the edge rendering mode on the mesh.
  83695. * This mode makes the mesh edges visible
  83696. * @param epsilon defines the maximal distance between two angles to detect a face
  83697. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83698. * @returns the currentAbstractMesh
  83699. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83700. */
  83701. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83702. }
  83703. interface InstancedLinesMesh {
  83704. /**
  83705. * Enables the edge rendering mode on the mesh.
  83706. * This mode makes the mesh edges visible
  83707. * @param epsilon defines the maximal distance between two angles to detect a face
  83708. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83709. * @returns the current InstancedLinesMesh
  83710. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83711. */
  83712. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83713. }
  83714. /**
  83715. * Defines the minimum contract an Edges renderer should follow.
  83716. */
  83717. export interface IEdgesRenderer extends IDisposable {
  83718. /**
  83719. * Gets or sets a boolean indicating if the edgesRenderer is active
  83720. */
  83721. isEnabled: boolean;
  83722. /**
  83723. * Renders the edges of the attached mesh,
  83724. */
  83725. render(): void;
  83726. /**
  83727. * Checks wether or not the edges renderer is ready to render.
  83728. * @return true if ready, otherwise false.
  83729. */
  83730. isReady(): boolean;
  83731. }
  83732. /**
  83733. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83734. */
  83735. export class EdgesRenderer implements IEdgesRenderer {
  83736. /**
  83737. * Define the size of the edges with an orthographic camera
  83738. */
  83739. edgesWidthScalerForOrthographic: number;
  83740. /**
  83741. * Define the size of the edges with a perspective camera
  83742. */
  83743. edgesWidthScalerForPerspective: number;
  83744. protected _source: AbstractMesh;
  83745. protected _linesPositions: number[];
  83746. protected _linesNormals: number[];
  83747. protected _linesIndices: number[];
  83748. protected _epsilon: number;
  83749. protected _indicesCount: number;
  83750. protected _lineShader: ShaderMaterial;
  83751. protected _ib: DataBuffer;
  83752. protected _buffers: {
  83753. [key: string]: Nullable<VertexBuffer>;
  83754. };
  83755. protected _checkVerticesInsteadOfIndices: boolean;
  83756. private _meshRebuildObserver;
  83757. private _meshDisposeObserver;
  83758. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83759. isEnabled: boolean;
  83760. /**
  83761. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83762. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83763. * @param source Mesh used to create edges
  83764. * @param epsilon sum of angles in adjacency to check for edge
  83765. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83766. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83767. */
  83768. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83769. protected _prepareRessources(): void;
  83770. /** @hidden */
  83771. _rebuild(): void;
  83772. /**
  83773. * Releases the required resources for the edges renderer
  83774. */
  83775. dispose(): void;
  83776. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83777. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83778. /**
  83779. * Checks if the pair of p0 and p1 is en edge
  83780. * @param faceIndex
  83781. * @param edge
  83782. * @param faceNormals
  83783. * @param p0
  83784. * @param p1
  83785. * @private
  83786. */
  83787. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83788. /**
  83789. * push line into the position, normal and index buffer
  83790. * @protected
  83791. */
  83792. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83793. /**
  83794. * Generates lines edges from adjacencjes
  83795. * @private
  83796. */
  83797. _generateEdgesLines(): void;
  83798. /**
  83799. * Checks wether or not the edges renderer is ready to render.
  83800. * @return true if ready, otherwise false.
  83801. */
  83802. isReady(): boolean;
  83803. /**
  83804. * Renders the edges of the attached mesh,
  83805. */
  83806. render(): void;
  83807. }
  83808. /**
  83809. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83810. */
  83811. export class LineEdgesRenderer extends EdgesRenderer {
  83812. /**
  83813. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83814. * @param source LineMesh used to generate edges
  83815. * @param epsilon not important (specified angle for edge detection)
  83816. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83817. */
  83818. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83819. /**
  83820. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83821. */
  83822. _generateEdgesLines(): void;
  83823. }
  83824. }
  83825. declare module BABYLON {
  83826. /**
  83827. * This represents the object necessary to create a rendering group.
  83828. * This is exclusively used and created by the rendering manager.
  83829. * To modify the behavior, you use the available helpers in your scene or meshes.
  83830. * @hidden
  83831. */
  83832. export class RenderingGroup {
  83833. index: number;
  83834. private static _zeroVector;
  83835. private _scene;
  83836. private _opaqueSubMeshes;
  83837. private _transparentSubMeshes;
  83838. private _alphaTestSubMeshes;
  83839. private _depthOnlySubMeshes;
  83840. private _particleSystems;
  83841. private _spriteManagers;
  83842. private _opaqueSortCompareFn;
  83843. private _alphaTestSortCompareFn;
  83844. private _transparentSortCompareFn;
  83845. private _renderOpaque;
  83846. private _renderAlphaTest;
  83847. private _renderTransparent;
  83848. /** @hidden */
  83849. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83850. onBeforeTransparentRendering: () => void;
  83851. /**
  83852. * Set the opaque sort comparison function.
  83853. * If null the sub meshes will be render in the order they were created
  83854. */
  83855. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83856. /**
  83857. * Set the alpha test sort comparison function.
  83858. * If null the sub meshes will be render in the order they were created
  83859. */
  83860. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83861. /**
  83862. * Set the transparent sort comparison function.
  83863. * If null the sub meshes will be render in the order they were created
  83864. */
  83865. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83866. /**
  83867. * Creates a new rendering group.
  83868. * @param index The rendering group index
  83869. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83870. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83871. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83872. */
  83873. 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>);
  83874. /**
  83875. * Render all the sub meshes contained in the group.
  83876. * @param customRenderFunction Used to override the default render behaviour of the group.
  83877. * @returns true if rendered some submeshes.
  83878. */
  83879. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83880. /**
  83881. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83882. * @param subMeshes The submeshes to render
  83883. */
  83884. private renderOpaqueSorted;
  83885. /**
  83886. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83887. * @param subMeshes The submeshes to render
  83888. */
  83889. private renderAlphaTestSorted;
  83890. /**
  83891. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83892. * @param subMeshes The submeshes to render
  83893. */
  83894. private renderTransparentSorted;
  83895. /**
  83896. * Renders the submeshes in a specified order.
  83897. * @param subMeshes The submeshes to sort before render
  83898. * @param sortCompareFn The comparison function use to sort
  83899. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83900. * @param transparent Specifies to activate blending if true
  83901. */
  83902. private static renderSorted;
  83903. /**
  83904. * Renders the submeshes in the order they were dispatched (no sort applied).
  83905. * @param subMeshes The submeshes to render
  83906. */
  83907. private static renderUnsorted;
  83908. /**
  83909. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83910. * are rendered back to front if in the same alpha index.
  83911. *
  83912. * @param a The first submesh
  83913. * @param b The second submesh
  83914. * @returns The result of the comparison
  83915. */
  83916. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83917. /**
  83918. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83919. * are rendered back to front.
  83920. *
  83921. * @param a The first submesh
  83922. * @param b The second submesh
  83923. * @returns The result of the comparison
  83924. */
  83925. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83926. /**
  83927. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83928. * are rendered front to back (prevent overdraw).
  83929. *
  83930. * @param a The first submesh
  83931. * @param b The second submesh
  83932. * @returns The result of the comparison
  83933. */
  83934. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83935. /**
  83936. * Resets the different lists of submeshes to prepare a new frame.
  83937. */
  83938. prepare(): void;
  83939. dispose(): void;
  83940. /**
  83941. * Inserts the submesh in its correct queue depending on its material.
  83942. * @param subMesh The submesh to dispatch
  83943. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83944. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83945. */
  83946. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83947. dispatchSprites(spriteManager: ISpriteManager): void;
  83948. dispatchParticles(particleSystem: IParticleSystem): void;
  83949. private _renderParticles;
  83950. private _renderSprites;
  83951. }
  83952. }
  83953. declare module BABYLON {
  83954. /**
  83955. * Interface describing the different options available in the rendering manager
  83956. * regarding Auto Clear between groups.
  83957. */
  83958. export interface IRenderingManagerAutoClearSetup {
  83959. /**
  83960. * Defines whether or not autoclear is enable.
  83961. */
  83962. autoClear: boolean;
  83963. /**
  83964. * Defines whether or not to autoclear the depth buffer.
  83965. */
  83966. depth: boolean;
  83967. /**
  83968. * Defines whether or not to autoclear the stencil buffer.
  83969. */
  83970. stencil: boolean;
  83971. }
  83972. /**
  83973. * This class is used by the onRenderingGroupObservable
  83974. */
  83975. export class RenderingGroupInfo {
  83976. /**
  83977. * The Scene that being rendered
  83978. */
  83979. scene: Scene;
  83980. /**
  83981. * The camera currently used for the rendering pass
  83982. */
  83983. camera: Nullable<Camera>;
  83984. /**
  83985. * The ID of the renderingGroup being processed
  83986. */
  83987. renderingGroupId: number;
  83988. }
  83989. /**
  83990. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83991. * It is enable to manage the different groups as well as the different necessary sort functions.
  83992. * This should not be used directly aside of the few static configurations
  83993. */
  83994. export class RenderingManager {
  83995. /**
  83996. * The max id used for rendering groups (not included)
  83997. */
  83998. static MAX_RENDERINGGROUPS: number;
  83999. /**
  84000. * The min id used for rendering groups (included)
  84001. */
  84002. static MIN_RENDERINGGROUPS: number;
  84003. /**
  84004. * Used to globally prevent autoclearing scenes.
  84005. */
  84006. static AUTOCLEAR: boolean;
  84007. /**
  84008. * @hidden
  84009. */
  84010. _useSceneAutoClearSetup: boolean;
  84011. private _scene;
  84012. private _renderingGroups;
  84013. private _depthStencilBufferAlreadyCleaned;
  84014. private _autoClearDepthStencil;
  84015. private _customOpaqueSortCompareFn;
  84016. private _customAlphaTestSortCompareFn;
  84017. private _customTransparentSortCompareFn;
  84018. private _renderingGroupInfo;
  84019. /**
  84020. * Instantiates a new rendering group for a particular scene
  84021. * @param scene Defines the scene the groups belongs to
  84022. */
  84023. constructor(scene: Scene);
  84024. private _clearDepthStencilBuffer;
  84025. /**
  84026. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  84027. * @hidden
  84028. */
  84029. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  84030. /**
  84031. * Resets the different information of the group to prepare a new frame
  84032. * @hidden
  84033. */
  84034. reset(): void;
  84035. /**
  84036. * Dispose and release the group and its associated resources.
  84037. * @hidden
  84038. */
  84039. dispose(): void;
  84040. /**
  84041. * Clear the info related to rendering groups preventing retention points during dispose.
  84042. */
  84043. freeRenderingGroups(): void;
  84044. private _prepareRenderingGroup;
  84045. /**
  84046. * Add a sprite manager to the rendering manager in order to render it this frame.
  84047. * @param spriteManager Define the sprite manager to render
  84048. */
  84049. dispatchSprites(spriteManager: ISpriteManager): void;
  84050. /**
  84051. * Add a particle system to the rendering manager in order to render it this frame.
  84052. * @param particleSystem Define the particle system to render
  84053. */
  84054. dispatchParticles(particleSystem: IParticleSystem): void;
  84055. /**
  84056. * Add a submesh to the manager in order to render it this frame
  84057. * @param subMesh The submesh to dispatch
  84058. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84059. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84060. */
  84061. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84062. /**
  84063. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84064. * This allowed control for front to back rendering or reversly depending of the special needs.
  84065. *
  84066. * @param renderingGroupId The rendering group id corresponding to its index
  84067. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84068. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84069. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84070. */
  84071. 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;
  84072. /**
  84073. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84074. *
  84075. * @param renderingGroupId The rendering group id corresponding to its index
  84076. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84077. * @param depth Automatically clears depth between groups if true and autoClear is true.
  84078. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  84079. */
  84080. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  84081. /**
  84082. * Gets the current auto clear configuration for one rendering group of the rendering
  84083. * manager.
  84084. * @param index the rendering group index to get the information for
  84085. * @returns The auto clear setup for the requested rendering group
  84086. */
  84087. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  84088. }
  84089. }
  84090. declare module BABYLON {
  84091. /**
  84092. * This Helps creating a texture that will be created from a camera in your scene.
  84093. * It is basically a dynamic texture that could be used to create special effects for instance.
  84094. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  84095. */
  84096. export class RenderTargetTexture extends Texture {
  84097. isCube: boolean;
  84098. /**
  84099. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  84100. */
  84101. static readonly REFRESHRATE_RENDER_ONCE: number;
  84102. /**
  84103. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  84104. */
  84105. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  84106. /**
  84107. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  84108. * the central point of your effect and can save a lot of performances.
  84109. */
  84110. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  84111. /**
  84112. * Use this predicate to dynamically define the list of mesh you want to render.
  84113. * If set, the renderList property will be overwritten.
  84114. */
  84115. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  84116. private _renderList;
  84117. /**
  84118. * Use this list to define the list of mesh you want to render.
  84119. */
  84120. renderList: Nullable<Array<AbstractMesh>>;
  84121. private _hookArray;
  84122. /**
  84123. * Define if particles should be rendered in your texture.
  84124. */
  84125. renderParticles: boolean;
  84126. /**
  84127. * Define if sprites should be rendered in your texture.
  84128. */
  84129. renderSprites: boolean;
  84130. /**
  84131. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  84132. */
  84133. coordinatesMode: number;
  84134. /**
  84135. * Define the camera used to render the texture.
  84136. */
  84137. activeCamera: Nullable<Camera>;
  84138. /**
  84139. * Override the render function of the texture with your own one.
  84140. */
  84141. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  84142. /**
  84143. * Define if camera post processes should be use while rendering the texture.
  84144. */
  84145. useCameraPostProcesses: boolean;
  84146. /**
  84147. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  84148. */
  84149. ignoreCameraViewport: boolean;
  84150. private _postProcessManager;
  84151. private _postProcesses;
  84152. private _resizeObserver;
  84153. /**
  84154. * An event triggered when the texture is unbind.
  84155. */
  84156. onBeforeBindObservable: Observable<RenderTargetTexture>;
  84157. /**
  84158. * An event triggered when the texture is unbind.
  84159. */
  84160. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  84161. private _onAfterUnbindObserver;
  84162. /**
  84163. * Set a after unbind callback in the texture.
  84164. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  84165. */
  84166. onAfterUnbind: () => void;
  84167. /**
  84168. * An event triggered before rendering the texture
  84169. */
  84170. onBeforeRenderObservable: Observable<number>;
  84171. private _onBeforeRenderObserver;
  84172. /**
  84173. * Set a before render callback in the texture.
  84174. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  84175. */
  84176. onBeforeRender: (faceIndex: number) => void;
  84177. /**
  84178. * An event triggered after rendering the texture
  84179. */
  84180. onAfterRenderObservable: Observable<number>;
  84181. private _onAfterRenderObserver;
  84182. /**
  84183. * Set a after render callback in the texture.
  84184. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  84185. */
  84186. onAfterRender: (faceIndex: number) => void;
  84187. /**
  84188. * An event triggered after the texture clear
  84189. */
  84190. onClearObservable: Observable<Engine>;
  84191. private _onClearObserver;
  84192. /**
  84193. * Set a clear callback in the texture.
  84194. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84195. */
  84196. onClear: (Engine: Engine) => void;
  84197. /**
  84198. * An event triggered when the texture is resized.
  84199. */
  84200. onResizeObservable: Observable<RenderTargetTexture>;
  84201. /**
  84202. * Define the clear color of the Render Target if it should be different from the scene.
  84203. */
  84204. clearColor: Color4;
  84205. protected _size: number | {
  84206. width: number;
  84207. height: number;
  84208. };
  84209. protected _initialSizeParameter: number | {
  84210. width: number;
  84211. height: number;
  84212. } | {
  84213. ratio: number;
  84214. };
  84215. protected _sizeRatio: Nullable<number>;
  84216. /** @hidden */
  84217. _generateMipMaps: boolean;
  84218. protected _renderingManager: RenderingManager;
  84219. /** @hidden */
  84220. _waitingRenderList: string[];
  84221. protected _doNotChangeAspectRatio: boolean;
  84222. protected _currentRefreshId: number;
  84223. protected _refreshRate: number;
  84224. protected _textureMatrix: Matrix;
  84225. protected _samples: number;
  84226. protected _renderTargetOptions: RenderTargetCreationOptions;
  84227. /**
  84228. * Gets render target creation options that were used.
  84229. */
  84230. readonly renderTargetOptions: RenderTargetCreationOptions;
  84231. protected _engine: Engine;
  84232. protected _onRatioRescale(): void;
  84233. /**
  84234. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84235. * It must define where the camera used to render the texture is set
  84236. */
  84237. boundingBoxPosition: Vector3;
  84238. private _boundingBoxSize;
  84239. /**
  84240. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84241. * When defined, the cubemap will switch to local mode
  84242. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84243. * @example https://www.babylonjs-playground.com/#RNASML
  84244. */
  84245. boundingBoxSize: Vector3;
  84246. /**
  84247. * In case the RTT has been created with a depth texture, get the associated
  84248. * depth texture.
  84249. * Otherwise, return null.
  84250. */
  84251. depthStencilTexture: Nullable<InternalTexture>;
  84252. /**
  84253. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84254. * or used a shadow, depth texture...
  84255. * @param name The friendly name of the texture
  84256. * @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)
  84257. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84258. * @param generateMipMaps True if mip maps need to be generated after render.
  84259. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84260. * @param type The type of the buffer in the RTT (int, half float, float...)
  84261. * @param isCube True if a cube texture needs to be created
  84262. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84263. * @param generateDepthBuffer True to generate a depth buffer
  84264. * @param generateStencilBuffer True to generate a stencil buffer
  84265. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84266. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84267. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84268. */
  84269. constructor(name: string, size: number | {
  84270. width: number;
  84271. height: number;
  84272. } | {
  84273. ratio: number;
  84274. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84275. /**
  84276. * Creates a depth stencil texture.
  84277. * This is only available in WebGL 2 or with the depth texture extension available.
  84278. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84279. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84280. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84281. */
  84282. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84283. private _processSizeParameter;
  84284. /**
  84285. * Define the number of samples to use in case of MSAA.
  84286. * It defaults to one meaning no MSAA has been enabled.
  84287. */
  84288. samples: number;
  84289. /**
  84290. * Resets the refresh counter of the texture and start bak from scratch.
  84291. * Could be useful to regenerate the texture if it is setup to render only once.
  84292. */
  84293. resetRefreshCounter(): void;
  84294. /**
  84295. * Define the refresh rate of the texture or the rendering frequency.
  84296. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84297. */
  84298. refreshRate: number;
  84299. /**
  84300. * Adds a post process to the render target rendering passes.
  84301. * @param postProcess define the post process to add
  84302. */
  84303. addPostProcess(postProcess: PostProcess): void;
  84304. /**
  84305. * Clear all the post processes attached to the render target
  84306. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84307. */
  84308. clearPostProcesses(dispose?: boolean): void;
  84309. /**
  84310. * Remove one of the post process from the list of attached post processes to the texture
  84311. * @param postProcess define the post process to remove from the list
  84312. */
  84313. removePostProcess(postProcess: PostProcess): void;
  84314. /** @hidden */
  84315. _shouldRender(): boolean;
  84316. /**
  84317. * Gets the actual render size of the texture.
  84318. * @returns the width of the render size
  84319. */
  84320. getRenderSize(): number;
  84321. /**
  84322. * Gets the actual render width of the texture.
  84323. * @returns the width of the render size
  84324. */
  84325. getRenderWidth(): number;
  84326. /**
  84327. * Gets the actual render height of the texture.
  84328. * @returns the height of the render size
  84329. */
  84330. getRenderHeight(): number;
  84331. /**
  84332. * Get if the texture can be rescaled or not.
  84333. */
  84334. readonly canRescale: boolean;
  84335. /**
  84336. * Resize the texture using a ratio.
  84337. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84338. */
  84339. scale(ratio: number): void;
  84340. /**
  84341. * Get the texture reflection matrix used to rotate/transform the reflection.
  84342. * @returns the reflection matrix
  84343. */
  84344. getReflectionTextureMatrix(): Matrix;
  84345. /**
  84346. * Resize the texture to a new desired size.
  84347. * Be carrefull as it will recreate all the data in the new texture.
  84348. * @param size Define the new size. It can be:
  84349. * - a number for squared texture,
  84350. * - an object containing { width: number, height: number }
  84351. * - or an object containing a ratio { ratio: number }
  84352. */
  84353. resize(size: number | {
  84354. width: number;
  84355. height: number;
  84356. } | {
  84357. ratio: number;
  84358. }): void;
  84359. /**
  84360. * Renders all the objects from the render list into the texture.
  84361. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84362. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84363. */
  84364. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84365. private _bestReflectionRenderTargetDimension;
  84366. /**
  84367. * @hidden
  84368. * @param faceIndex face index to bind to if this is a cubetexture
  84369. */
  84370. _bindFrameBuffer(faceIndex?: number): void;
  84371. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84372. private renderToTarget;
  84373. /**
  84374. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84375. * This allowed control for front to back rendering or reversly depending of the special needs.
  84376. *
  84377. * @param renderingGroupId The rendering group id corresponding to its index
  84378. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84379. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84380. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84381. */
  84382. 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;
  84383. /**
  84384. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84385. *
  84386. * @param renderingGroupId The rendering group id corresponding to its index
  84387. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84388. */
  84389. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84390. /**
  84391. * Clones the texture.
  84392. * @returns the cloned texture
  84393. */
  84394. clone(): RenderTargetTexture;
  84395. /**
  84396. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84397. * @returns The JSON representation of the texture
  84398. */
  84399. serialize(): any;
  84400. /**
  84401. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84402. */
  84403. disposeFramebufferObjects(): void;
  84404. /**
  84405. * Dispose the texture and release its associated resources.
  84406. */
  84407. dispose(): void;
  84408. /** @hidden */
  84409. _rebuild(): void;
  84410. /**
  84411. * Clear the info related to rendering groups preventing retention point in material dispose.
  84412. */
  84413. freeRenderingGroups(): void;
  84414. /**
  84415. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84416. * @returns the view count
  84417. */
  84418. getViewCount(): number;
  84419. }
  84420. }
  84421. declare module BABYLON {
  84422. /**
  84423. * Base class for the main features of a material in Babylon.js
  84424. */
  84425. export class Material implements IAnimatable {
  84426. /**
  84427. * Returns the triangle fill mode
  84428. */
  84429. static readonly TriangleFillMode: number;
  84430. /**
  84431. * Returns the wireframe mode
  84432. */
  84433. static readonly WireFrameFillMode: number;
  84434. /**
  84435. * Returns the point fill mode
  84436. */
  84437. static readonly PointFillMode: number;
  84438. /**
  84439. * Returns the point list draw mode
  84440. */
  84441. static readonly PointListDrawMode: number;
  84442. /**
  84443. * Returns the line list draw mode
  84444. */
  84445. static readonly LineListDrawMode: number;
  84446. /**
  84447. * Returns the line loop draw mode
  84448. */
  84449. static readonly LineLoopDrawMode: number;
  84450. /**
  84451. * Returns the line strip draw mode
  84452. */
  84453. static readonly LineStripDrawMode: number;
  84454. /**
  84455. * Returns the triangle strip draw mode
  84456. */
  84457. static readonly TriangleStripDrawMode: number;
  84458. /**
  84459. * Returns the triangle fan draw mode
  84460. */
  84461. static readonly TriangleFanDrawMode: number;
  84462. /**
  84463. * Stores the clock-wise side orientation
  84464. */
  84465. static readonly ClockWiseSideOrientation: number;
  84466. /**
  84467. * Stores the counter clock-wise side orientation
  84468. */
  84469. static readonly CounterClockWiseSideOrientation: number;
  84470. /**
  84471. * The dirty texture flag value
  84472. */
  84473. static readonly TextureDirtyFlag: number;
  84474. /**
  84475. * The dirty light flag value
  84476. */
  84477. static readonly LightDirtyFlag: number;
  84478. /**
  84479. * The dirty fresnel flag value
  84480. */
  84481. static readonly FresnelDirtyFlag: number;
  84482. /**
  84483. * The dirty attribute flag value
  84484. */
  84485. static readonly AttributesDirtyFlag: number;
  84486. /**
  84487. * The dirty misc flag value
  84488. */
  84489. static readonly MiscDirtyFlag: number;
  84490. /**
  84491. * The all dirty flag value
  84492. */
  84493. static readonly AllDirtyFlag: number;
  84494. /**
  84495. * The ID of the material
  84496. */
  84497. id: string;
  84498. /**
  84499. * Gets or sets the unique id of the material
  84500. */
  84501. uniqueId: number;
  84502. /**
  84503. * The name of the material
  84504. */
  84505. name: string;
  84506. /**
  84507. * Gets or sets user defined metadata
  84508. */
  84509. metadata: any;
  84510. /**
  84511. * For internal use only. Please do not use.
  84512. */
  84513. reservedDataStore: any;
  84514. /**
  84515. * Specifies if the ready state should be checked on each call
  84516. */
  84517. checkReadyOnEveryCall: boolean;
  84518. /**
  84519. * Specifies if the ready state should be checked once
  84520. */
  84521. checkReadyOnlyOnce: boolean;
  84522. /**
  84523. * The state of the material
  84524. */
  84525. state: string;
  84526. /**
  84527. * The alpha value of the material
  84528. */
  84529. protected _alpha: number;
  84530. /**
  84531. * List of inspectable custom properties (used by the Inspector)
  84532. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84533. */
  84534. inspectableCustomProperties: IInspectable[];
  84535. /**
  84536. * Sets the alpha value of the material
  84537. */
  84538. /**
  84539. * Gets the alpha value of the material
  84540. */
  84541. alpha: number;
  84542. /**
  84543. * Specifies if back face culling is enabled
  84544. */
  84545. protected _backFaceCulling: boolean;
  84546. /**
  84547. * Sets the back-face culling state
  84548. */
  84549. /**
  84550. * Gets the back-face culling state
  84551. */
  84552. backFaceCulling: boolean;
  84553. /**
  84554. * Stores the value for side orientation
  84555. */
  84556. sideOrientation: number;
  84557. /**
  84558. * Callback triggered when the material is compiled
  84559. */
  84560. onCompiled: Nullable<(effect: Effect) => void>;
  84561. /**
  84562. * Callback triggered when an error occurs
  84563. */
  84564. onError: Nullable<(effect: Effect, errors: string) => void>;
  84565. /**
  84566. * Callback triggered to get the render target textures
  84567. */
  84568. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84569. /**
  84570. * Gets a boolean indicating that current material needs to register RTT
  84571. */
  84572. readonly hasRenderTargetTextures: boolean;
  84573. /**
  84574. * Specifies if the material should be serialized
  84575. */
  84576. doNotSerialize: boolean;
  84577. /**
  84578. * @hidden
  84579. */
  84580. _storeEffectOnSubMeshes: boolean;
  84581. /**
  84582. * Stores the animations for the material
  84583. */
  84584. animations: Nullable<Array<Animation>>;
  84585. /**
  84586. * An event triggered when the material is disposed
  84587. */
  84588. onDisposeObservable: Observable<Material>;
  84589. /**
  84590. * An observer which watches for dispose events
  84591. */
  84592. private _onDisposeObserver;
  84593. private _onUnBindObservable;
  84594. /**
  84595. * Called during a dispose event
  84596. */
  84597. onDispose: () => void;
  84598. private _onBindObservable;
  84599. /**
  84600. * An event triggered when the material is bound
  84601. */
  84602. readonly onBindObservable: Observable<AbstractMesh>;
  84603. /**
  84604. * An observer which watches for bind events
  84605. */
  84606. private _onBindObserver;
  84607. /**
  84608. * Called during a bind event
  84609. */
  84610. onBind: (Mesh: AbstractMesh) => void;
  84611. /**
  84612. * An event triggered when the material is unbound
  84613. */
  84614. readonly onUnBindObservable: Observable<Material>;
  84615. /**
  84616. * Stores the value of the alpha mode
  84617. */
  84618. private _alphaMode;
  84619. /**
  84620. * Sets the value of the alpha mode.
  84621. *
  84622. * | Value | Type | Description |
  84623. * | --- | --- | --- |
  84624. * | 0 | ALPHA_DISABLE | |
  84625. * | 1 | ALPHA_ADD | |
  84626. * | 2 | ALPHA_COMBINE | |
  84627. * | 3 | ALPHA_SUBTRACT | |
  84628. * | 4 | ALPHA_MULTIPLY | |
  84629. * | 5 | ALPHA_MAXIMIZED | |
  84630. * | 6 | ALPHA_ONEONE | |
  84631. * | 7 | ALPHA_PREMULTIPLIED | |
  84632. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84633. * | 9 | ALPHA_INTERPOLATE | |
  84634. * | 10 | ALPHA_SCREENMODE | |
  84635. *
  84636. */
  84637. /**
  84638. * Gets the value of the alpha mode
  84639. */
  84640. alphaMode: number;
  84641. /**
  84642. * Stores the state of the need depth pre-pass value
  84643. */
  84644. private _needDepthPrePass;
  84645. /**
  84646. * Sets the need depth pre-pass value
  84647. */
  84648. /**
  84649. * Gets the depth pre-pass value
  84650. */
  84651. needDepthPrePass: boolean;
  84652. /**
  84653. * Specifies if depth writing should be disabled
  84654. */
  84655. disableDepthWrite: boolean;
  84656. /**
  84657. * Specifies if depth writing should be forced
  84658. */
  84659. forceDepthWrite: boolean;
  84660. /**
  84661. * Specifies if there should be a separate pass for culling
  84662. */
  84663. separateCullingPass: boolean;
  84664. /**
  84665. * Stores the state specifing if fog should be enabled
  84666. */
  84667. private _fogEnabled;
  84668. /**
  84669. * Sets the state for enabling fog
  84670. */
  84671. /**
  84672. * Gets the value of the fog enabled state
  84673. */
  84674. fogEnabled: boolean;
  84675. /**
  84676. * Stores the size of points
  84677. */
  84678. pointSize: number;
  84679. /**
  84680. * Stores the z offset value
  84681. */
  84682. zOffset: number;
  84683. /**
  84684. * Gets a value specifying if wireframe mode is enabled
  84685. */
  84686. /**
  84687. * Sets the state of wireframe mode
  84688. */
  84689. wireframe: boolean;
  84690. /**
  84691. * Gets the value specifying if point clouds are enabled
  84692. */
  84693. /**
  84694. * Sets the state of point cloud mode
  84695. */
  84696. pointsCloud: boolean;
  84697. /**
  84698. * Gets the material fill mode
  84699. */
  84700. /**
  84701. * Sets the material fill mode
  84702. */
  84703. fillMode: number;
  84704. /**
  84705. * @hidden
  84706. * Stores the effects for the material
  84707. */
  84708. _effect: Nullable<Effect>;
  84709. /**
  84710. * @hidden
  84711. * Specifies if the material was previously ready
  84712. */
  84713. _wasPreviouslyReady: boolean;
  84714. /**
  84715. * Specifies if uniform buffers should be used
  84716. */
  84717. private _useUBO;
  84718. /**
  84719. * Stores a reference to the scene
  84720. */
  84721. private _scene;
  84722. /**
  84723. * Stores the fill mode state
  84724. */
  84725. private _fillMode;
  84726. /**
  84727. * Specifies if the depth write state should be cached
  84728. */
  84729. private _cachedDepthWriteState;
  84730. /**
  84731. * Stores the uniform buffer
  84732. */
  84733. protected _uniformBuffer: UniformBuffer;
  84734. /** @hidden */
  84735. _indexInSceneMaterialArray: number;
  84736. /** @hidden */
  84737. meshMap: Nullable<{
  84738. [id: string]: AbstractMesh | undefined;
  84739. }>;
  84740. /**
  84741. * Creates a material instance
  84742. * @param name defines the name of the material
  84743. * @param scene defines the scene to reference
  84744. * @param doNotAdd specifies if the material should be added to the scene
  84745. */
  84746. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84747. /**
  84748. * Returns a string representation of the current material
  84749. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84750. * @returns a string with material information
  84751. */
  84752. toString(fullDetails?: boolean): string;
  84753. /**
  84754. * Gets the class name of the material
  84755. * @returns a string with the class name of the material
  84756. */
  84757. getClassName(): string;
  84758. /**
  84759. * Specifies if updates for the material been locked
  84760. */
  84761. readonly isFrozen: boolean;
  84762. /**
  84763. * Locks updates for the material
  84764. */
  84765. freeze(): void;
  84766. /**
  84767. * Unlocks updates for the material
  84768. */
  84769. unfreeze(): void;
  84770. /**
  84771. * Specifies if the material is ready to be used
  84772. * @param mesh defines the mesh to check
  84773. * @param useInstances specifies if instances should be used
  84774. * @returns a boolean indicating if the material is ready to be used
  84775. */
  84776. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84777. /**
  84778. * Specifies that the submesh is ready to be used
  84779. * @param mesh defines the mesh to check
  84780. * @param subMesh defines which submesh to check
  84781. * @param useInstances specifies that instances should be used
  84782. * @returns a boolean indicating that the submesh is ready or not
  84783. */
  84784. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84785. /**
  84786. * Returns the material effect
  84787. * @returns the effect associated with the material
  84788. */
  84789. getEffect(): Nullable<Effect>;
  84790. /**
  84791. * Returns the current scene
  84792. * @returns a Scene
  84793. */
  84794. getScene(): Scene;
  84795. /**
  84796. * Specifies if the material will require alpha blending
  84797. * @returns a boolean specifying if alpha blending is needed
  84798. */
  84799. needAlphaBlending(): boolean;
  84800. /**
  84801. * Specifies if the mesh will require alpha blending
  84802. * @param mesh defines the mesh to check
  84803. * @returns a boolean specifying if alpha blending is needed for the mesh
  84804. */
  84805. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84806. /**
  84807. * Specifies if this material should be rendered in alpha test mode
  84808. * @returns a boolean specifying if an alpha test is needed.
  84809. */
  84810. needAlphaTesting(): boolean;
  84811. /**
  84812. * Gets the texture used for the alpha test
  84813. * @returns the texture to use for alpha testing
  84814. */
  84815. getAlphaTestTexture(): Nullable<BaseTexture>;
  84816. /**
  84817. * Marks the material to indicate that it needs to be re-calculated
  84818. */
  84819. markDirty(): void;
  84820. /** @hidden */
  84821. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84822. /**
  84823. * Binds the material to the mesh
  84824. * @param world defines the world transformation matrix
  84825. * @param mesh defines the mesh to bind the material to
  84826. */
  84827. bind(world: Matrix, mesh?: Mesh): void;
  84828. /**
  84829. * Binds the submesh to the material
  84830. * @param world defines the world transformation matrix
  84831. * @param mesh defines the mesh containing the submesh
  84832. * @param subMesh defines the submesh to bind the material to
  84833. */
  84834. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84835. /**
  84836. * Binds the world matrix to the material
  84837. * @param world defines the world transformation matrix
  84838. */
  84839. bindOnlyWorldMatrix(world: Matrix): void;
  84840. /**
  84841. * Binds the scene's uniform buffer to the effect.
  84842. * @param effect defines the effect to bind to the scene uniform buffer
  84843. * @param sceneUbo defines the uniform buffer storing scene data
  84844. */
  84845. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84846. /**
  84847. * Binds the view matrix to the effect
  84848. * @param effect defines the effect to bind the view matrix to
  84849. */
  84850. bindView(effect: Effect): void;
  84851. /**
  84852. * Binds the view projection matrix to the effect
  84853. * @param effect defines the effect to bind the view projection matrix to
  84854. */
  84855. bindViewProjection(effect: Effect): void;
  84856. /**
  84857. * Specifies if material alpha testing should be turned on for the mesh
  84858. * @param mesh defines the mesh to check
  84859. */
  84860. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84861. /**
  84862. * Processes to execute after binding the material to a mesh
  84863. * @param mesh defines the rendered mesh
  84864. */
  84865. protected _afterBind(mesh?: Mesh): void;
  84866. /**
  84867. * Unbinds the material from the mesh
  84868. */
  84869. unbind(): void;
  84870. /**
  84871. * Gets the active textures from the material
  84872. * @returns an array of textures
  84873. */
  84874. getActiveTextures(): BaseTexture[];
  84875. /**
  84876. * Specifies if the material uses a texture
  84877. * @param texture defines the texture to check against the material
  84878. * @returns a boolean specifying if the material uses the texture
  84879. */
  84880. hasTexture(texture: BaseTexture): boolean;
  84881. /**
  84882. * Makes a duplicate of the material, and gives it a new name
  84883. * @param name defines the new name for the duplicated material
  84884. * @returns the cloned material
  84885. */
  84886. clone(name: string): Nullable<Material>;
  84887. /**
  84888. * Gets the meshes bound to the material
  84889. * @returns an array of meshes bound to the material
  84890. */
  84891. getBindedMeshes(): AbstractMesh[];
  84892. /**
  84893. * Force shader compilation
  84894. * @param mesh defines the mesh associated with this material
  84895. * @param onCompiled defines a function to execute once the material is compiled
  84896. * @param options defines the options to configure the compilation
  84897. */
  84898. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84899. clipPlane: boolean;
  84900. }>): void;
  84901. /**
  84902. * Force shader compilation
  84903. * @param mesh defines the mesh that will use this material
  84904. * @param options defines additional options for compiling the shaders
  84905. * @returns a promise that resolves when the compilation completes
  84906. */
  84907. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84908. clipPlane: boolean;
  84909. }>): Promise<void>;
  84910. private static readonly _AllDirtyCallBack;
  84911. private static readonly _ImageProcessingDirtyCallBack;
  84912. private static readonly _TextureDirtyCallBack;
  84913. private static readonly _FresnelDirtyCallBack;
  84914. private static readonly _MiscDirtyCallBack;
  84915. private static readonly _LightsDirtyCallBack;
  84916. private static readonly _AttributeDirtyCallBack;
  84917. private static _FresnelAndMiscDirtyCallBack;
  84918. private static _TextureAndMiscDirtyCallBack;
  84919. private static readonly _DirtyCallbackArray;
  84920. private static readonly _RunDirtyCallBacks;
  84921. /**
  84922. * Marks a define in the material to indicate that it needs to be re-computed
  84923. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84924. */
  84925. markAsDirty(flag: number): void;
  84926. /**
  84927. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84928. * @param func defines a function which checks material defines against the submeshes
  84929. */
  84930. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84931. /**
  84932. * Indicates that we need to re-calculated for all submeshes
  84933. */
  84934. protected _markAllSubMeshesAsAllDirty(): void;
  84935. /**
  84936. * Indicates that image processing needs to be re-calculated for all submeshes
  84937. */
  84938. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84939. /**
  84940. * Indicates that textures need to be re-calculated for all submeshes
  84941. */
  84942. protected _markAllSubMeshesAsTexturesDirty(): void;
  84943. /**
  84944. * Indicates that fresnel needs to be re-calculated for all submeshes
  84945. */
  84946. protected _markAllSubMeshesAsFresnelDirty(): void;
  84947. /**
  84948. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84949. */
  84950. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84951. /**
  84952. * Indicates that lights need to be re-calculated for all submeshes
  84953. */
  84954. protected _markAllSubMeshesAsLightsDirty(): void;
  84955. /**
  84956. * Indicates that attributes need to be re-calculated for all submeshes
  84957. */
  84958. protected _markAllSubMeshesAsAttributesDirty(): void;
  84959. /**
  84960. * Indicates that misc needs to be re-calculated for all submeshes
  84961. */
  84962. protected _markAllSubMeshesAsMiscDirty(): void;
  84963. /**
  84964. * Indicates that textures and misc need to be re-calculated for all submeshes
  84965. */
  84966. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84967. /**
  84968. * Disposes the material
  84969. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84970. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84971. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84972. */
  84973. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84974. /** @hidden */
  84975. private releaseVertexArrayObject;
  84976. /**
  84977. * Serializes this material
  84978. * @returns the serialized material object
  84979. */
  84980. serialize(): any;
  84981. /**
  84982. * Creates a material from parsed material data
  84983. * @param parsedMaterial defines parsed material data
  84984. * @param scene defines the hosting scene
  84985. * @param rootUrl defines the root URL to use to load textures
  84986. * @returns a new material
  84987. */
  84988. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84989. }
  84990. }
  84991. declare module BABYLON {
  84992. /**
  84993. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84994. * separate meshes. This can be use to improve performances.
  84995. * @see http://doc.babylonjs.com/how_to/multi_materials
  84996. */
  84997. export class MultiMaterial extends Material {
  84998. private _subMaterials;
  84999. /**
  85000. * Gets or Sets the list of Materials used within the multi material.
  85001. * They need to be ordered according to the submeshes order in the associated mesh
  85002. */
  85003. subMaterials: Nullable<Material>[];
  85004. /**
  85005. * Function used to align with Node.getChildren()
  85006. * @returns the list of Materials used within the multi material
  85007. */
  85008. getChildren(): Nullable<Material>[];
  85009. /**
  85010. * Instantiates a new Multi Material
  85011. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85012. * separate meshes. This can be use to improve performances.
  85013. * @see http://doc.babylonjs.com/how_to/multi_materials
  85014. * @param name Define the name in the scene
  85015. * @param scene Define the scene the material belongs to
  85016. */
  85017. constructor(name: string, scene: Scene);
  85018. private _hookArray;
  85019. /**
  85020. * Get one of the submaterial by its index in the submaterials array
  85021. * @param index The index to look the sub material at
  85022. * @returns The Material if the index has been defined
  85023. */
  85024. getSubMaterial(index: number): Nullable<Material>;
  85025. /**
  85026. * Get the list of active textures for the whole sub materials list.
  85027. * @returns All the textures that will be used during the rendering
  85028. */
  85029. getActiveTextures(): BaseTexture[];
  85030. /**
  85031. * Gets the current class name of the material e.g. "MultiMaterial"
  85032. * Mainly use in serialization.
  85033. * @returns the class name
  85034. */
  85035. getClassName(): string;
  85036. /**
  85037. * Checks if the material is ready to render the requested sub mesh
  85038. * @param mesh Define the mesh the submesh belongs to
  85039. * @param subMesh Define the sub mesh to look readyness for
  85040. * @param useInstances Define whether or not the material is used with instances
  85041. * @returns true if ready, otherwise false
  85042. */
  85043. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85044. /**
  85045. * Clones the current material and its related sub materials
  85046. * @param name Define the name of the newly cloned material
  85047. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  85048. * @returns the cloned material
  85049. */
  85050. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  85051. /**
  85052. * Serializes the materials into a JSON representation.
  85053. * @returns the JSON representation
  85054. */
  85055. serialize(): any;
  85056. /**
  85057. * Dispose the material and release its associated resources
  85058. * @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)
  85059. * @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)
  85060. * @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)
  85061. */
  85062. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  85063. /**
  85064. * Creates a MultiMaterial from parsed MultiMaterial data.
  85065. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  85066. * @param scene defines the hosting scene
  85067. * @returns a new MultiMaterial
  85068. */
  85069. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  85070. }
  85071. }
  85072. declare module BABYLON {
  85073. /**
  85074. * Base class for submeshes
  85075. */
  85076. export class BaseSubMesh {
  85077. /** @hidden */
  85078. _materialDefines: Nullable<MaterialDefines>;
  85079. /** @hidden */
  85080. _materialEffect: Nullable<Effect>;
  85081. /**
  85082. * Gets associated effect
  85083. */
  85084. readonly effect: Nullable<Effect>;
  85085. /**
  85086. * Sets associated effect (effect used to render this submesh)
  85087. * @param effect defines the effect to associate with
  85088. * @param defines defines the set of defines used to compile this effect
  85089. */
  85090. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  85091. }
  85092. /**
  85093. * Defines a subdivision inside a mesh
  85094. */
  85095. export class SubMesh extends BaseSubMesh implements ICullable {
  85096. /** the material index to use */
  85097. materialIndex: number;
  85098. /** vertex index start */
  85099. verticesStart: number;
  85100. /** vertices count */
  85101. verticesCount: number;
  85102. /** index start */
  85103. indexStart: number;
  85104. /** indices count */
  85105. indexCount: number;
  85106. /** @hidden */
  85107. _linesIndexCount: number;
  85108. private _mesh;
  85109. private _renderingMesh;
  85110. private _boundingInfo;
  85111. private _linesIndexBuffer;
  85112. /** @hidden */
  85113. _lastColliderWorldVertices: Nullable<Vector3[]>;
  85114. /** @hidden */
  85115. _trianglePlanes: Plane[];
  85116. /** @hidden */
  85117. _lastColliderTransformMatrix: Nullable<Matrix>;
  85118. /** @hidden */
  85119. _renderId: number;
  85120. /** @hidden */
  85121. _alphaIndex: number;
  85122. /** @hidden */
  85123. _distanceToCamera: number;
  85124. /** @hidden */
  85125. _id: number;
  85126. private _currentMaterial;
  85127. /**
  85128. * Add a new submesh to a mesh
  85129. * @param materialIndex defines the material index to use
  85130. * @param verticesStart defines vertex index start
  85131. * @param verticesCount defines vertices count
  85132. * @param indexStart defines index start
  85133. * @param indexCount defines indices count
  85134. * @param mesh defines the parent mesh
  85135. * @param renderingMesh defines an optional rendering mesh
  85136. * @param createBoundingBox defines if bounding box should be created for this submesh
  85137. * @returns the new submesh
  85138. */
  85139. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  85140. /**
  85141. * Creates a new submesh
  85142. * @param materialIndex defines the material index to use
  85143. * @param verticesStart defines vertex index start
  85144. * @param verticesCount defines vertices count
  85145. * @param indexStart defines index start
  85146. * @param indexCount defines indices count
  85147. * @param mesh defines the parent mesh
  85148. * @param renderingMesh defines an optional rendering mesh
  85149. * @param createBoundingBox defines if bounding box should be created for this submesh
  85150. */
  85151. constructor(
  85152. /** the material index to use */
  85153. materialIndex: number,
  85154. /** vertex index start */
  85155. verticesStart: number,
  85156. /** vertices count */
  85157. verticesCount: number,
  85158. /** index start */
  85159. indexStart: number,
  85160. /** indices count */
  85161. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  85162. /**
  85163. * Returns true if this submesh covers the entire parent mesh
  85164. * @ignorenaming
  85165. */
  85166. readonly IsGlobal: boolean;
  85167. /**
  85168. * Returns the submesh BoudingInfo object
  85169. * @returns current bounding info (or mesh's one if the submesh is global)
  85170. */
  85171. getBoundingInfo(): BoundingInfo;
  85172. /**
  85173. * Sets the submesh BoundingInfo
  85174. * @param boundingInfo defines the new bounding info to use
  85175. * @returns the SubMesh
  85176. */
  85177. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  85178. /**
  85179. * Returns the mesh of the current submesh
  85180. * @return the parent mesh
  85181. */
  85182. getMesh(): AbstractMesh;
  85183. /**
  85184. * Returns the rendering mesh of the submesh
  85185. * @returns the rendering mesh (could be different from parent mesh)
  85186. */
  85187. getRenderingMesh(): Mesh;
  85188. /**
  85189. * Returns the submesh material
  85190. * @returns null or the current material
  85191. */
  85192. getMaterial(): Nullable<Material>;
  85193. /**
  85194. * Sets a new updated BoundingInfo object to the submesh
  85195. * @param data defines an optional position array to use to determine the bounding info
  85196. * @returns the SubMesh
  85197. */
  85198. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85199. /** @hidden */
  85200. _checkCollision(collider: Collider): boolean;
  85201. /**
  85202. * Updates the submesh BoundingInfo
  85203. * @param world defines the world matrix to use to update the bounding info
  85204. * @returns the submesh
  85205. */
  85206. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85207. /**
  85208. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85209. * @param frustumPlanes defines the frustum planes
  85210. * @returns true if the submesh is intersecting with the frustum
  85211. */
  85212. isInFrustum(frustumPlanes: Plane[]): boolean;
  85213. /**
  85214. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85215. * @param frustumPlanes defines the frustum planes
  85216. * @returns true if the submesh is inside the frustum
  85217. */
  85218. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85219. /**
  85220. * Renders the submesh
  85221. * @param enableAlphaMode defines if alpha needs to be used
  85222. * @returns the submesh
  85223. */
  85224. render(enableAlphaMode: boolean): SubMesh;
  85225. /**
  85226. * @hidden
  85227. */
  85228. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85229. /**
  85230. * Checks if the submesh intersects with a ray
  85231. * @param ray defines the ray to test
  85232. * @returns true is the passed ray intersects the submesh bounding box
  85233. */
  85234. canIntersects(ray: Ray): boolean;
  85235. /**
  85236. * Intersects current submesh with a ray
  85237. * @param ray defines the ray to test
  85238. * @param positions defines mesh's positions array
  85239. * @param indices defines mesh's indices array
  85240. * @param fastCheck defines if only bounding info should be used
  85241. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85242. * @returns intersection info or null if no intersection
  85243. */
  85244. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85245. /** @hidden */
  85246. private _intersectLines;
  85247. /** @hidden */
  85248. private _intersectUnIndexedLines;
  85249. /** @hidden */
  85250. private _intersectTriangles;
  85251. /** @hidden */
  85252. private _intersectUnIndexedTriangles;
  85253. /** @hidden */
  85254. _rebuild(): void;
  85255. /**
  85256. * Creates a new submesh from the passed mesh
  85257. * @param newMesh defines the new hosting mesh
  85258. * @param newRenderingMesh defines an optional rendering mesh
  85259. * @returns the new submesh
  85260. */
  85261. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85262. /**
  85263. * Release associated resources
  85264. */
  85265. dispose(): void;
  85266. /**
  85267. * Gets the class name
  85268. * @returns the string "SubMesh".
  85269. */
  85270. getClassName(): string;
  85271. /**
  85272. * Creates a new submesh from indices data
  85273. * @param materialIndex the index of the main mesh material
  85274. * @param startIndex the index where to start the copy in the mesh indices array
  85275. * @param indexCount the number of indices to copy then from the startIndex
  85276. * @param mesh the main mesh to create the submesh from
  85277. * @param renderingMesh the optional rendering mesh
  85278. * @returns a new submesh
  85279. */
  85280. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85281. }
  85282. }
  85283. declare module BABYLON {
  85284. /**
  85285. * Class used to represent data loading progression
  85286. */
  85287. export class SceneLoaderFlags {
  85288. private static _ForceFullSceneLoadingForIncremental;
  85289. private static _ShowLoadingScreen;
  85290. private static _CleanBoneMatrixWeights;
  85291. private static _loggingLevel;
  85292. /**
  85293. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85294. */
  85295. static ForceFullSceneLoadingForIncremental: boolean;
  85296. /**
  85297. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85298. */
  85299. static ShowLoadingScreen: boolean;
  85300. /**
  85301. * Defines the current logging level (while loading the scene)
  85302. * @ignorenaming
  85303. */
  85304. static loggingLevel: number;
  85305. /**
  85306. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85307. */
  85308. static CleanBoneMatrixWeights: boolean;
  85309. }
  85310. }
  85311. declare module BABYLON {
  85312. /**
  85313. * Class used to store geometry data (vertex buffers + index buffer)
  85314. */
  85315. export class Geometry implements IGetSetVerticesData {
  85316. /**
  85317. * Gets or sets the ID of the geometry
  85318. */
  85319. id: string;
  85320. /**
  85321. * Gets or sets the unique ID of the geometry
  85322. */
  85323. uniqueId: number;
  85324. /**
  85325. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85326. */
  85327. delayLoadState: number;
  85328. /**
  85329. * Gets the file containing the data to load when running in delay load state
  85330. */
  85331. delayLoadingFile: Nullable<string>;
  85332. /**
  85333. * Callback called when the geometry is updated
  85334. */
  85335. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85336. private _scene;
  85337. private _engine;
  85338. private _meshes;
  85339. private _totalVertices;
  85340. /** @hidden */
  85341. _indices: IndicesArray;
  85342. /** @hidden */
  85343. _vertexBuffers: {
  85344. [key: string]: VertexBuffer;
  85345. };
  85346. private _isDisposed;
  85347. private _extend;
  85348. private _boundingBias;
  85349. /** @hidden */
  85350. _delayInfo: Array<string>;
  85351. private _indexBuffer;
  85352. private _indexBufferIsUpdatable;
  85353. /** @hidden */
  85354. _boundingInfo: Nullable<BoundingInfo>;
  85355. /** @hidden */
  85356. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85357. /** @hidden */
  85358. _softwareSkinningFrameId: number;
  85359. private _vertexArrayObjects;
  85360. private _updatable;
  85361. /** @hidden */
  85362. _positions: Nullable<Vector3[]>;
  85363. /**
  85364. * 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
  85365. */
  85366. /**
  85367. * 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
  85368. */
  85369. boundingBias: Vector2;
  85370. /**
  85371. * Static function used to attach a new empty geometry to a mesh
  85372. * @param mesh defines the mesh to attach the geometry to
  85373. * @returns the new Geometry
  85374. */
  85375. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85376. /**
  85377. * Creates a new geometry
  85378. * @param id defines the unique ID
  85379. * @param scene defines the hosting scene
  85380. * @param vertexData defines the VertexData used to get geometry data
  85381. * @param updatable defines if geometry must be updatable (false by default)
  85382. * @param mesh defines the mesh that will be associated with the geometry
  85383. */
  85384. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85385. /**
  85386. * Gets the current extend of the geometry
  85387. */
  85388. readonly extend: {
  85389. minimum: Vector3;
  85390. maximum: Vector3;
  85391. };
  85392. /**
  85393. * Gets the hosting scene
  85394. * @returns the hosting Scene
  85395. */
  85396. getScene(): Scene;
  85397. /**
  85398. * Gets the hosting engine
  85399. * @returns the hosting Engine
  85400. */
  85401. getEngine(): Engine;
  85402. /**
  85403. * Defines if the geometry is ready to use
  85404. * @returns true if the geometry is ready to be used
  85405. */
  85406. isReady(): boolean;
  85407. /**
  85408. * Gets a value indicating that the geometry should not be serialized
  85409. */
  85410. readonly doNotSerialize: boolean;
  85411. /** @hidden */
  85412. _rebuild(): void;
  85413. /**
  85414. * Affects all geometry data in one call
  85415. * @param vertexData defines the geometry data
  85416. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85417. */
  85418. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85419. /**
  85420. * Set specific vertex data
  85421. * @param kind defines the data kind (Position, normal, etc...)
  85422. * @param data defines the vertex data to use
  85423. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85424. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85425. */
  85426. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85427. /**
  85428. * Removes a specific vertex data
  85429. * @param kind defines the data kind (Position, normal, etc...)
  85430. */
  85431. removeVerticesData(kind: string): void;
  85432. /**
  85433. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85434. * @param buffer defines the vertex buffer to use
  85435. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85436. */
  85437. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85438. /**
  85439. * Update a specific vertex buffer
  85440. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85441. * It will do nothing if the buffer is not updatable
  85442. * @param kind defines the data kind (Position, normal, etc...)
  85443. * @param data defines the data to use
  85444. * @param offset defines the offset in the target buffer where to store the data
  85445. * @param useBytes set to true if the offset is in bytes
  85446. */
  85447. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85448. /**
  85449. * Update a specific vertex buffer
  85450. * This function will create a new buffer if the current one is not updatable
  85451. * @param kind defines the data kind (Position, normal, etc...)
  85452. * @param data defines the data to use
  85453. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85454. */
  85455. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85456. private _updateBoundingInfo;
  85457. /** @hidden */
  85458. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85459. /**
  85460. * Gets total number of vertices
  85461. * @returns the total number of vertices
  85462. */
  85463. getTotalVertices(): number;
  85464. /**
  85465. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85466. * @param kind defines the data kind (Position, normal, etc...)
  85467. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85468. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85469. * @returns a float array containing vertex data
  85470. */
  85471. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85472. /**
  85473. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85474. * @param kind defines the data kind (Position, normal, etc...)
  85475. * @returns true if the vertex buffer with the specified kind is updatable
  85476. */
  85477. isVertexBufferUpdatable(kind: string): boolean;
  85478. /**
  85479. * Gets a specific vertex buffer
  85480. * @param kind defines the data kind (Position, normal, etc...)
  85481. * @returns a VertexBuffer
  85482. */
  85483. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85484. /**
  85485. * Returns all vertex buffers
  85486. * @return an object holding all vertex buffers indexed by kind
  85487. */
  85488. getVertexBuffers(): Nullable<{
  85489. [key: string]: VertexBuffer;
  85490. }>;
  85491. /**
  85492. * Gets a boolean indicating if specific vertex buffer is present
  85493. * @param kind defines the data kind (Position, normal, etc...)
  85494. * @returns true if data is present
  85495. */
  85496. isVerticesDataPresent(kind: string): boolean;
  85497. /**
  85498. * Gets a list of all attached data kinds (Position, normal, etc...)
  85499. * @returns a list of string containing all kinds
  85500. */
  85501. getVerticesDataKinds(): string[];
  85502. /**
  85503. * Update index buffer
  85504. * @param indices defines the indices to store in the index buffer
  85505. * @param offset defines the offset in the target buffer where to store the data
  85506. * @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)
  85507. */
  85508. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85509. /**
  85510. * Creates a new index buffer
  85511. * @param indices defines the indices to store in the index buffer
  85512. * @param totalVertices defines the total number of vertices (could be null)
  85513. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85514. */
  85515. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85516. /**
  85517. * Return the total number of indices
  85518. * @returns the total number of indices
  85519. */
  85520. getTotalIndices(): number;
  85521. /**
  85522. * Gets the index buffer array
  85523. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85524. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85525. * @returns the index buffer array
  85526. */
  85527. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85528. /**
  85529. * Gets the index buffer
  85530. * @return the index buffer
  85531. */
  85532. getIndexBuffer(): Nullable<DataBuffer>;
  85533. /** @hidden */
  85534. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85535. /**
  85536. * Release the associated resources for a specific mesh
  85537. * @param mesh defines the source mesh
  85538. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85539. */
  85540. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85541. /**
  85542. * Apply current geometry to a given mesh
  85543. * @param mesh defines the mesh to apply geometry to
  85544. */
  85545. applyToMesh(mesh: Mesh): void;
  85546. private _updateExtend;
  85547. private _applyToMesh;
  85548. private notifyUpdate;
  85549. /**
  85550. * Load the geometry if it was flagged as delay loaded
  85551. * @param scene defines the hosting scene
  85552. * @param onLoaded defines a callback called when the geometry is loaded
  85553. */
  85554. load(scene: Scene, onLoaded?: () => void): void;
  85555. private _queueLoad;
  85556. /**
  85557. * Invert the geometry to move from a right handed system to a left handed one.
  85558. */
  85559. toLeftHanded(): void;
  85560. /** @hidden */
  85561. _resetPointsArrayCache(): void;
  85562. /** @hidden */
  85563. _generatePointsArray(): boolean;
  85564. /**
  85565. * Gets a value indicating if the geometry is disposed
  85566. * @returns true if the geometry was disposed
  85567. */
  85568. isDisposed(): boolean;
  85569. private _disposeVertexArrayObjects;
  85570. /**
  85571. * Free all associated resources
  85572. */
  85573. dispose(): void;
  85574. /**
  85575. * Clone the current geometry into a new geometry
  85576. * @param id defines the unique ID of the new geometry
  85577. * @returns a new geometry object
  85578. */
  85579. copy(id: string): Geometry;
  85580. /**
  85581. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85582. * @return a JSON representation of the current geometry data (without the vertices data)
  85583. */
  85584. serialize(): any;
  85585. private toNumberArray;
  85586. /**
  85587. * Serialize all vertices data into a JSON oject
  85588. * @returns a JSON representation of the current geometry data
  85589. */
  85590. serializeVerticeData(): any;
  85591. /**
  85592. * Extracts a clone of a mesh geometry
  85593. * @param mesh defines the source mesh
  85594. * @param id defines the unique ID of the new geometry object
  85595. * @returns the new geometry object
  85596. */
  85597. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85598. /**
  85599. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85600. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85601. * Be aware Math.random() could cause collisions, but:
  85602. * "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"
  85603. * @returns a string containing a new GUID
  85604. */
  85605. static RandomId(): string;
  85606. /** @hidden */
  85607. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85608. private static _CleanMatricesWeights;
  85609. /**
  85610. * Create a new geometry from persisted data (Using .babylon file format)
  85611. * @param parsedVertexData defines the persisted data
  85612. * @param scene defines the hosting scene
  85613. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85614. * @returns the new geometry object
  85615. */
  85616. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85617. }
  85618. }
  85619. declare module BABYLON {
  85620. /**
  85621. * Define an interface for all classes that will get and set the data on vertices
  85622. */
  85623. export interface IGetSetVerticesData {
  85624. /**
  85625. * Gets a boolean indicating if specific vertex data is present
  85626. * @param kind defines the vertex data kind to use
  85627. * @returns true is data kind is present
  85628. */
  85629. isVerticesDataPresent(kind: string): boolean;
  85630. /**
  85631. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85632. * @param kind defines the data kind (Position, normal, etc...)
  85633. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85634. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85635. * @returns a float array containing vertex data
  85636. */
  85637. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85638. /**
  85639. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85640. * @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.
  85641. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85642. * @returns the indices array or an empty array if the mesh has no geometry
  85643. */
  85644. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85645. /**
  85646. * Set specific vertex data
  85647. * @param kind defines the data kind (Position, normal, etc...)
  85648. * @param data defines the vertex data to use
  85649. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85650. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85651. */
  85652. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85653. /**
  85654. * Update a specific associated vertex buffer
  85655. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85656. * - VertexBuffer.PositionKind
  85657. * - VertexBuffer.UVKind
  85658. * - VertexBuffer.UV2Kind
  85659. * - VertexBuffer.UV3Kind
  85660. * - VertexBuffer.UV4Kind
  85661. * - VertexBuffer.UV5Kind
  85662. * - VertexBuffer.UV6Kind
  85663. * - VertexBuffer.ColorKind
  85664. * - VertexBuffer.MatricesIndicesKind
  85665. * - VertexBuffer.MatricesIndicesExtraKind
  85666. * - VertexBuffer.MatricesWeightsKind
  85667. * - VertexBuffer.MatricesWeightsExtraKind
  85668. * @param data defines the data source
  85669. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85670. * @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)
  85671. */
  85672. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85673. /**
  85674. * Creates a new index buffer
  85675. * @param indices defines the indices to store in the index buffer
  85676. * @param totalVertices defines the total number of vertices (could be null)
  85677. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85678. */
  85679. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85680. }
  85681. /**
  85682. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85683. */
  85684. export class VertexData {
  85685. /**
  85686. * Mesh side orientation : usually the external or front surface
  85687. */
  85688. static readonly FRONTSIDE: number;
  85689. /**
  85690. * Mesh side orientation : usually the internal or back surface
  85691. */
  85692. static readonly BACKSIDE: number;
  85693. /**
  85694. * Mesh side orientation : both internal and external or front and back surfaces
  85695. */
  85696. static readonly DOUBLESIDE: number;
  85697. /**
  85698. * Mesh side orientation : by default, `FRONTSIDE`
  85699. */
  85700. static readonly DEFAULTSIDE: number;
  85701. /**
  85702. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85703. */
  85704. positions: Nullable<FloatArray>;
  85705. /**
  85706. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85707. */
  85708. normals: Nullable<FloatArray>;
  85709. /**
  85710. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85711. */
  85712. tangents: Nullable<FloatArray>;
  85713. /**
  85714. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85715. */
  85716. uvs: Nullable<FloatArray>;
  85717. /**
  85718. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85719. */
  85720. uvs2: Nullable<FloatArray>;
  85721. /**
  85722. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85723. */
  85724. uvs3: Nullable<FloatArray>;
  85725. /**
  85726. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85727. */
  85728. uvs4: Nullable<FloatArray>;
  85729. /**
  85730. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85731. */
  85732. uvs5: Nullable<FloatArray>;
  85733. /**
  85734. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85735. */
  85736. uvs6: Nullable<FloatArray>;
  85737. /**
  85738. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85739. */
  85740. colors: Nullable<FloatArray>;
  85741. /**
  85742. * 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).
  85743. */
  85744. matricesIndices: Nullable<FloatArray>;
  85745. /**
  85746. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85747. */
  85748. matricesWeights: Nullable<FloatArray>;
  85749. /**
  85750. * An array extending the number of possible indices
  85751. */
  85752. matricesIndicesExtra: Nullable<FloatArray>;
  85753. /**
  85754. * An array extending the number of possible weights when the number of indices is extended
  85755. */
  85756. matricesWeightsExtra: Nullable<FloatArray>;
  85757. /**
  85758. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85759. */
  85760. indices: Nullable<IndicesArray>;
  85761. /**
  85762. * Uses the passed data array to set the set the values for the specified kind of data
  85763. * @param data a linear array of floating numbers
  85764. * @param kind the type of data that is being set, eg positions, colors etc
  85765. */
  85766. set(data: FloatArray, kind: string): void;
  85767. /**
  85768. * Associates the vertexData to the passed Mesh.
  85769. * Sets it as updatable or not (default `false`)
  85770. * @param mesh the mesh the vertexData is applied to
  85771. * @param updatable when used and having the value true allows new data to update the vertexData
  85772. * @returns the VertexData
  85773. */
  85774. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85775. /**
  85776. * Associates the vertexData to the passed Geometry.
  85777. * Sets it as updatable or not (default `false`)
  85778. * @param geometry the geometry the vertexData is applied to
  85779. * @param updatable when used and having the value true allows new data to update the vertexData
  85780. * @returns VertexData
  85781. */
  85782. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85783. /**
  85784. * Updates the associated mesh
  85785. * @param mesh the mesh to be updated
  85786. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85787. * @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
  85788. * @returns VertexData
  85789. */
  85790. updateMesh(mesh: Mesh): VertexData;
  85791. /**
  85792. * Updates the associated geometry
  85793. * @param geometry the geometry to be updated
  85794. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85795. * @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
  85796. * @returns VertexData.
  85797. */
  85798. updateGeometry(geometry: Geometry): VertexData;
  85799. private _applyTo;
  85800. private _update;
  85801. /**
  85802. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85803. * @param matrix the transforming matrix
  85804. * @returns the VertexData
  85805. */
  85806. transform(matrix: Matrix): VertexData;
  85807. /**
  85808. * Merges the passed VertexData into the current one
  85809. * @param other the VertexData to be merged into the current one
  85810. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85811. * @returns the modified VertexData
  85812. */
  85813. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85814. private _mergeElement;
  85815. private _validate;
  85816. /**
  85817. * Serializes the VertexData
  85818. * @returns a serialized object
  85819. */
  85820. serialize(): any;
  85821. /**
  85822. * Extracts the vertexData from a mesh
  85823. * @param mesh the mesh from which to extract the VertexData
  85824. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85825. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85826. * @returns the object VertexData associated to the passed mesh
  85827. */
  85828. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85829. /**
  85830. * Extracts the vertexData from the geometry
  85831. * @param geometry the geometry from which to extract the VertexData
  85832. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85833. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85834. * @returns the object VertexData associated to the passed mesh
  85835. */
  85836. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85837. private static _ExtractFrom;
  85838. /**
  85839. * Creates the VertexData for a Ribbon
  85840. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85841. * * pathArray array of paths, each of which an array of successive Vector3
  85842. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85843. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85844. * * 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
  85845. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85846. * * 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)
  85847. * * 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)
  85848. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85849. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85850. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85851. * @returns the VertexData of the ribbon
  85852. */
  85853. static CreateRibbon(options: {
  85854. pathArray: Vector3[][];
  85855. closeArray?: boolean;
  85856. closePath?: boolean;
  85857. offset?: number;
  85858. sideOrientation?: number;
  85859. frontUVs?: Vector4;
  85860. backUVs?: Vector4;
  85861. invertUV?: boolean;
  85862. uvs?: Vector2[];
  85863. colors?: Color4[];
  85864. }): VertexData;
  85865. /**
  85866. * Creates the VertexData for a box
  85867. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85868. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85869. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85870. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85871. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85872. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85873. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85874. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85875. * * 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)
  85876. * * 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)
  85877. * @returns the VertexData of the box
  85878. */
  85879. static CreateBox(options: {
  85880. size?: number;
  85881. width?: number;
  85882. height?: number;
  85883. depth?: number;
  85884. faceUV?: Vector4[];
  85885. faceColors?: Color4[];
  85886. sideOrientation?: number;
  85887. frontUVs?: Vector4;
  85888. backUVs?: Vector4;
  85889. }): VertexData;
  85890. /**
  85891. * Creates the VertexData for a tiled box
  85892. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85893. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85894. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85895. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85896. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85897. * @returns the VertexData of the box
  85898. */
  85899. static CreateTiledBox(options: {
  85900. pattern?: number;
  85901. width?: number;
  85902. height?: number;
  85903. depth?: number;
  85904. tileSize?: number;
  85905. tileWidth?: number;
  85906. tileHeight?: number;
  85907. alignHorizontal?: number;
  85908. alignVertical?: number;
  85909. faceUV?: Vector4[];
  85910. faceColors?: Color4[];
  85911. sideOrientation?: number;
  85912. }): VertexData;
  85913. /**
  85914. * Creates the VertexData for a tiled plane
  85915. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85916. * * pattern a limited pattern arrangement depending on the number
  85917. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85918. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85919. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85920. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85921. * * 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)
  85922. * * 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)
  85923. * @returns the VertexData of the tiled plane
  85924. */
  85925. static CreateTiledPlane(options: {
  85926. pattern?: number;
  85927. tileSize?: number;
  85928. tileWidth?: number;
  85929. tileHeight?: number;
  85930. size?: number;
  85931. width?: number;
  85932. height?: number;
  85933. alignHorizontal?: number;
  85934. alignVertical?: number;
  85935. sideOrientation?: number;
  85936. frontUVs?: Vector4;
  85937. backUVs?: Vector4;
  85938. }): VertexData;
  85939. /**
  85940. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85941. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85942. * * segments sets the number of horizontal strips optional, default 32
  85943. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85944. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85945. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85946. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85947. * * 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
  85948. * * 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
  85949. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85950. * * 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)
  85951. * * 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)
  85952. * @returns the VertexData of the ellipsoid
  85953. */
  85954. static CreateSphere(options: {
  85955. segments?: number;
  85956. diameter?: number;
  85957. diameterX?: number;
  85958. diameterY?: number;
  85959. diameterZ?: number;
  85960. arc?: number;
  85961. slice?: number;
  85962. sideOrientation?: number;
  85963. frontUVs?: Vector4;
  85964. backUVs?: Vector4;
  85965. }): VertexData;
  85966. /**
  85967. * Creates the VertexData for a cylinder, cone or prism
  85968. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85969. * * height sets the height (y direction) of the cylinder, optional, default 2
  85970. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85971. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85972. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85973. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85974. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85975. * * 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
  85976. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85977. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85978. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85979. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85980. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85981. * * 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)
  85982. * * 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)
  85983. * @returns the VertexData of the cylinder, cone or prism
  85984. */
  85985. static CreateCylinder(options: {
  85986. height?: number;
  85987. diameterTop?: number;
  85988. diameterBottom?: number;
  85989. diameter?: number;
  85990. tessellation?: number;
  85991. subdivisions?: number;
  85992. arc?: number;
  85993. faceColors?: Color4[];
  85994. faceUV?: Vector4[];
  85995. hasRings?: boolean;
  85996. enclose?: boolean;
  85997. sideOrientation?: number;
  85998. frontUVs?: Vector4;
  85999. backUVs?: Vector4;
  86000. }): VertexData;
  86001. /**
  86002. * Creates the VertexData for a torus
  86003. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86004. * * diameter the diameter of the torus, optional default 1
  86005. * * thickness the diameter of the tube forming the torus, optional default 0.5
  86006. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86007. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86008. * * 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)
  86009. * * 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)
  86010. * @returns the VertexData of the torus
  86011. */
  86012. static CreateTorus(options: {
  86013. diameter?: number;
  86014. thickness?: number;
  86015. tessellation?: number;
  86016. sideOrientation?: number;
  86017. frontUVs?: Vector4;
  86018. backUVs?: Vector4;
  86019. }): VertexData;
  86020. /**
  86021. * Creates the VertexData of the LineSystem
  86022. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  86023. * - lines an array of lines, each line being an array of successive Vector3
  86024. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  86025. * @returns the VertexData of the LineSystem
  86026. */
  86027. static CreateLineSystem(options: {
  86028. lines: Vector3[][];
  86029. colors?: Nullable<Color4[][]>;
  86030. }): VertexData;
  86031. /**
  86032. * Create the VertexData for a DashedLines
  86033. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  86034. * - points an array successive Vector3
  86035. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  86036. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  86037. * - dashNb the intended total number of dashes, optional, default 200
  86038. * @returns the VertexData for the DashedLines
  86039. */
  86040. static CreateDashedLines(options: {
  86041. points: Vector3[];
  86042. dashSize?: number;
  86043. gapSize?: number;
  86044. dashNb?: number;
  86045. }): VertexData;
  86046. /**
  86047. * Creates the VertexData for a Ground
  86048. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86049. * - width the width (x direction) of the ground, optional, default 1
  86050. * - height the height (z direction) of the ground, optional, default 1
  86051. * - subdivisions the number of subdivisions per side, optional, default 1
  86052. * @returns the VertexData of the Ground
  86053. */
  86054. static CreateGround(options: {
  86055. width?: number;
  86056. height?: number;
  86057. subdivisions?: number;
  86058. subdivisionsX?: number;
  86059. subdivisionsY?: number;
  86060. }): VertexData;
  86061. /**
  86062. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  86063. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86064. * * xmin the ground minimum X coordinate, optional, default -1
  86065. * * zmin the ground minimum Z coordinate, optional, default -1
  86066. * * xmax the ground maximum X coordinate, optional, default 1
  86067. * * zmax the ground maximum Z coordinate, optional, default 1
  86068. * * 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}
  86069. * * 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}
  86070. * @returns the VertexData of the TiledGround
  86071. */
  86072. static CreateTiledGround(options: {
  86073. xmin: number;
  86074. zmin: number;
  86075. xmax: number;
  86076. zmax: number;
  86077. subdivisions?: {
  86078. w: number;
  86079. h: number;
  86080. };
  86081. precision?: {
  86082. w: number;
  86083. h: number;
  86084. };
  86085. }): VertexData;
  86086. /**
  86087. * Creates the VertexData of the Ground designed from a heightmap
  86088. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  86089. * * width the width (x direction) of the ground
  86090. * * height the height (z direction) of the ground
  86091. * * subdivisions the number of subdivisions per side
  86092. * * minHeight the minimum altitude on the ground, optional, default 0
  86093. * * maxHeight the maximum altitude on the ground, optional default 1
  86094. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  86095. * * buffer the array holding the image color data
  86096. * * bufferWidth the width of image
  86097. * * bufferHeight the height of image
  86098. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  86099. * @returns the VertexData of the Ground designed from a heightmap
  86100. */
  86101. static CreateGroundFromHeightMap(options: {
  86102. width: number;
  86103. height: number;
  86104. subdivisions: number;
  86105. minHeight: number;
  86106. maxHeight: number;
  86107. colorFilter: Color3;
  86108. buffer: Uint8Array;
  86109. bufferWidth: number;
  86110. bufferHeight: number;
  86111. alphaFilter: number;
  86112. }): VertexData;
  86113. /**
  86114. * Creates the VertexData for a Plane
  86115. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  86116. * * size sets the width and height of the plane to the value of size, optional default 1
  86117. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  86118. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  86119. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86120. * * 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)
  86121. * * 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)
  86122. * @returns the VertexData of the box
  86123. */
  86124. static CreatePlane(options: {
  86125. size?: number;
  86126. width?: number;
  86127. height?: number;
  86128. sideOrientation?: number;
  86129. frontUVs?: Vector4;
  86130. backUVs?: Vector4;
  86131. }): VertexData;
  86132. /**
  86133. * Creates the VertexData of the Disc or regular Polygon
  86134. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  86135. * * radius the radius of the disc, optional default 0.5
  86136. * * tessellation the number of polygon sides, optional, default 64
  86137. * * 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
  86138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86139. * * 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)
  86140. * * 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)
  86141. * @returns the VertexData of the box
  86142. */
  86143. static CreateDisc(options: {
  86144. radius?: number;
  86145. tessellation?: number;
  86146. arc?: number;
  86147. sideOrientation?: number;
  86148. frontUVs?: Vector4;
  86149. backUVs?: Vector4;
  86150. }): VertexData;
  86151. /**
  86152. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  86153. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  86154. * @param polygon a mesh built from polygonTriangulation.build()
  86155. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86156. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86157. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86158. * @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)
  86159. * @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)
  86160. * @returns the VertexData of the Polygon
  86161. */
  86162. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  86163. /**
  86164. * Creates the VertexData of the IcoSphere
  86165. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  86166. * * radius the radius of the IcoSphere, optional default 1
  86167. * * radiusX allows stretching in the x direction, optional, default radius
  86168. * * radiusY allows stretching in the y direction, optional, default radius
  86169. * * radiusZ allows stretching in the z direction, optional, default radius
  86170. * * flat when true creates a flat shaded mesh, optional, default true
  86171. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86172. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86173. * * 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)
  86174. * * 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)
  86175. * @returns the VertexData of the IcoSphere
  86176. */
  86177. static CreateIcoSphere(options: {
  86178. radius?: number;
  86179. radiusX?: number;
  86180. radiusY?: number;
  86181. radiusZ?: number;
  86182. flat?: boolean;
  86183. subdivisions?: number;
  86184. sideOrientation?: number;
  86185. frontUVs?: Vector4;
  86186. backUVs?: Vector4;
  86187. }): VertexData;
  86188. /**
  86189. * Creates the VertexData for a Polyhedron
  86190. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86191. * * type provided types are:
  86192. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86193. * * 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)
  86194. * * size the size of the IcoSphere, optional default 1
  86195. * * sizeX allows stretching in the x direction, optional, default size
  86196. * * sizeY allows stretching in the y direction, optional, default size
  86197. * * sizeZ allows stretching in the z direction, optional, default size
  86198. * * 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
  86199. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86200. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86201. * * flat when true creates a flat shaded mesh, optional, default true
  86202. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86203. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86204. * * 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)
  86205. * * 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)
  86206. * @returns the VertexData of the Polyhedron
  86207. */
  86208. static CreatePolyhedron(options: {
  86209. type?: number;
  86210. size?: number;
  86211. sizeX?: number;
  86212. sizeY?: number;
  86213. sizeZ?: number;
  86214. custom?: any;
  86215. faceUV?: Vector4[];
  86216. faceColors?: Color4[];
  86217. flat?: boolean;
  86218. sideOrientation?: number;
  86219. frontUVs?: Vector4;
  86220. backUVs?: Vector4;
  86221. }): VertexData;
  86222. /**
  86223. * Creates the VertexData for a TorusKnot
  86224. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86225. * * radius the radius of the torus knot, optional, default 2
  86226. * * tube the thickness of the tube, optional, default 0.5
  86227. * * radialSegments the number of sides on each tube segments, optional, default 32
  86228. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86229. * * p the number of windings around the z axis, optional, default 2
  86230. * * q the number of windings around the x axis, optional, default 3
  86231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86232. * * 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)
  86233. * * 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)
  86234. * @returns the VertexData of the Torus Knot
  86235. */
  86236. static CreateTorusKnot(options: {
  86237. radius?: number;
  86238. tube?: number;
  86239. radialSegments?: number;
  86240. tubularSegments?: number;
  86241. p?: number;
  86242. q?: number;
  86243. sideOrientation?: number;
  86244. frontUVs?: Vector4;
  86245. backUVs?: Vector4;
  86246. }): VertexData;
  86247. /**
  86248. * Compute normals for given positions and indices
  86249. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86250. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86251. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86252. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86253. * * facetNormals : optional array of facet normals (vector3)
  86254. * * facetPositions : optional array of facet positions (vector3)
  86255. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86256. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86257. * * bInfo : optional bounding info, required for facetPartitioning computation
  86258. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86259. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86260. * * useRightHandedSystem: optional boolean to for right handed system computation
  86261. * * depthSort : optional boolean to enable the facet depth sort computation
  86262. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86263. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86264. */
  86265. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86266. facetNormals?: any;
  86267. facetPositions?: any;
  86268. facetPartitioning?: any;
  86269. ratio?: number;
  86270. bInfo?: any;
  86271. bbSize?: Vector3;
  86272. subDiv?: any;
  86273. useRightHandedSystem?: boolean;
  86274. depthSort?: boolean;
  86275. distanceTo?: Vector3;
  86276. depthSortedFacets?: any;
  86277. }): void;
  86278. /** @hidden */
  86279. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86280. /**
  86281. * Applies VertexData created from the imported parameters to the geometry
  86282. * @param parsedVertexData the parsed data from an imported file
  86283. * @param geometry the geometry to apply the VertexData to
  86284. */
  86285. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86286. }
  86287. }
  86288. declare module BABYLON {
  86289. /**
  86290. * Defines a target to use with MorphTargetManager
  86291. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86292. */
  86293. export class MorphTarget implements IAnimatable {
  86294. /** defines the name of the target */
  86295. name: string;
  86296. /**
  86297. * Gets or sets the list of animations
  86298. */
  86299. animations: Animation[];
  86300. private _scene;
  86301. private _positions;
  86302. private _normals;
  86303. private _tangents;
  86304. private _uvs;
  86305. private _influence;
  86306. /**
  86307. * Observable raised when the influence changes
  86308. */
  86309. onInfluenceChanged: Observable<boolean>;
  86310. /** @hidden */
  86311. _onDataLayoutChanged: Observable<void>;
  86312. /**
  86313. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86314. */
  86315. influence: number;
  86316. /**
  86317. * Gets or sets the id of the morph Target
  86318. */
  86319. id: string;
  86320. private _animationPropertiesOverride;
  86321. /**
  86322. * Gets or sets the animation properties override
  86323. */
  86324. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86325. /**
  86326. * Creates a new MorphTarget
  86327. * @param name defines the name of the target
  86328. * @param influence defines the influence to use
  86329. * @param scene defines the scene the morphtarget belongs to
  86330. */
  86331. constructor(
  86332. /** defines the name of the target */
  86333. name: string, influence?: number, scene?: Nullable<Scene>);
  86334. /**
  86335. * Gets a boolean defining if the target contains position data
  86336. */
  86337. readonly hasPositions: boolean;
  86338. /**
  86339. * Gets a boolean defining if the target contains normal data
  86340. */
  86341. readonly hasNormals: boolean;
  86342. /**
  86343. * Gets a boolean defining if the target contains tangent data
  86344. */
  86345. readonly hasTangents: boolean;
  86346. /**
  86347. * Gets a boolean defining if the target contains texture coordinates data
  86348. */
  86349. readonly hasUVs: boolean;
  86350. /**
  86351. * Affects position data to this target
  86352. * @param data defines the position data to use
  86353. */
  86354. setPositions(data: Nullable<FloatArray>): void;
  86355. /**
  86356. * Gets the position data stored in this target
  86357. * @returns a FloatArray containing the position data (or null if not present)
  86358. */
  86359. getPositions(): Nullable<FloatArray>;
  86360. /**
  86361. * Affects normal data to this target
  86362. * @param data defines the normal data to use
  86363. */
  86364. setNormals(data: Nullable<FloatArray>): void;
  86365. /**
  86366. * Gets the normal data stored in this target
  86367. * @returns a FloatArray containing the normal data (or null if not present)
  86368. */
  86369. getNormals(): Nullable<FloatArray>;
  86370. /**
  86371. * Affects tangent data to this target
  86372. * @param data defines the tangent data to use
  86373. */
  86374. setTangents(data: Nullable<FloatArray>): void;
  86375. /**
  86376. * Gets the tangent data stored in this target
  86377. * @returns a FloatArray containing the tangent data (or null if not present)
  86378. */
  86379. getTangents(): Nullable<FloatArray>;
  86380. /**
  86381. * Affects texture coordinates data to this target
  86382. * @param data defines the texture coordinates data to use
  86383. */
  86384. setUVs(data: Nullable<FloatArray>): void;
  86385. /**
  86386. * Gets the texture coordinates data stored in this target
  86387. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86388. */
  86389. getUVs(): Nullable<FloatArray>;
  86390. /**
  86391. * Serializes the current target into a Serialization object
  86392. * @returns the serialized object
  86393. */
  86394. serialize(): any;
  86395. /**
  86396. * Returns the string "MorphTarget"
  86397. * @returns "MorphTarget"
  86398. */
  86399. getClassName(): string;
  86400. /**
  86401. * Creates a new target from serialized data
  86402. * @param serializationObject defines the serialized data to use
  86403. * @returns a new MorphTarget
  86404. */
  86405. static Parse(serializationObject: any): MorphTarget;
  86406. /**
  86407. * Creates a MorphTarget from mesh data
  86408. * @param mesh defines the source mesh
  86409. * @param name defines the name to use for the new target
  86410. * @param influence defines the influence to attach to the target
  86411. * @returns a new MorphTarget
  86412. */
  86413. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86414. }
  86415. }
  86416. declare module BABYLON {
  86417. /**
  86418. * This class is used to deform meshes using morphing between different targets
  86419. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86420. */
  86421. export class MorphTargetManager {
  86422. private _targets;
  86423. private _targetInfluenceChangedObservers;
  86424. private _targetDataLayoutChangedObservers;
  86425. private _activeTargets;
  86426. private _scene;
  86427. private _influences;
  86428. private _supportsNormals;
  86429. private _supportsTangents;
  86430. private _supportsUVs;
  86431. private _vertexCount;
  86432. private _uniqueId;
  86433. private _tempInfluences;
  86434. /**
  86435. * Gets or sets a boolean indicating if normals must be morphed
  86436. */
  86437. enableNormalMorphing: boolean;
  86438. /**
  86439. * Gets or sets a boolean indicating if tangents must be morphed
  86440. */
  86441. enableTangentMorphing: boolean;
  86442. /**
  86443. * Gets or sets a boolean indicating if UV must be morphed
  86444. */
  86445. enableUVMorphing: boolean;
  86446. /**
  86447. * Creates a new MorphTargetManager
  86448. * @param scene defines the current scene
  86449. */
  86450. constructor(scene?: Nullable<Scene>);
  86451. /**
  86452. * Gets the unique ID of this manager
  86453. */
  86454. readonly uniqueId: number;
  86455. /**
  86456. * Gets the number of vertices handled by this manager
  86457. */
  86458. readonly vertexCount: number;
  86459. /**
  86460. * Gets a boolean indicating if this manager supports morphing of normals
  86461. */
  86462. readonly supportsNormals: boolean;
  86463. /**
  86464. * Gets a boolean indicating if this manager supports morphing of tangents
  86465. */
  86466. readonly supportsTangents: boolean;
  86467. /**
  86468. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86469. */
  86470. readonly supportsUVs: boolean;
  86471. /**
  86472. * Gets the number of targets stored in this manager
  86473. */
  86474. readonly numTargets: number;
  86475. /**
  86476. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86477. */
  86478. readonly numInfluencers: number;
  86479. /**
  86480. * Gets the list of influences (one per target)
  86481. */
  86482. readonly influences: Float32Array;
  86483. /**
  86484. * Gets the active target at specified index. An active target is a target with an influence > 0
  86485. * @param index defines the index to check
  86486. * @returns the requested target
  86487. */
  86488. getActiveTarget(index: number): MorphTarget;
  86489. /**
  86490. * Gets the target at specified index
  86491. * @param index defines the index to check
  86492. * @returns the requested target
  86493. */
  86494. getTarget(index: number): MorphTarget;
  86495. /**
  86496. * Add a new target to this manager
  86497. * @param target defines the target to add
  86498. */
  86499. addTarget(target: MorphTarget): void;
  86500. /**
  86501. * Removes a target from the manager
  86502. * @param target defines the target to remove
  86503. */
  86504. removeTarget(target: MorphTarget): void;
  86505. /**
  86506. * Serializes the current manager into a Serialization object
  86507. * @returns the serialized object
  86508. */
  86509. serialize(): any;
  86510. private _syncActiveTargets;
  86511. /**
  86512. * Syncrhonize the targets with all the meshes using this morph target manager
  86513. */
  86514. synchronize(): void;
  86515. /**
  86516. * Creates a new MorphTargetManager from serialized data
  86517. * @param serializationObject defines the serialized data
  86518. * @param scene defines the hosting scene
  86519. * @returns the new MorphTargetManager
  86520. */
  86521. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86522. }
  86523. }
  86524. declare module BABYLON {
  86525. /**
  86526. * Class used to represent a specific level of detail of a mesh
  86527. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86528. */
  86529. export class MeshLODLevel {
  86530. /** Defines the distance where this level should star being displayed */
  86531. distance: number;
  86532. /** Defines the mesh to use to render this level */
  86533. mesh: Nullable<Mesh>;
  86534. /**
  86535. * Creates a new LOD level
  86536. * @param distance defines the distance where this level should star being displayed
  86537. * @param mesh defines the mesh to use to render this level
  86538. */
  86539. constructor(
  86540. /** Defines the distance where this level should star being displayed */
  86541. distance: number,
  86542. /** Defines the mesh to use to render this level */
  86543. mesh: Nullable<Mesh>);
  86544. }
  86545. }
  86546. declare module BABYLON {
  86547. /**
  86548. * Mesh representing the gorund
  86549. */
  86550. export class GroundMesh extends Mesh {
  86551. /** If octree should be generated */
  86552. generateOctree: boolean;
  86553. private _heightQuads;
  86554. /** @hidden */
  86555. _subdivisionsX: number;
  86556. /** @hidden */
  86557. _subdivisionsY: number;
  86558. /** @hidden */
  86559. _width: number;
  86560. /** @hidden */
  86561. _height: number;
  86562. /** @hidden */
  86563. _minX: number;
  86564. /** @hidden */
  86565. _maxX: number;
  86566. /** @hidden */
  86567. _minZ: number;
  86568. /** @hidden */
  86569. _maxZ: number;
  86570. constructor(name: string, scene: Scene);
  86571. /**
  86572. * "GroundMesh"
  86573. * @returns "GroundMesh"
  86574. */
  86575. getClassName(): string;
  86576. /**
  86577. * The minimum of x and y subdivisions
  86578. */
  86579. readonly subdivisions: number;
  86580. /**
  86581. * X subdivisions
  86582. */
  86583. readonly subdivisionsX: number;
  86584. /**
  86585. * Y subdivisions
  86586. */
  86587. readonly subdivisionsY: number;
  86588. /**
  86589. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86590. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86591. * @param chunksCount the number of subdivisions for x and y
  86592. * @param octreeBlocksSize (Default: 32)
  86593. */
  86594. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86595. /**
  86596. * Returns a height (y) value in the Worl system :
  86597. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86598. * @param x x coordinate
  86599. * @param z z coordinate
  86600. * @returns the ground y position if (x, z) are outside the ground surface.
  86601. */
  86602. getHeightAtCoordinates(x: number, z: number): number;
  86603. /**
  86604. * Returns a normalized vector (Vector3) orthogonal to the ground
  86605. * at the ground coordinates (x, z) expressed in the World system.
  86606. * @param x x coordinate
  86607. * @param z z coordinate
  86608. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86609. */
  86610. getNormalAtCoordinates(x: number, z: number): Vector3;
  86611. /**
  86612. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86613. * at the ground coordinates (x, z) expressed in the World system.
  86614. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86615. * @param x x coordinate
  86616. * @param z z coordinate
  86617. * @param ref vector to store the result
  86618. * @returns the GroundMesh.
  86619. */
  86620. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86621. /**
  86622. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86623. * if the ground has been updated.
  86624. * This can be used in the render loop.
  86625. * @returns the GroundMesh.
  86626. */
  86627. updateCoordinateHeights(): GroundMesh;
  86628. private _getFacetAt;
  86629. private _initHeightQuads;
  86630. private _computeHeightQuads;
  86631. /**
  86632. * Serializes this ground mesh
  86633. * @param serializationObject object to write serialization to
  86634. */
  86635. serialize(serializationObject: any): void;
  86636. /**
  86637. * Parses a serialized ground mesh
  86638. * @param parsedMesh the serialized mesh
  86639. * @param scene the scene to create the ground mesh in
  86640. * @returns the created ground mesh
  86641. */
  86642. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86643. }
  86644. }
  86645. declare module BABYLON {
  86646. /**
  86647. * Interface for Physics-Joint data
  86648. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86649. */
  86650. export interface PhysicsJointData {
  86651. /**
  86652. * The main pivot of the joint
  86653. */
  86654. mainPivot?: Vector3;
  86655. /**
  86656. * The connected pivot of the joint
  86657. */
  86658. connectedPivot?: Vector3;
  86659. /**
  86660. * The main axis of the joint
  86661. */
  86662. mainAxis?: Vector3;
  86663. /**
  86664. * The connected axis of the joint
  86665. */
  86666. connectedAxis?: Vector3;
  86667. /**
  86668. * The collision of the joint
  86669. */
  86670. collision?: boolean;
  86671. /**
  86672. * Native Oimo/Cannon/Energy data
  86673. */
  86674. nativeParams?: any;
  86675. }
  86676. /**
  86677. * This is a holder class for the physics joint created by the physics plugin
  86678. * It holds a set of functions to control the underlying joint
  86679. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86680. */
  86681. export class PhysicsJoint {
  86682. /**
  86683. * The type of the physics joint
  86684. */
  86685. type: number;
  86686. /**
  86687. * The data for the physics joint
  86688. */
  86689. jointData: PhysicsJointData;
  86690. private _physicsJoint;
  86691. protected _physicsPlugin: IPhysicsEnginePlugin;
  86692. /**
  86693. * Initializes the physics joint
  86694. * @param type The type of the physics joint
  86695. * @param jointData The data for the physics joint
  86696. */
  86697. constructor(
  86698. /**
  86699. * The type of the physics joint
  86700. */
  86701. type: number,
  86702. /**
  86703. * The data for the physics joint
  86704. */
  86705. jointData: PhysicsJointData);
  86706. /**
  86707. * Gets the physics joint
  86708. */
  86709. /**
  86710. * Sets the physics joint
  86711. */
  86712. physicsJoint: any;
  86713. /**
  86714. * Sets the physics plugin
  86715. */
  86716. physicsPlugin: IPhysicsEnginePlugin;
  86717. /**
  86718. * Execute a function that is physics-plugin specific.
  86719. * @param {Function} func the function that will be executed.
  86720. * It accepts two parameters: the physics world and the physics joint
  86721. */
  86722. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86723. /**
  86724. * Distance-Joint type
  86725. */
  86726. static DistanceJoint: number;
  86727. /**
  86728. * Hinge-Joint type
  86729. */
  86730. static HingeJoint: number;
  86731. /**
  86732. * Ball-and-Socket joint type
  86733. */
  86734. static BallAndSocketJoint: number;
  86735. /**
  86736. * Wheel-Joint type
  86737. */
  86738. static WheelJoint: number;
  86739. /**
  86740. * Slider-Joint type
  86741. */
  86742. static SliderJoint: number;
  86743. /**
  86744. * Prismatic-Joint type
  86745. */
  86746. static PrismaticJoint: number;
  86747. /**
  86748. * Universal-Joint type
  86749. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86750. */
  86751. static UniversalJoint: number;
  86752. /**
  86753. * Hinge-Joint 2 type
  86754. */
  86755. static Hinge2Joint: number;
  86756. /**
  86757. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86758. */
  86759. static PointToPointJoint: number;
  86760. /**
  86761. * Spring-Joint type
  86762. */
  86763. static SpringJoint: number;
  86764. /**
  86765. * Lock-Joint type
  86766. */
  86767. static LockJoint: number;
  86768. }
  86769. /**
  86770. * A class representing a physics distance joint
  86771. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86772. */
  86773. export class DistanceJoint extends PhysicsJoint {
  86774. /**
  86775. *
  86776. * @param jointData The data for the Distance-Joint
  86777. */
  86778. constructor(jointData: DistanceJointData);
  86779. /**
  86780. * Update the predefined distance.
  86781. * @param maxDistance The maximum preferred distance
  86782. * @param minDistance The minimum preferred distance
  86783. */
  86784. updateDistance(maxDistance: number, minDistance?: number): void;
  86785. }
  86786. /**
  86787. * Represents a Motor-Enabled Joint
  86788. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86789. */
  86790. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86791. /**
  86792. * Initializes the Motor-Enabled Joint
  86793. * @param type The type of the joint
  86794. * @param jointData The physica joint data for the joint
  86795. */
  86796. constructor(type: number, jointData: PhysicsJointData);
  86797. /**
  86798. * Set the motor values.
  86799. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86800. * @param force the force to apply
  86801. * @param maxForce max force for this motor.
  86802. */
  86803. setMotor(force?: number, maxForce?: number): void;
  86804. /**
  86805. * Set the motor's limits.
  86806. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86807. * @param upperLimit The upper limit of the motor
  86808. * @param lowerLimit The lower limit of the motor
  86809. */
  86810. setLimit(upperLimit: number, lowerLimit?: number): void;
  86811. }
  86812. /**
  86813. * This class represents a single physics Hinge-Joint
  86814. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86815. */
  86816. export class HingeJoint extends MotorEnabledJoint {
  86817. /**
  86818. * Initializes the Hinge-Joint
  86819. * @param jointData The joint data for the Hinge-Joint
  86820. */
  86821. constructor(jointData: PhysicsJointData);
  86822. /**
  86823. * Set the motor values.
  86824. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86825. * @param {number} force the force to apply
  86826. * @param {number} maxForce max force for this motor.
  86827. */
  86828. setMotor(force?: number, maxForce?: number): void;
  86829. /**
  86830. * Set the motor's limits.
  86831. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86832. * @param upperLimit The upper limit of the motor
  86833. * @param lowerLimit The lower limit of the motor
  86834. */
  86835. setLimit(upperLimit: number, lowerLimit?: number): void;
  86836. }
  86837. /**
  86838. * This class represents a dual hinge physics joint (same as wheel joint)
  86839. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86840. */
  86841. export class Hinge2Joint extends MotorEnabledJoint {
  86842. /**
  86843. * Initializes the Hinge2-Joint
  86844. * @param jointData The joint data for the Hinge2-Joint
  86845. */
  86846. constructor(jointData: PhysicsJointData);
  86847. /**
  86848. * Set the motor values.
  86849. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86850. * @param {number} targetSpeed the speed the motor is to reach
  86851. * @param {number} maxForce max force for this motor.
  86852. * @param {motorIndex} the motor's index, 0 or 1.
  86853. */
  86854. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86855. /**
  86856. * Set the motor limits.
  86857. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86858. * @param {number} upperLimit the upper limit
  86859. * @param {number} lowerLimit lower limit
  86860. * @param {motorIndex} the motor's index, 0 or 1.
  86861. */
  86862. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86863. }
  86864. /**
  86865. * Interface for a motor enabled joint
  86866. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86867. */
  86868. export interface IMotorEnabledJoint {
  86869. /**
  86870. * Physics joint
  86871. */
  86872. physicsJoint: any;
  86873. /**
  86874. * Sets the motor of the motor-enabled joint
  86875. * @param force The force of the motor
  86876. * @param maxForce The maximum force of the motor
  86877. * @param motorIndex The index of the motor
  86878. */
  86879. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86880. /**
  86881. * Sets the limit of the motor
  86882. * @param upperLimit The upper limit of the motor
  86883. * @param lowerLimit The lower limit of the motor
  86884. * @param motorIndex The index of the motor
  86885. */
  86886. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86887. }
  86888. /**
  86889. * Joint data for a Distance-Joint
  86890. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86891. */
  86892. export interface DistanceJointData extends PhysicsJointData {
  86893. /**
  86894. * Max distance the 2 joint objects can be apart
  86895. */
  86896. maxDistance: number;
  86897. }
  86898. /**
  86899. * Joint data from a spring joint
  86900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86901. */
  86902. export interface SpringJointData extends PhysicsJointData {
  86903. /**
  86904. * Length of the spring
  86905. */
  86906. length: number;
  86907. /**
  86908. * Stiffness of the spring
  86909. */
  86910. stiffness: number;
  86911. /**
  86912. * Damping of the spring
  86913. */
  86914. damping: number;
  86915. /** this callback will be called when applying the force to the impostors. */
  86916. forceApplicationCallback: () => void;
  86917. }
  86918. }
  86919. declare module BABYLON {
  86920. /**
  86921. * Holds the data for the raycast result
  86922. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86923. */
  86924. export class PhysicsRaycastResult {
  86925. private _hasHit;
  86926. private _hitDistance;
  86927. private _hitNormalWorld;
  86928. private _hitPointWorld;
  86929. private _rayFromWorld;
  86930. private _rayToWorld;
  86931. /**
  86932. * Gets if there was a hit
  86933. */
  86934. readonly hasHit: boolean;
  86935. /**
  86936. * Gets the distance from the hit
  86937. */
  86938. readonly hitDistance: number;
  86939. /**
  86940. * Gets the hit normal/direction in the world
  86941. */
  86942. readonly hitNormalWorld: Vector3;
  86943. /**
  86944. * Gets the hit point in the world
  86945. */
  86946. readonly hitPointWorld: Vector3;
  86947. /**
  86948. * Gets the ray "start point" of the ray in the world
  86949. */
  86950. readonly rayFromWorld: Vector3;
  86951. /**
  86952. * Gets the ray "end point" of the ray in the world
  86953. */
  86954. readonly rayToWorld: Vector3;
  86955. /**
  86956. * Sets the hit data (normal & point in world space)
  86957. * @param hitNormalWorld defines the normal in world space
  86958. * @param hitPointWorld defines the point in world space
  86959. */
  86960. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86961. /**
  86962. * Sets the distance from the start point to the hit point
  86963. * @param distance
  86964. */
  86965. setHitDistance(distance: number): void;
  86966. /**
  86967. * Calculates the distance manually
  86968. */
  86969. calculateHitDistance(): void;
  86970. /**
  86971. * Resets all the values to default
  86972. * @param from The from point on world space
  86973. * @param to The to point on world space
  86974. */
  86975. reset(from?: Vector3, to?: Vector3): void;
  86976. }
  86977. /**
  86978. * Interface for the size containing width and height
  86979. */
  86980. interface IXYZ {
  86981. /**
  86982. * X
  86983. */
  86984. x: number;
  86985. /**
  86986. * Y
  86987. */
  86988. y: number;
  86989. /**
  86990. * Z
  86991. */
  86992. z: number;
  86993. }
  86994. }
  86995. declare module BABYLON {
  86996. /**
  86997. * Interface used to describe a physics joint
  86998. */
  86999. export interface PhysicsImpostorJoint {
  87000. /** Defines the main impostor to which the joint is linked */
  87001. mainImpostor: PhysicsImpostor;
  87002. /** Defines the impostor that is connected to the main impostor using this joint */
  87003. connectedImpostor: PhysicsImpostor;
  87004. /** Defines the joint itself */
  87005. joint: PhysicsJoint;
  87006. }
  87007. /** @hidden */
  87008. export interface IPhysicsEnginePlugin {
  87009. world: any;
  87010. name: string;
  87011. setGravity(gravity: Vector3): void;
  87012. setTimeStep(timeStep: number): void;
  87013. getTimeStep(): number;
  87014. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  87015. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87016. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87017. generatePhysicsBody(impostor: PhysicsImpostor): void;
  87018. removePhysicsBody(impostor: PhysicsImpostor): void;
  87019. generateJoint(joint: PhysicsImpostorJoint): void;
  87020. removeJoint(joint: PhysicsImpostorJoint): void;
  87021. isSupported(): boolean;
  87022. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  87023. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  87024. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87025. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87026. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87027. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87028. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  87029. getBodyMass(impostor: PhysicsImpostor): number;
  87030. getBodyFriction(impostor: PhysicsImpostor): number;
  87031. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  87032. getBodyRestitution(impostor: PhysicsImpostor): number;
  87033. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  87034. getBodyPressure?(impostor: PhysicsImpostor): number;
  87035. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  87036. getBodyStiffness?(impostor: PhysicsImpostor): number;
  87037. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  87038. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  87039. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  87040. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  87041. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  87042. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87043. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87044. sleepBody(impostor: PhysicsImpostor): void;
  87045. wakeUpBody(impostor: PhysicsImpostor): void;
  87046. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87047. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  87048. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  87049. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87050. getRadius(impostor: PhysicsImpostor): number;
  87051. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  87052. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  87053. dispose(): void;
  87054. }
  87055. /**
  87056. * Interface used to define a physics engine
  87057. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  87058. */
  87059. export interface IPhysicsEngine {
  87060. /**
  87061. * Gets the gravity vector used by the simulation
  87062. */
  87063. gravity: Vector3;
  87064. /**
  87065. * Sets the gravity vector used by the simulation
  87066. * @param gravity defines the gravity vector to use
  87067. */
  87068. setGravity(gravity: Vector3): void;
  87069. /**
  87070. * Set the time step of the physics engine.
  87071. * Default is 1/60.
  87072. * To slow it down, enter 1/600 for example.
  87073. * To speed it up, 1/30
  87074. * @param newTimeStep the new timestep to apply to this world.
  87075. */
  87076. setTimeStep(newTimeStep: number): void;
  87077. /**
  87078. * Get the time step of the physics engine.
  87079. * @returns the current time step
  87080. */
  87081. getTimeStep(): number;
  87082. /**
  87083. * Release all resources
  87084. */
  87085. dispose(): void;
  87086. /**
  87087. * Gets the name of the current physics plugin
  87088. * @returns the name of the plugin
  87089. */
  87090. getPhysicsPluginName(): string;
  87091. /**
  87092. * Adding a new impostor for the impostor tracking.
  87093. * This will be done by the impostor itself.
  87094. * @param impostor the impostor to add
  87095. */
  87096. addImpostor(impostor: PhysicsImpostor): void;
  87097. /**
  87098. * Remove an impostor from the engine.
  87099. * This impostor and its mesh will not longer be updated by the physics engine.
  87100. * @param impostor the impostor to remove
  87101. */
  87102. removeImpostor(impostor: PhysicsImpostor): void;
  87103. /**
  87104. * Add a joint to the physics engine
  87105. * @param mainImpostor defines the main impostor to which the joint is added.
  87106. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  87107. * @param joint defines the joint that will connect both impostors.
  87108. */
  87109. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87110. /**
  87111. * Removes a joint from the simulation
  87112. * @param mainImpostor defines the impostor used with the joint
  87113. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  87114. * @param joint defines the joint to remove
  87115. */
  87116. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87117. /**
  87118. * Gets the current plugin used to run the simulation
  87119. * @returns current plugin
  87120. */
  87121. getPhysicsPlugin(): IPhysicsEnginePlugin;
  87122. /**
  87123. * Gets the list of physic impostors
  87124. * @returns an array of PhysicsImpostor
  87125. */
  87126. getImpostors(): Array<PhysicsImpostor>;
  87127. /**
  87128. * Gets the impostor for a physics enabled object
  87129. * @param object defines the object impersonated by the impostor
  87130. * @returns the PhysicsImpostor or null if not found
  87131. */
  87132. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87133. /**
  87134. * Gets the impostor for a physics body object
  87135. * @param body defines physics body used by the impostor
  87136. * @returns the PhysicsImpostor or null if not found
  87137. */
  87138. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  87139. /**
  87140. * Does a raycast in the physics world
  87141. * @param from when should the ray start?
  87142. * @param to when should the ray end?
  87143. * @returns PhysicsRaycastResult
  87144. */
  87145. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87146. /**
  87147. * Called by the scene. No need to call it.
  87148. * @param delta defines the timespam between frames
  87149. */
  87150. _step(delta: number): void;
  87151. }
  87152. }
  87153. declare module BABYLON {
  87154. /**
  87155. * The interface for the physics imposter parameters
  87156. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87157. */
  87158. export interface PhysicsImpostorParameters {
  87159. /**
  87160. * The mass of the physics imposter
  87161. */
  87162. mass: number;
  87163. /**
  87164. * The friction of the physics imposter
  87165. */
  87166. friction?: number;
  87167. /**
  87168. * The coefficient of restitution of the physics imposter
  87169. */
  87170. restitution?: number;
  87171. /**
  87172. * The native options of the physics imposter
  87173. */
  87174. nativeOptions?: any;
  87175. /**
  87176. * Specifies if the parent should be ignored
  87177. */
  87178. ignoreParent?: boolean;
  87179. /**
  87180. * Specifies if bi-directional transformations should be disabled
  87181. */
  87182. disableBidirectionalTransformation?: boolean;
  87183. /**
  87184. * The pressure inside the physics imposter, soft object only
  87185. */
  87186. pressure?: number;
  87187. /**
  87188. * The stiffness the physics imposter, soft object only
  87189. */
  87190. stiffness?: number;
  87191. /**
  87192. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87193. */
  87194. velocityIterations?: number;
  87195. /**
  87196. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87197. */
  87198. positionIterations?: number;
  87199. /**
  87200. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87201. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87202. * Add to fix multiple points
  87203. */
  87204. fixedPoints?: number;
  87205. /**
  87206. * The collision margin around a soft object
  87207. */
  87208. margin?: number;
  87209. /**
  87210. * The collision margin around a soft object
  87211. */
  87212. damping?: number;
  87213. /**
  87214. * The path for a rope based on an extrusion
  87215. */
  87216. path?: any;
  87217. /**
  87218. * The shape of an extrusion used for a rope based on an extrusion
  87219. */
  87220. shape?: any;
  87221. }
  87222. /**
  87223. * Interface for a physics-enabled object
  87224. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87225. */
  87226. export interface IPhysicsEnabledObject {
  87227. /**
  87228. * The position of the physics-enabled object
  87229. */
  87230. position: Vector3;
  87231. /**
  87232. * The rotation of the physics-enabled object
  87233. */
  87234. rotationQuaternion: Nullable<Quaternion>;
  87235. /**
  87236. * The scale of the physics-enabled object
  87237. */
  87238. scaling: Vector3;
  87239. /**
  87240. * The rotation of the physics-enabled object
  87241. */
  87242. rotation?: Vector3;
  87243. /**
  87244. * The parent of the physics-enabled object
  87245. */
  87246. parent?: any;
  87247. /**
  87248. * The bounding info of the physics-enabled object
  87249. * @returns The bounding info of the physics-enabled object
  87250. */
  87251. getBoundingInfo(): BoundingInfo;
  87252. /**
  87253. * Computes the world matrix
  87254. * @param force Specifies if the world matrix should be computed by force
  87255. * @returns A world matrix
  87256. */
  87257. computeWorldMatrix(force: boolean): Matrix;
  87258. /**
  87259. * Gets the world matrix
  87260. * @returns A world matrix
  87261. */
  87262. getWorldMatrix?(): Matrix;
  87263. /**
  87264. * Gets the child meshes
  87265. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87266. * @returns An array of abstract meshes
  87267. */
  87268. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87269. /**
  87270. * Gets the vertex data
  87271. * @param kind The type of vertex data
  87272. * @returns A nullable array of numbers, or a float32 array
  87273. */
  87274. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87275. /**
  87276. * Gets the indices from the mesh
  87277. * @returns A nullable array of index arrays
  87278. */
  87279. getIndices?(): Nullable<IndicesArray>;
  87280. /**
  87281. * Gets the scene from the mesh
  87282. * @returns the indices array or null
  87283. */
  87284. getScene?(): Scene;
  87285. /**
  87286. * Gets the absolute position from the mesh
  87287. * @returns the absolute position
  87288. */
  87289. getAbsolutePosition(): Vector3;
  87290. /**
  87291. * Gets the absolute pivot point from the mesh
  87292. * @returns the absolute pivot point
  87293. */
  87294. getAbsolutePivotPoint(): Vector3;
  87295. /**
  87296. * Rotates the mesh
  87297. * @param axis The axis of rotation
  87298. * @param amount The amount of rotation
  87299. * @param space The space of the rotation
  87300. * @returns The rotation transform node
  87301. */
  87302. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87303. /**
  87304. * Translates the mesh
  87305. * @param axis The axis of translation
  87306. * @param distance The distance of translation
  87307. * @param space The space of the translation
  87308. * @returns The transform node
  87309. */
  87310. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87311. /**
  87312. * Sets the absolute position of the mesh
  87313. * @param absolutePosition The absolute position of the mesh
  87314. * @returns The transform node
  87315. */
  87316. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87317. /**
  87318. * Gets the class name of the mesh
  87319. * @returns The class name
  87320. */
  87321. getClassName(): string;
  87322. }
  87323. /**
  87324. * Represents a physics imposter
  87325. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87326. */
  87327. export class PhysicsImpostor {
  87328. /**
  87329. * The physics-enabled object used as the physics imposter
  87330. */
  87331. object: IPhysicsEnabledObject;
  87332. /**
  87333. * The type of the physics imposter
  87334. */
  87335. type: number;
  87336. private _options;
  87337. private _scene?;
  87338. /**
  87339. * The default object size of the imposter
  87340. */
  87341. static DEFAULT_OBJECT_SIZE: Vector3;
  87342. /**
  87343. * The identity quaternion of the imposter
  87344. */
  87345. static IDENTITY_QUATERNION: Quaternion;
  87346. /** @hidden */
  87347. _pluginData: any;
  87348. private _physicsEngine;
  87349. private _physicsBody;
  87350. private _bodyUpdateRequired;
  87351. private _onBeforePhysicsStepCallbacks;
  87352. private _onAfterPhysicsStepCallbacks;
  87353. /** @hidden */
  87354. _onPhysicsCollideCallbacks: Array<{
  87355. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87356. otherImpostors: Array<PhysicsImpostor>;
  87357. }>;
  87358. private _deltaPosition;
  87359. private _deltaRotation;
  87360. private _deltaRotationConjugated;
  87361. /** @hidden */
  87362. _isFromLine: boolean;
  87363. private _parent;
  87364. private _isDisposed;
  87365. private static _tmpVecs;
  87366. private static _tmpQuat;
  87367. /**
  87368. * Specifies if the physics imposter is disposed
  87369. */
  87370. readonly isDisposed: boolean;
  87371. /**
  87372. * Gets the mass of the physics imposter
  87373. */
  87374. mass: number;
  87375. /**
  87376. * Gets the coefficient of friction
  87377. */
  87378. /**
  87379. * Sets the coefficient of friction
  87380. */
  87381. friction: number;
  87382. /**
  87383. * Gets the coefficient of restitution
  87384. */
  87385. /**
  87386. * Sets the coefficient of restitution
  87387. */
  87388. restitution: number;
  87389. /**
  87390. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87391. */
  87392. /**
  87393. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87394. */
  87395. pressure: number;
  87396. /**
  87397. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87398. */
  87399. /**
  87400. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87401. */
  87402. stiffness: number;
  87403. /**
  87404. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87405. */
  87406. /**
  87407. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87408. */
  87409. velocityIterations: number;
  87410. /**
  87411. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87412. */
  87413. /**
  87414. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87415. */
  87416. positionIterations: number;
  87417. /**
  87418. * The unique id of the physics imposter
  87419. * set by the physics engine when adding this impostor to the array
  87420. */
  87421. uniqueId: number;
  87422. /**
  87423. * @hidden
  87424. */
  87425. soft: boolean;
  87426. /**
  87427. * @hidden
  87428. */
  87429. segments: number;
  87430. private _joints;
  87431. /**
  87432. * Initializes the physics imposter
  87433. * @param object The physics-enabled object used as the physics imposter
  87434. * @param type The type of the physics imposter
  87435. * @param _options The options for the physics imposter
  87436. * @param _scene The Babylon scene
  87437. */
  87438. constructor(
  87439. /**
  87440. * The physics-enabled object used as the physics imposter
  87441. */
  87442. object: IPhysicsEnabledObject,
  87443. /**
  87444. * The type of the physics imposter
  87445. */
  87446. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87447. /**
  87448. * This function will completly initialize this impostor.
  87449. * It will create a new body - but only if this mesh has no parent.
  87450. * If it has, this impostor will not be used other than to define the impostor
  87451. * of the child mesh.
  87452. * @hidden
  87453. */
  87454. _init(): void;
  87455. private _getPhysicsParent;
  87456. /**
  87457. * Should a new body be generated.
  87458. * @returns boolean specifying if body initialization is required
  87459. */
  87460. isBodyInitRequired(): boolean;
  87461. /**
  87462. * Sets the updated scaling
  87463. * @param updated Specifies if the scaling is updated
  87464. */
  87465. setScalingUpdated(): void;
  87466. /**
  87467. * Force a regeneration of this or the parent's impostor's body.
  87468. * Use under cautious - This will remove all joints already implemented.
  87469. */
  87470. forceUpdate(): void;
  87471. /**
  87472. * Gets the body that holds this impostor. Either its own, or its parent.
  87473. */
  87474. /**
  87475. * Set the physics body. Used mainly by the physics engine/plugin
  87476. */
  87477. physicsBody: any;
  87478. /**
  87479. * Get the parent of the physics imposter
  87480. * @returns Physics imposter or null
  87481. */
  87482. /**
  87483. * Sets the parent of the physics imposter
  87484. */
  87485. parent: Nullable<PhysicsImpostor>;
  87486. /**
  87487. * Resets the update flags
  87488. */
  87489. resetUpdateFlags(): void;
  87490. /**
  87491. * Gets the object extend size
  87492. * @returns the object extend size
  87493. */
  87494. getObjectExtendSize(): Vector3;
  87495. /**
  87496. * Gets the object center
  87497. * @returns The object center
  87498. */
  87499. getObjectCenter(): Vector3;
  87500. /**
  87501. * Get a specific parametes from the options parameter
  87502. * @param paramName The object parameter name
  87503. * @returns The object parameter
  87504. */
  87505. getParam(paramName: string): any;
  87506. /**
  87507. * Sets a specific parameter in the options given to the physics plugin
  87508. * @param paramName The parameter name
  87509. * @param value The value of the parameter
  87510. */
  87511. setParam(paramName: string, value: number): void;
  87512. /**
  87513. * Specifically change the body's mass option. Won't recreate the physics body object
  87514. * @param mass The mass of the physics imposter
  87515. */
  87516. setMass(mass: number): void;
  87517. /**
  87518. * Gets the linear velocity
  87519. * @returns linear velocity or null
  87520. */
  87521. getLinearVelocity(): Nullable<Vector3>;
  87522. /**
  87523. * Sets the linear velocity
  87524. * @param velocity linear velocity or null
  87525. */
  87526. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87527. /**
  87528. * Gets the angular velocity
  87529. * @returns angular velocity or null
  87530. */
  87531. getAngularVelocity(): Nullable<Vector3>;
  87532. /**
  87533. * Sets the angular velocity
  87534. * @param velocity The velocity or null
  87535. */
  87536. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87537. /**
  87538. * Execute a function with the physics plugin native code
  87539. * Provide a function the will have two variables - the world object and the physics body object
  87540. * @param func The function to execute with the physics plugin native code
  87541. */
  87542. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87543. /**
  87544. * Register a function that will be executed before the physics world is stepping forward
  87545. * @param func The function to execute before the physics world is stepped forward
  87546. */
  87547. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87548. /**
  87549. * Unregister a function that will be executed before the physics world is stepping forward
  87550. * @param func The function to execute before the physics world is stepped forward
  87551. */
  87552. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87553. /**
  87554. * Register a function that will be executed after the physics step
  87555. * @param func The function to execute after physics step
  87556. */
  87557. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87558. /**
  87559. * Unregisters a function that will be executed after the physics step
  87560. * @param func The function to execute after physics step
  87561. */
  87562. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87563. /**
  87564. * register a function that will be executed when this impostor collides against a different body
  87565. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87566. * @param func Callback that is executed on collision
  87567. */
  87568. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87569. /**
  87570. * Unregisters the physics imposter on contact
  87571. * @param collideAgainst The physics object to collide against
  87572. * @param func Callback to execute on collision
  87573. */
  87574. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87575. private _tmpQuat;
  87576. private _tmpQuat2;
  87577. /**
  87578. * Get the parent rotation
  87579. * @returns The parent rotation
  87580. */
  87581. getParentsRotation(): Quaternion;
  87582. /**
  87583. * this function is executed by the physics engine.
  87584. */
  87585. beforeStep: () => void;
  87586. /**
  87587. * this function is executed by the physics engine
  87588. */
  87589. afterStep: () => void;
  87590. /**
  87591. * Legacy collision detection event support
  87592. */
  87593. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87594. /**
  87595. * event and body object due to cannon's event-based architecture.
  87596. */
  87597. onCollide: (e: {
  87598. body: any;
  87599. }) => void;
  87600. /**
  87601. * Apply a force
  87602. * @param force The force to apply
  87603. * @param contactPoint The contact point for the force
  87604. * @returns The physics imposter
  87605. */
  87606. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87607. /**
  87608. * Apply an impulse
  87609. * @param force The impulse force
  87610. * @param contactPoint The contact point for the impulse force
  87611. * @returns The physics imposter
  87612. */
  87613. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87614. /**
  87615. * A help function to create a joint
  87616. * @param otherImpostor A physics imposter used to create a joint
  87617. * @param jointType The type of joint
  87618. * @param jointData The data for the joint
  87619. * @returns The physics imposter
  87620. */
  87621. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87622. /**
  87623. * Add a joint to this impostor with a different impostor
  87624. * @param otherImpostor A physics imposter used to add a joint
  87625. * @param joint The joint to add
  87626. * @returns The physics imposter
  87627. */
  87628. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87629. /**
  87630. * Add an anchor to a cloth impostor
  87631. * @param otherImpostor rigid impostor to anchor to
  87632. * @param width ratio across width from 0 to 1
  87633. * @param height ratio up height from 0 to 1
  87634. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87635. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87636. * @returns impostor the soft imposter
  87637. */
  87638. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87639. /**
  87640. * Add a hook to a rope impostor
  87641. * @param otherImpostor rigid impostor to anchor to
  87642. * @param length ratio across rope from 0 to 1
  87643. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87644. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87645. * @returns impostor the rope imposter
  87646. */
  87647. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87648. /**
  87649. * Will keep this body still, in a sleep mode.
  87650. * @returns the physics imposter
  87651. */
  87652. sleep(): PhysicsImpostor;
  87653. /**
  87654. * Wake the body up.
  87655. * @returns The physics imposter
  87656. */
  87657. wakeUp(): PhysicsImpostor;
  87658. /**
  87659. * Clones the physics imposter
  87660. * @param newObject The physics imposter clones to this physics-enabled object
  87661. * @returns A nullable physics imposter
  87662. */
  87663. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87664. /**
  87665. * Disposes the physics imposter
  87666. */
  87667. dispose(): void;
  87668. /**
  87669. * Sets the delta position
  87670. * @param position The delta position amount
  87671. */
  87672. setDeltaPosition(position: Vector3): void;
  87673. /**
  87674. * Sets the delta rotation
  87675. * @param rotation The delta rotation amount
  87676. */
  87677. setDeltaRotation(rotation: Quaternion): void;
  87678. /**
  87679. * Gets the box size of the physics imposter and stores the result in the input parameter
  87680. * @param result Stores the box size
  87681. * @returns The physics imposter
  87682. */
  87683. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87684. /**
  87685. * Gets the radius of the physics imposter
  87686. * @returns Radius of the physics imposter
  87687. */
  87688. getRadius(): number;
  87689. /**
  87690. * Sync a bone with this impostor
  87691. * @param bone The bone to sync to the impostor.
  87692. * @param boneMesh The mesh that the bone is influencing.
  87693. * @param jointPivot The pivot of the joint / bone in local space.
  87694. * @param distToJoint Optional distance from the impostor to the joint.
  87695. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87696. */
  87697. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87698. /**
  87699. * Sync impostor to a bone
  87700. * @param bone The bone that the impostor will be synced to.
  87701. * @param boneMesh The mesh that the bone is influencing.
  87702. * @param jointPivot The pivot of the joint / bone in local space.
  87703. * @param distToJoint Optional distance from the impostor to the joint.
  87704. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87705. * @param boneAxis Optional vector3 axis the bone is aligned with
  87706. */
  87707. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87708. /**
  87709. * No-Imposter type
  87710. */
  87711. static NoImpostor: number;
  87712. /**
  87713. * Sphere-Imposter type
  87714. */
  87715. static SphereImpostor: number;
  87716. /**
  87717. * Box-Imposter type
  87718. */
  87719. static BoxImpostor: number;
  87720. /**
  87721. * Plane-Imposter type
  87722. */
  87723. static PlaneImpostor: number;
  87724. /**
  87725. * Mesh-imposter type
  87726. */
  87727. static MeshImpostor: number;
  87728. /**
  87729. * Capsule-Impostor type (Ammo.js plugin only)
  87730. */
  87731. static CapsuleImpostor: number;
  87732. /**
  87733. * Cylinder-Imposter type
  87734. */
  87735. static CylinderImpostor: number;
  87736. /**
  87737. * Particle-Imposter type
  87738. */
  87739. static ParticleImpostor: number;
  87740. /**
  87741. * Heightmap-Imposter type
  87742. */
  87743. static HeightmapImpostor: number;
  87744. /**
  87745. * ConvexHull-Impostor type (Ammo.js plugin only)
  87746. */
  87747. static ConvexHullImpostor: number;
  87748. /**
  87749. * Rope-Imposter type
  87750. */
  87751. static RopeImpostor: number;
  87752. /**
  87753. * Cloth-Imposter type
  87754. */
  87755. static ClothImpostor: number;
  87756. /**
  87757. * Softbody-Imposter type
  87758. */
  87759. static SoftbodyImpostor: number;
  87760. }
  87761. }
  87762. declare module BABYLON {
  87763. /**
  87764. * @hidden
  87765. **/
  87766. export class _CreationDataStorage {
  87767. closePath?: boolean;
  87768. closeArray?: boolean;
  87769. idx: number[];
  87770. dashSize: number;
  87771. gapSize: number;
  87772. path3D: Path3D;
  87773. pathArray: Vector3[][];
  87774. arc: number;
  87775. radius: number;
  87776. cap: number;
  87777. tessellation: number;
  87778. }
  87779. /**
  87780. * @hidden
  87781. **/
  87782. class _InstanceDataStorage {
  87783. visibleInstances: any;
  87784. batchCache: _InstancesBatch;
  87785. instancesBufferSize: number;
  87786. instancesBuffer: Nullable<Buffer>;
  87787. instancesData: Float32Array;
  87788. overridenInstanceCount: number;
  87789. isFrozen: boolean;
  87790. previousBatch: Nullable<_InstancesBatch>;
  87791. hardwareInstancedRendering: boolean;
  87792. sideOrientation: number;
  87793. }
  87794. /**
  87795. * @hidden
  87796. **/
  87797. export class _InstancesBatch {
  87798. mustReturn: boolean;
  87799. visibleInstances: Nullable<InstancedMesh[]>[];
  87800. renderSelf: boolean[];
  87801. hardwareInstancedRendering: boolean[];
  87802. }
  87803. /**
  87804. * Class used to represent renderable models
  87805. */
  87806. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87807. /**
  87808. * Mesh side orientation : usually the external or front surface
  87809. */
  87810. static readonly FRONTSIDE: number;
  87811. /**
  87812. * Mesh side orientation : usually the internal or back surface
  87813. */
  87814. static readonly BACKSIDE: number;
  87815. /**
  87816. * Mesh side orientation : both internal and external or front and back surfaces
  87817. */
  87818. static readonly DOUBLESIDE: number;
  87819. /**
  87820. * Mesh side orientation : by default, `FRONTSIDE`
  87821. */
  87822. static readonly DEFAULTSIDE: number;
  87823. /**
  87824. * Mesh cap setting : no cap
  87825. */
  87826. static readonly NO_CAP: number;
  87827. /**
  87828. * Mesh cap setting : one cap at the beginning of the mesh
  87829. */
  87830. static readonly CAP_START: number;
  87831. /**
  87832. * Mesh cap setting : one cap at the end of the mesh
  87833. */
  87834. static readonly CAP_END: number;
  87835. /**
  87836. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87837. */
  87838. static readonly CAP_ALL: number;
  87839. /**
  87840. * Mesh pattern setting : no flip or rotate
  87841. */
  87842. static readonly NO_FLIP: number;
  87843. /**
  87844. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87845. */
  87846. static readonly FLIP_TILE: number;
  87847. /**
  87848. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87849. */
  87850. static readonly ROTATE_TILE: number;
  87851. /**
  87852. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87853. */
  87854. static readonly FLIP_ROW: number;
  87855. /**
  87856. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87857. */
  87858. static readonly ROTATE_ROW: number;
  87859. /**
  87860. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87861. */
  87862. static readonly FLIP_N_ROTATE_TILE: number;
  87863. /**
  87864. * Mesh pattern setting : rotate pattern and rotate
  87865. */
  87866. static readonly FLIP_N_ROTATE_ROW: number;
  87867. /**
  87868. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87869. */
  87870. static readonly CENTER: number;
  87871. /**
  87872. * Mesh tile positioning : part tiles on left
  87873. */
  87874. static readonly LEFT: number;
  87875. /**
  87876. * Mesh tile positioning : part tiles on right
  87877. */
  87878. static readonly RIGHT: number;
  87879. /**
  87880. * Mesh tile positioning : part tiles on top
  87881. */
  87882. static readonly TOP: number;
  87883. /**
  87884. * Mesh tile positioning : part tiles on bottom
  87885. */
  87886. static readonly BOTTOM: number;
  87887. /**
  87888. * Gets the default side orientation.
  87889. * @param orientation the orientation to value to attempt to get
  87890. * @returns the default orientation
  87891. * @hidden
  87892. */
  87893. static _GetDefaultSideOrientation(orientation?: number): number;
  87894. private _internalMeshDataInfo;
  87895. /**
  87896. * An event triggered before rendering the mesh
  87897. */
  87898. readonly onBeforeRenderObservable: Observable<Mesh>;
  87899. /**
  87900. * An event triggered before binding the mesh
  87901. */
  87902. readonly onBeforeBindObservable: Observable<Mesh>;
  87903. /**
  87904. * An event triggered after rendering the mesh
  87905. */
  87906. readonly onAfterRenderObservable: Observable<Mesh>;
  87907. /**
  87908. * An event triggered before drawing the mesh
  87909. */
  87910. readonly onBeforeDrawObservable: Observable<Mesh>;
  87911. private _onBeforeDrawObserver;
  87912. /**
  87913. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87914. */
  87915. onBeforeDraw: () => void;
  87916. readonly hasInstances: boolean;
  87917. /**
  87918. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87919. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87920. */
  87921. delayLoadState: number;
  87922. /**
  87923. * Gets the list of instances created from this mesh
  87924. * it is not supposed to be modified manually.
  87925. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87926. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87927. */
  87928. instances: InstancedMesh[];
  87929. /**
  87930. * Gets the file containing delay loading data for this mesh
  87931. */
  87932. delayLoadingFile: string;
  87933. /** @hidden */
  87934. _binaryInfo: any;
  87935. /**
  87936. * User defined function used to change how LOD level selection is done
  87937. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87938. */
  87939. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87940. /**
  87941. * Gets or sets the morph target manager
  87942. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87943. */
  87944. morphTargetManager: Nullable<MorphTargetManager>;
  87945. /** @hidden */
  87946. _creationDataStorage: Nullable<_CreationDataStorage>;
  87947. /** @hidden */
  87948. _geometry: Nullable<Geometry>;
  87949. /** @hidden */
  87950. _delayInfo: Array<string>;
  87951. /** @hidden */
  87952. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87953. /** @hidden */
  87954. _instanceDataStorage: _InstanceDataStorage;
  87955. private _effectiveMaterial;
  87956. /** @hidden */
  87957. _shouldGenerateFlatShading: boolean;
  87958. /** @hidden */
  87959. _originalBuilderSideOrientation: number;
  87960. /**
  87961. * Use this property to change the original side orientation defined at construction time
  87962. */
  87963. overrideMaterialSideOrientation: Nullable<number>;
  87964. /**
  87965. * Gets the source mesh (the one used to clone this one from)
  87966. */
  87967. readonly source: Nullable<Mesh>;
  87968. /**
  87969. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87970. */
  87971. isUnIndexed: boolean;
  87972. /**
  87973. * @constructor
  87974. * @param name The value used by scene.getMeshByName() to do a lookup.
  87975. * @param scene The scene to add this mesh to.
  87976. * @param parent The parent of this mesh, if it has one
  87977. * @param source An optional Mesh from which geometry is shared, cloned.
  87978. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87979. * When false, achieved by calling a clone(), also passing False.
  87980. * This will make creation of children, recursive.
  87981. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87982. */
  87983. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87984. /**
  87985. * Gets the class name
  87986. * @returns the string "Mesh".
  87987. */
  87988. getClassName(): string;
  87989. /** @hidden */
  87990. readonly _isMesh: boolean;
  87991. /**
  87992. * Returns a description of this mesh
  87993. * @param fullDetails define if full details about this mesh must be used
  87994. * @returns a descriptive string representing this mesh
  87995. */
  87996. toString(fullDetails?: boolean): string;
  87997. /** @hidden */
  87998. _unBindEffect(): void;
  87999. /**
  88000. * Gets a boolean indicating if this mesh has LOD
  88001. */
  88002. readonly hasLODLevels: boolean;
  88003. /**
  88004. * Gets the list of MeshLODLevel associated with the current mesh
  88005. * @returns an array of MeshLODLevel
  88006. */
  88007. getLODLevels(): MeshLODLevel[];
  88008. private _sortLODLevels;
  88009. /**
  88010. * Add a mesh as LOD level triggered at the given distance.
  88011. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88012. * @param distance The distance from the center of the object to show this level
  88013. * @param mesh The mesh to be added as LOD level (can be null)
  88014. * @return This mesh (for chaining)
  88015. */
  88016. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  88017. /**
  88018. * Returns the LOD level mesh at the passed distance or null if not found.
  88019. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88020. * @param distance The distance from the center of the object to show this level
  88021. * @returns a Mesh or `null`
  88022. */
  88023. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  88024. /**
  88025. * Remove a mesh from the LOD array
  88026. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88027. * @param mesh defines the mesh to be removed
  88028. * @return This mesh (for chaining)
  88029. */
  88030. removeLODLevel(mesh: Mesh): Mesh;
  88031. /**
  88032. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  88033. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88034. * @param camera defines the camera to use to compute distance
  88035. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  88036. * @return This mesh (for chaining)
  88037. */
  88038. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  88039. /**
  88040. * Gets the mesh internal Geometry object
  88041. */
  88042. readonly geometry: Nullable<Geometry>;
  88043. /**
  88044. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  88045. * @returns the total number of vertices
  88046. */
  88047. getTotalVertices(): number;
  88048. /**
  88049. * Returns the content of an associated vertex buffer
  88050. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88051. * - VertexBuffer.PositionKind
  88052. * - VertexBuffer.UVKind
  88053. * - VertexBuffer.UV2Kind
  88054. * - VertexBuffer.UV3Kind
  88055. * - VertexBuffer.UV4Kind
  88056. * - VertexBuffer.UV5Kind
  88057. * - VertexBuffer.UV6Kind
  88058. * - VertexBuffer.ColorKind
  88059. * - VertexBuffer.MatricesIndicesKind
  88060. * - VertexBuffer.MatricesIndicesExtraKind
  88061. * - VertexBuffer.MatricesWeightsKind
  88062. * - VertexBuffer.MatricesWeightsExtraKind
  88063. * @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
  88064. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  88065. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  88066. */
  88067. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88068. /**
  88069. * Returns the mesh VertexBuffer object from the requested `kind`
  88070. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88071. * - VertexBuffer.PositionKind
  88072. * - VertexBuffer.NormalKind
  88073. * - VertexBuffer.UVKind
  88074. * - VertexBuffer.UV2Kind
  88075. * - VertexBuffer.UV3Kind
  88076. * - VertexBuffer.UV4Kind
  88077. * - VertexBuffer.UV5Kind
  88078. * - VertexBuffer.UV6Kind
  88079. * - VertexBuffer.ColorKind
  88080. * - VertexBuffer.MatricesIndicesKind
  88081. * - VertexBuffer.MatricesIndicesExtraKind
  88082. * - VertexBuffer.MatricesWeightsKind
  88083. * - VertexBuffer.MatricesWeightsExtraKind
  88084. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  88085. */
  88086. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88087. /**
  88088. * Tests if a specific vertex buffer is associated with this mesh
  88089. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88090. * - VertexBuffer.PositionKind
  88091. * - VertexBuffer.NormalKind
  88092. * - VertexBuffer.UVKind
  88093. * - VertexBuffer.UV2Kind
  88094. * - VertexBuffer.UV3Kind
  88095. * - VertexBuffer.UV4Kind
  88096. * - VertexBuffer.UV5Kind
  88097. * - VertexBuffer.UV6Kind
  88098. * - VertexBuffer.ColorKind
  88099. * - VertexBuffer.MatricesIndicesKind
  88100. * - VertexBuffer.MatricesIndicesExtraKind
  88101. * - VertexBuffer.MatricesWeightsKind
  88102. * - VertexBuffer.MatricesWeightsExtraKind
  88103. * @returns a boolean
  88104. */
  88105. isVerticesDataPresent(kind: string): boolean;
  88106. /**
  88107. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  88108. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88109. * - VertexBuffer.PositionKind
  88110. * - VertexBuffer.UVKind
  88111. * - VertexBuffer.UV2Kind
  88112. * - VertexBuffer.UV3Kind
  88113. * - VertexBuffer.UV4Kind
  88114. * - VertexBuffer.UV5Kind
  88115. * - VertexBuffer.UV6Kind
  88116. * - VertexBuffer.ColorKind
  88117. * - VertexBuffer.MatricesIndicesKind
  88118. * - VertexBuffer.MatricesIndicesExtraKind
  88119. * - VertexBuffer.MatricesWeightsKind
  88120. * - VertexBuffer.MatricesWeightsExtraKind
  88121. * @returns a boolean
  88122. */
  88123. isVertexBufferUpdatable(kind: string): boolean;
  88124. /**
  88125. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  88126. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88127. * - VertexBuffer.PositionKind
  88128. * - VertexBuffer.NormalKind
  88129. * - VertexBuffer.UVKind
  88130. * - VertexBuffer.UV2Kind
  88131. * - VertexBuffer.UV3Kind
  88132. * - VertexBuffer.UV4Kind
  88133. * - VertexBuffer.UV5Kind
  88134. * - VertexBuffer.UV6Kind
  88135. * - VertexBuffer.ColorKind
  88136. * - VertexBuffer.MatricesIndicesKind
  88137. * - VertexBuffer.MatricesIndicesExtraKind
  88138. * - VertexBuffer.MatricesWeightsKind
  88139. * - VertexBuffer.MatricesWeightsExtraKind
  88140. * @returns an array of strings
  88141. */
  88142. getVerticesDataKinds(): string[];
  88143. /**
  88144. * Returns a positive integer : the total number of indices in this mesh geometry.
  88145. * @returns the numner of indices or zero if the mesh has no geometry.
  88146. */
  88147. getTotalIndices(): number;
  88148. /**
  88149. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88150. * @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.
  88151. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88152. * @returns the indices array or an empty array if the mesh has no geometry
  88153. */
  88154. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88155. readonly isBlocked: boolean;
  88156. /**
  88157. * Determine if the current mesh is ready to be rendered
  88158. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  88159. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  88160. * @returns true if all associated assets are ready (material, textures, shaders)
  88161. */
  88162. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  88163. /**
  88164. * 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.
  88165. */
  88166. readonly areNormalsFrozen: boolean;
  88167. /**
  88168. * 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.
  88169. * @returns the current mesh
  88170. */
  88171. freezeNormals(): Mesh;
  88172. /**
  88173. * 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
  88174. * @returns the current mesh
  88175. */
  88176. unfreezeNormals(): Mesh;
  88177. /**
  88178. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  88179. */
  88180. overridenInstanceCount: number;
  88181. /** @hidden */
  88182. _preActivate(): Mesh;
  88183. /** @hidden */
  88184. _preActivateForIntermediateRendering(renderId: number): Mesh;
  88185. /** @hidden */
  88186. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  88187. /**
  88188. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  88189. * This means the mesh underlying bounding box and sphere are recomputed.
  88190. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88191. * @returns the current mesh
  88192. */
  88193. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88194. /** @hidden */
  88195. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88196. /**
  88197. * This function will subdivide the mesh into multiple submeshes
  88198. * @param count defines the expected number of submeshes
  88199. */
  88200. subdivide(count: number): void;
  88201. /**
  88202. * Copy a FloatArray into a specific associated vertex buffer
  88203. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88204. * - VertexBuffer.PositionKind
  88205. * - VertexBuffer.UVKind
  88206. * - VertexBuffer.UV2Kind
  88207. * - VertexBuffer.UV3Kind
  88208. * - VertexBuffer.UV4Kind
  88209. * - VertexBuffer.UV5Kind
  88210. * - VertexBuffer.UV6Kind
  88211. * - VertexBuffer.ColorKind
  88212. * - VertexBuffer.MatricesIndicesKind
  88213. * - VertexBuffer.MatricesIndicesExtraKind
  88214. * - VertexBuffer.MatricesWeightsKind
  88215. * - VertexBuffer.MatricesWeightsExtraKind
  88216. * @param data defines the data source
  88217. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88218. * @param stride defines the data stride size (can be null)
  88219. * @returns the current mesh
  88220. */
  88221. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  88222. /**
  88223. * Flags an associated vertex buffer as updatable
  88224. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88225. * - VertexBuffer.PositionKind
  88226. * - VertexBuffer.UVKind
  88227. * - VertexBuffer.UV2Kind
  88228. * - VertexBuffer.UV3Kind
  88229. * - VertexBuffer.UV4Kind
  88230. * - VertexBuffer.UV5Kind
  88231. * - VertexBuffer.UV6Kind
  88232. * - VertexBuffer.ColorKind
  88233. * - VertexBuffer.MatricesIndicesKind
  88234. * - VertexBuffer.MatricesIndicesExtraKind
  88235. * - VertexBuffer.MatricesWeightsKind
  88236. * - VertexBuffer.MatricesWeightsExtraKind
  88237. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88238. */
  88239. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88240. /**
  88241. * Sets the mesh global Vertex Buffer
  88242. * @param buffer defines the buffer to use
  88243. * @returns the current mesh
  88244. */
  88245. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88246. /**
  88247. * Update a specific associated vertex buffer
  88248. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88249. * - VertexBuffer.PositionKind
  88250. * - VertexBuffer.UVKind
  88251. * - VertexBuffer.UV2Kind
  88252. * - VertexBuffer.UV3Kind
  88253. * - VertexBuffer.UV4Kind
  88254. * - VertexBuffer.UV5Kind
  88255. * - VertexBuffer.UV6Kind
  88256. * - VertexBuffer.ColorKind
  88257. * - VertexBuffer.MatricesIndicesKind
  88258. * - VertexBuffer.MatricesIndicesExtraKind
  88259. * - VertexBuffer.MatricesWeightsKind
  88260. * - VertexBuffer.MatricesWeightsExtraKind
  88261. * @param data defines the data source
  88262. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88263. * @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)
  88264. * @returns the current mesh
  88265. */
  88266. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  88267. /**
  88268. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88269. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88270. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88271. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88272. * @returns the current mesh
  88273. */
  88274. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88275. /**
  88276. * Creates a un-shared specific occurence of the geometry for the mesh.
  88277. * @returns the current mesh
  88278. */
  88279. makeGeometryUnique(): Mesh;
  88280. /**
  88281. * Set the index buffer of this mesh
  88282. * @param indices defines the source data
  88283. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88284. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88285. * @returns the current mesh
  88286. */
  88287. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  88288. /**
  88289. * Update the current index buffer
  88290. * @param indices defines the source data
  88291. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88292. * @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)
  88293. * @returns the current mesh
  88294. */
  88295. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  88296. /**
  88297. * Invert the geometry to move from a right handed system to a left handed one.
  88298. * @returns the current mesh
  88299. */
  88300. toLeftHanded(): Mesh;
  88301. /** @hidden */
  88302. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88303. /** @hidden */
  88304. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88305. /**
  88306. * Registers for this mesh a javascript function called just before the rendering process
  88307. * @param func defines the function to call before rendering this mesh
  88308. * @returns the current mesh
  88309. */
  88310. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88311. /**
  88312. * Disposes a previously registered javascript function called before the rendering
  88313. * @param func defines the function to remove
  88314. * @returns the current mesh
  88315. */
  88316. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88317. /**
  88318. * Registers for this mesh a javascript function called just after the rendering is complete
  88319. * @param func defines the function to call after rendering this mesh
  88320. * @returns the current mesh
  88321. */
  88322. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88323. /**
  88324. * Disposes a previously registered javascript function called after the rendering.
  88325. * @param func defines the function to remove
  88326. * @returns the current mesh
  88327. */
  88328. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88329. /** @hidden */
  88330. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88331. /** @hidden */
  88332. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88333. /** @hidden */
  88334. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88335. /** @hidden */
  88336. _rebuild(): void;
  88337. /** @hidden */
  88338. _freeze(): void;
  88339. /** @hidden */
  88340. _unFreeze(): void;
  88341. /**
  88342. * 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
  88343. * @param subMesh defines the subMesh to render
  88344. * @param enableAlphaMode defines if alpha mode can be changed
  88345. * @returns the current mesh
  88346. */
  88347. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88348. private _onBeforeDraw;
  88349. /**
  88350. * Renormalize the mesh and patch it up if there are no weights
  88351. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88352. * However in the case of zero weights then we set just a single influence to 1.
  88353. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88354. */
  88355. cleanMatrixWeights(): void;
  88356. private normalizeSkinFourWeights;
  88357. private normalizeSkinWeightsAndExtra;
  88358. /**
  88359. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88360. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88361. * the user know there was an issue with importing the mesh
  88362. * @returns a validation object with skinned, valid and report string
  88363. */
  88364. validateSkinning(): {
  88365. skinned: boolean;
  88366. valid: boolean;
  88367. report: string;
  88368. };
  88369. /** @hidden */
  88370. _checkDelayState(): Mesh;
  88371. private _queueLoad;
  88372. /**
  88373. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88374. * A mesh is in the frustum if its bounding box intersects the frustum
  88375. * @param frustumPlanes defines the frustum to test
  88376. * @returns true if the mesh is in the frustum planes
  88377. */
  88378. isInFrustum(frustumPlanes: Plane[]): boolean;
  88379. /**
  88380. * Sets the mesh material by the material or multiMaterial `id` property
  88381. * @param id is a string identifying the material or the multiMaterial
  88382. * @returns the current mesh
  88383. */
  88384. setMaterialByID(id: string): Mesh;
  88385. /**
  88386. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88387. * @returns an array of IAnimatable
  88388. */
  88389. getAnimatables(): IAnimatable[];
  88390. /**
  88391. * Modifies the mesh geometry according to the passed transformation matrix.
  88392. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88393. * The mesh normals are modified using the same transformation.
  88394. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88395. * @param transform defines the transform matrix to use
  88396. * @see http://doc.babylonjs.com/resources/baking_transformations
  88397. * @returns the current mesh
  88398. */
  88399. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88400. /**
  88401. * Modifies the mesh geometry according to its own current World Matrix.
  88402. * The mesh World Matrix is then reset.
  88403. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88404. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88405. * @see http://doc.babylonjs.com/resources/baking_transformations
  88406. * @returns the current mesh
  88407. */
  88408. bakeCurrentTransformIntoVertices(): Mesh;
  88409. /** @hidden */
  88410. readonly _positions: Nullable<Vector3[]>;
  88411. /** @hidden */
  88412. _resetPointsArrayCache(): Mesh;
  88413. /** @hidden */
  88414. _generatePointsArray(): boolean;
  88415. /**
  88416. * Returns a new Mesh object generated from the current mesh properties.
  88417. * This method must not get confused with createInstance()
  88418. * @param name is a string, the name given to the new mesh
  88419. * @param newParent can be any Node object (default `null`)
  88420. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88421. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88422. * @returns a new mesh
  88423. */
  88424. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  88425. /**
  88426. * Releases resources associated with this mesh.
  88427. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88428. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88429. */
  88430. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88431. /**
  88432. * Modifies the mesh geometry according to a displacement map.
  88433. * 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.
  88434. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88435. * @param url is a string, the URL from the image file is to be downloaded.
  88436. * @param minHeight is the lower limit of the displacement.
  88437. * @param maxHeight is the upper limit of the displacement.
  88438. * @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.
  88439. * @param uvOffset is an optional vector2 used to offset UV.
  88440. * @param uvScale is an optional vector2 used to scale UV.
  88441. * @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.
  88442. * @returns the Mesh.
  88443. */
  88444. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88445. /**
  88446. * Modifies the mesh geometry according to a displacementMap buffer.
  88447. * 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.
  88448. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88449. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88450. * @param heightMapWidth is the width of the buffer image.
  88451. * @param heightMapHeight is the height of the buffer image.
  88452. * @param minHeight is the lower limit of the displacement.
  88453. * @param maxHeight is the upper limit of the displacement.
  88454. * @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.
  88455. * @param uvOffset is an optional vector2 used to offset UV.
  88456. * @param uvScale is an optional vector2 used to scale UV.
  88457. * @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.
  88458. * @returns the Mesh.
  88459. */
  88460. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88461. /**
  88462. * Modify the mesh to get a flat shading rendering.
  88463. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88464. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88465. * @returns current mesh
  88466. */
  88467. convertToFlatShadedMesh(): Mesh;
  88468. /**
  88469. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88470. * In other words, more vertices, no more indices and a single bigger VBO.
  88471. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88472. * @returns current mesh
  88473. */
  88474. convertToUnIndexedMesh(): Mesh;
  88475. /**
  88476. * Inverses facet orientations.
  88477. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88478. * @param flipNormals will also inverts the normals
  88479. * @returns current mesh
  88480. */
  88481. flipFaces(flipNormals?: boolean): Mesh;
  88482. /**
  88483. * Increase the number of facets and hence vertices in a mesh
  88484. * Vertex normals are interpolated from existing vertex normals
  88485. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88486. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88487. */
  88488. increaseVertices(numberPerEdge: number): void;
  88489. /**
  88490. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88491. * This will undo any application of covertToFlatShadedMesh
  88492. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88493. */
  88494. forceSharedVertices(): void;
  88495. /** @hidden */
  88496. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88497. /** @hidden */
  88498. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88499. /**
  88500. * Creates a new InstancedMesh object from the mesh model.
  88501. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88502. * @param name defines the name of the new instance
  88503. * @returns a new InstancedMesh
  88504. */
  88505. createInstance(name: string): InstancedMesh;
  88506. /**
  88507. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88508. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88509. * @returns the current mesh
  88510. */
  88511. synchronizeInstances(): Mesh;
  88512. /**
  88513. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88514. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88515. * This should be used together with the simplification to avoid disappearing triangles.
  88516. * @param successCallback an optional success callback to be called after the optimization finished.
  88517. * @returns the current mesh
  88518. */
  88519. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88520. /**
  88521. * Serialize current mesh
  88522. * @param serializationObject defines the object which will receive the serialization data
  88523. */
  88524. serialize(serializationObject: any): void;
  88525. /** @hidden */
  88526. _syncGeometryWithMorphTargetManager(): void;
  88527. /** @hidden */
  88528. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88529. /**
  88530. * Returns a new Mesh object parsed from the source provided.
  88531. * @param parsedMesh is the source
  88532. * @param scene defines the hosting scene
  88533. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88534. * @returns a new Mesh
  88535. */
  88536. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88537. /**
  88538. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88539. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88540. * @param name defines the name of the mesh to create
  88541. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88542. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88543. * @param closePath creates a seam between the first and the last points of each path of the path array
  88544. * @param offset is taken in account only if the `pathArray` is containing a single path
  88545. * @param scene defines the hosting scene
  88546. * @param updatable defines if the mesh must be flagged as updatable
  88547. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88548. * @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)
  88549. * @returns a new Mesh
  88550. */
  88551. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88552. /**
  88553. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88554. * @param name defines the name of the mesh to create
  88555. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88556. * @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
  88557. * @param scene defines the hosting scene
  88558. * @param updatable defines if the mesh must be flagged as updatable
  88559. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88560. * @returns a new Mesh
  88561. */
  88562. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88563. /**
  88564. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88565. * @param name defines the name of the mesh to create
  88566. * @param size sets the size (float) of each box side (default 1)
  88567. * @param scene defines the hosting scene
  88568. * @param updatable defines if the mesh must be flagged as updatable
  88569. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88570. * @returns a new Mesh
  88571. */
  88572. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88573. /**
  88574. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88575. * @param name defines the name of the mesh to create
  88576. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88577. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88578. * @param scene defines the hosting scene
  88579. * @param updatable defines if the mesh must be flagged as updatable
  88580. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88581. * @returns a new Mesh
  88582. */
  88583. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88584. /**
  88585. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88586. * @param name defines the name of the mesh to create
  88587. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88588. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88589. * @param scene defines the hosting scene
  88590. * @returns a new Mesh
  88591. */
  88592. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88593. /**
  88594. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88595. * @param name defines the name of the mesh to create
  88596. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88597. * @param diameterTop set the top cap diameter (floats, default 1)
  88598. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88599. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88600. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88601. * @param scene defines the hosting scene
  88602. * @param updatable defines if the mesh must be flagged as updatable
  88603. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88604. * @returns a new Mesh
  88605. */
  88606. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88607. /**
  88608. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88609. * @param name defines the name of the mesh to create
  88610. * @param diameter sets the diameter size (float) of the torus (default 1)
  88611. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88612. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88613. * @param scene defines the hosting scene
  88614. * @param updatable defines if the mesh must be flagged as updatable
  88615. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88616. * @returns a new Mesh
  88617. */
  88618. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88619. /**
  88620. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88621. * @param name defines the name of the mesh to create
  88622. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88623. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88624. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88625. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88626. * @param p the number of windings on X axis (positive integers, default 2)
  88627. * @param q the number of windings on Y axis (positive integers, default 3)
  88628. * @param scene defines the hosting scene
  88629. * @param updatable defines if the mesh must be flagged as updatable
  88630. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88631. * @returns a new Mesh
  88632. */
  88633. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88634. /**
  88635. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88636. * @param name defines the name of the mesh to create
  88637. * @param points is an array successive Vector3
  88638. * @param scene defines the hosting scene
  88639. * @param updatable defines if the mesh must be flagged as updatable
  88640. * @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).
  88641. * @returns a new Mesh
  88642. */
  88643. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88644. /**
  88645. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88646. * @param name defines the name of the mesh to create
  88647. * @param points is an array successive Vector3
  88648. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88649. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88650. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88651. * @param scene defines the hosting scene
  88652. * @param updatable defines if the mesh must be flagged as updatable
  88653. * @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)
  88654. * @returns a new Mesh
  88655. */
  88656. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88657. /**
  88658. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88659. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88660. * 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.
  88661. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88662. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88663. * Remember you can only change the shape positions, not their number when updating a polygon.
  88664. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88665. * @param name defines the name of the mesh to create
  88666. * @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
  88667. * @param scene defines the hosting scene
  88668. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88669. * @param updatable defines if the mesh must be flagged as updatable
  88670. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88671. * @param earcutInjection can be used to inject your own earcut reference
  88672. * @returns a new Mesh
  88673. */
  88674. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88675. /**
  88676. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88677. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88678. * @param name defines the name of the mesh to create
  88679. * @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
  88680. * @param depth defines the height of extrusion
  88681. * @param scene defines the hosting scene
  88682. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88683. * @param updatable defines if the mesh must be flagged as updatable
  88684. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88685. * @param earcutInjection can be used to inject your own earcut reference
  88686. * @returns a new Mesh
  88687. */
  88688. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88689. /**
  88690. * Creates an extruded shape mesh.
  88691. * 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
  88692. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88693. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88694. * @param name defines the name of the mesh to create
  88695. * @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
  88696. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88697. * @param scale is the value to scale the shape
  88698. * @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
  88699. * @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
  88700. * @param scene defines the hosting scene
  88701. * @param updatable defines if the mesh must be flagged as updatable
  88702. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88703. * @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)
  88704. * @returns a new Mesh
  88705. */
  88706. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88707. /**
  88708. * Creates an custom extruded shape mesh.
  88709. * The custom extrusion is a parametric shape.
  88710. * It has no predefined shape. Its final shape will depend on the input parameters.
  88711. * Please consider using the same method from the MeshBuilder class instead
  88712. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88713. * @param name defines the name of the mesh to create
  88714. * @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
  88715. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88716. * @param scaleFunction is a custom Javascript function called on each path point
  88717. * @param rotationFunction is a custom Javascript function called on each path point
  88718. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88719. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88720. * @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
  88721. * @param scene defines the hosting scene
  88722. * @param updatable defines if the mesh must be flagged as updatable
  88723. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88724. * @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)
  88725. * @returns a new Mesh
  88726. */
  88727. 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;
  88728. /**
  88729. * Creates lathe mesh.
  88730. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88731. * Please consider using the same method from the MeshBuilder class instead
  88732. * @param name defines the name of the mesh to create
  88733. * @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
  88734. * @param radius is the radius value of the lathe
  88735. * @param tessellation is the side number of the lathe.
  88736. * @param scene defines the hosting scene
  88737. * @param updatable defines if the mesh must be flagged as updatable
  88738. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88739. * @returns a new Mesh
  88740. */
  88741. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88742. /**
  88743. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88744. * @param name defines the name of the mesh to create
  88745. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88746. * @param scene defines the hosting scene
  88747. * @param updatable defines if the mesh must be flagged as updatable
  88748. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88749. * @returns a new Mesh
  88750. */
  88751. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88752. /**
  88753. * Creates a ground mesh.
  88754. * Please consider using the same method from the MeshBuilder class instead
  88755. * @param name defines the name of the mesh to create
  88756. * @param width set the width of the ground
  88757. * @param height set the height of the ground
  88758. * @param subdivisions sets the number of subdivisions per side
  88759. * @param scene defines the hosting scene
  88760. * @param updatable defines if the mesh must be flagged as updatable
  88761. * @returns a new Mesh
  88762. */
  88763. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88764. /**
  88765. * Creates a tiled ground mesh.
  88766. * Please consider using the same method from the MeshBuilder class instead
  88767. * @param name defines the name of the mesh to create
  88768. * @param xmin set the ground minimum X coordinate
  88769. * @param zmin set the ground minimum Y coordinate
  88770. * @param xmax set the ground maximum X coordinate
  88771. * @param zmax set the ground maximum Z coordinate
  88772. * @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
  88773. * @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
  88774. * @param scene defines the hosting scene
  88775. * @param updatable defines if the mesh must be flagged as updatable
  88776. * @returns a new Mesh
  88777. */
  88778. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88779. w: number;
  88780. h: number;
  88781. }, precision: {
  88782. w: number;
  88783. h: number;
  88784. }, scene: Scene, updatable?: boolean): Mesh;
  88785. /**
  88786. * Creates a ground mesh from a height map.
  88787. * Please consider using the same method from the MeshBuilder class instead
  88788. * @see http://doc.babylonjs.com/babylon101/height_map
  88789. * @param name defines the name of the mesh to create
  88790. * @param url sets the URL of the height map image resource
  88791. * @param width set the ground width size
  88792. * @param height set the ground height size
  88793. * @param subdivisions sets the number of subdivision per side
  88794. * @param minHeight is the minimum altitude on the ground
  88795. * @param maxHeight is the maximum altitude on the ground
  88796. * @param scene defines the hosting scene
  88797. * @param updatable defines if the mesh must be flagged as updatable
  88798. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88799. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88800. * @returns a new Mesh
  88801. */
  88802. 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;
  88803. /**
  88804. * Creates a tube mesh.
  88805. * The tube is a parametric shape.
  88806. * It has no predefined shape. Its final shape will depend on the input parameters.
  88807. * Please consider using the same method from the MeshBuilder class instead
  88808. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88809. * @param name defines the name of the mesh to create
  88810. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88811. * @param radius sets the tube radius size
  88812. * @param tessellation is the number of sides on the tubular surface
  88813. * @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
  88814. * @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
  88815. * @param scene defines the hosting scene
  88816. * @param updatable defines if the mesh must be flagged as updatable
  88817. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88818. * @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)
  88819. * @returns a new Mesh
  88820. */
  88821. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88822. (i: number, distance: number): number;
  88823. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88824. /**
  88825. * Creates a polyhedron mesh.
  88826. * Please consider using the same method from the MeshBuilder class instead.
  88827. * * 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
  88828. * * The parameter `size` (positive float, default 1) sets the polygon size
  88829. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88830. * * 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`
  88831. * * 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
  88832. * * 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)`)
  88833. * * 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
  88834. * * 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
  88835. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88836. * * If you create a double-sided mesh, you can choose what parts of 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
  88837. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88838. * @param name defines the name of the mesh to create
  88839. * @param options defines the options used to create the mesh
  88840. * @param scene defines the hosting scene
  88841. * @returns a new Mesh
  88842. */
  88843. static CreatePolyhedron(name: string, options: {
  88844. type?: number;
  88845. size?: number;
  88846. sizeX?: number;
  88847. sizeY?: number;
  88848. sizeZ?: number;
  88849. custom?: any;
  88850. faceUV?: Vector4[];
  88851. faceColors?: Color4[];
  88852. updatable?: boolean;
  88853. sideOrientation?: number;
  88854. }, scene: Scene): Mesh;
  88855. /**
  88856. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88857. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88858. * * 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`)
  88859. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88860. * * 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
  88861. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88862. * * If you create a double-sided mesh, you can choose what parts of 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
  88863. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88864. * @param name defines the name of the mesh
  88865. * @param options defines the options used to create the mesh
  88866. * @param scene defines the hosting scene
  88867. * @returns a new Mesh
  88868. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88869. */
  88870. static CreateIcoSphere(name: string, options: {
  88871. radius?: number;
  88872. flat?: boolean;
  88873. subdivisions?: number;
  88874. sideOrientation?: number;
  88875. updatable?: boolean;
  88876. }, scene: Scene): Mesh;
  88877. /**
  88878. * Creates a decal mesh.
  88879. * Please consider using the same method from the MeshBuilder class instead.
  88880. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88881. * @param name defines the name of the mesh
  88882. * @param sourceMesh defines the mesh receiving the decal
  88883. * @param position sets the position of the decal in world coordinates
  88884. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88885. * @param size sets the decal scaling
  88886. * @param angle sets the angle to rotate the decal
  88887. * @returns a new Mesh
  88888. */
  88889. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88890. /**
  88891. * Prepare internal position array for software CPU skinning
  88892. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88893. */
  88894. setPositionsForCPUSkinning(): Float32Array;
  88895. /**
  88896. * Prepare internal normal array for software CPU skinning
  88897. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88898. */
  88899. setNormalsForCPUSkinning(): Float32Array;
  88900. /**
  88901. * Updates the vertex buffer by applying transformation from the bones
  88902. * @param skeleton defines the skeleton to apply to current mesh
  88903. * @returns the current mesh
  88904. */
  88905. applySkeleton(skeleton: Skeleton): Mesh;
  88906. /**
  88907. * 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
  88908. * @param meshes defines the list of meshes to scan
  88909. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88910. */
  88911. static MinMax(meshes: AbstractMesh[]): {
  88912. min: Vector3;
  88913. max: Vector3;
  88914. };
  88915. /**
  88916. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88917. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88918. * @returns a vector3
  88919. */
  88920. static Center(meshesOrMinMaxVector: {
  88921. min: Vector3;
  88922. max: Vector3;
  88923. } | AbstractMesh[]): Vector3;
  88924. /**
  88925. * Merge the array of meshes into a single mesh for performance reasons.
  88926. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88927. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88928. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88929. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88930. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88931. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88932. * @returns a new mesh
  88933. */
  88934. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88935. /** @hidden */
  88936. addInstance(instance: InstancedMesh): void;
  88937. /** @hidden */
  88938. removeInstance(instance: InstancedMesh): void;
  88939. }
  88940. }
  88941. declare module BABYLON {
  88942. /**
  88943. * This is the base class of all the camera used in the application.
  88944. * @see http://doc.babylonjs.com/features/cameras
  88945. */
  88946. export class Camera extends Node {
  88947. /** @hidden */
  88948. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88949. /**
  88950. * This is the default projection mode used by the cameras.
  88951. * It helps recreating a feeling of perspective and better appreciate depth.
  88952. * This is the best way to simulate real life cameras.
  88953. */
  88954. static readonly PERSPECTIVE_CAMERA: number;
  88955. /**
  88956. * This helps creating camera with an orthographic mode.
  88957. * 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.
  88958. */
  88959. static readonly ORTHOGRAPHIC_CAMERA: number;
  88960. /**
  88961. * This is the default FOV mode for perspective cameras.
  88962. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88963. */
  88964. static readonly FOVMODE_VERTICAL_FIXED: number;
  88965. /**
  88966. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88967. */
  88968. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88969. /**
  88970. * This specifies ther is no need for a camera rig.
  88971. * Basically only one eye is rendered corresponding to the camera.
  88972. */
  88973. static readonly RIG_MODE_NONE: number;
  88974. /**
  88975. * Simulates a camera Rig with one blue eye and one red eye.
  88976. * This can be use with 3d blue and red glasses.
  88977. */
  88978. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88979. /**
  88980. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88981. */
  88982. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88983. /**
  88984. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88985. */
  88986. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88987. /**
  88988. * Defines that both eyes of the camera will be rendered over under each other.
  88989. */
  88990. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88991. /**
  88992. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88993. */
  88994. static readonly RIG_MODE_VR: number;
  88995. /**
  88996. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88997. */
  88998. static readonly RIG_MODE_WEBVR: number;
  88999. /**
  89000. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89001. */
  89002. static readonly RIG_MODE_CUSTOM: number;
  89003. /**
  89004. * Defines if by default attaching controls should prevent the default javascript event to continue.
  89005. */
  89006. static ForceAttachControlToAlwaysPreventDefault: boolean;
  89007. /**
  89008. * Define the input manager associated with the camera.
  89009. */
  89010. inputs: CameraInputsManager<Camera>;
  89011. /** @hidden */
  89012. _position: Vector3;
  89013. /**
  89014. * Define the current local position of the camera in the scene
  89015. */
  89016. position: Vector3;
  89017. /**
  89018. * The vector the camera should consider as up.
  89019. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  89020. */
  89021. upVector: Vector3;
  89022. /**
  89023. * Define the current limit on the left side for an orthographic camera
  89024. * In scene unit
  89025. */
  89026. orthoLeft: Nullable<number>;
  89027. /**
  89028. * Define the current limit on the right side for an orthographic camera
  89029. * In scene unit
  89030. */
  89031. orthoRight: Nullable<number>;
  89032. /**
  89033. * Define the current limit on the bottom side for an orthographic camera
  89034. * In scene unit
  89035. */
  89036. orthoBottom: Nullable<number>;
  89037. /**
  89038. * Define the current limit on the top side for an orthographic camera
  89039. * In scene unit
  89040. */
  89041. orthoTop: Nullable<number>;
  89042. /**
  89043. * Field Of View is set in Radians. (default is 0.8)
  89044. */
  89045. fov: number;
  89046. /**
  89047. * Define the minimum distance the camera can see from.
  89048. * This is important to note that the depth buffer are not infinite and the closer it starts
  89049. * the more your scene might encounter depth fighting issue.
  89050. */
  89051. minZ: number;
  89052. /**
  89053. * Define the maximum distance the camera can see to.
  89054. * This is important to note that the depth buffer are not infinite and the further it end
  89055. * the more your scene might encounter depth fighting issue.
  89056. */
  89057. maxZ: number;
  89058. /**
  89059. * Define the default inertia of the camera.
  89060. * This helps giving a smooth feeling to the camera movement.
  89061. */
  89062. inertia: number;
  89063. /**
  89064. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  89065. */
  89066. mode: number;
  89067. /**
  89068. * Define wether the camera is intermediate.
  89069. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  89070. */
  89071. isIntermediate: boolean;
  89072. /**
  89073. * Define the viewport of the camera.
  89074. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  89075. */
  89076. viewport: Viewport;
  89077. /**
  89078. * Restricts the camera to viewing objects with the same layerMask.
  89079. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  89080. */
  89081. layerMask: number;
  89082. /**
  89083. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  89084. */
  89085. fovMode: number;
  89086. /**
  89087. * Rig mode of the camera.
  89088. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  89089. * This is normally controlled byt the camera themselves as internal use.
  89090. */
  89091. cameraRigMode: number;
  89092. /**
  89093. * Defines the distance between both "eyes" in case of a RIG
  89094. */
  89095. interaxialDistance: number;
  89096. /**
  89097. * Defines if stereoscopic rendering is done side by side or over under.
  89098. */
  89099. isStereoscopicSideBySide: boolean;
  89100. /**
  89101. * 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
  89102. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  89103. * else in the scene. (Eg. security camera)
  89104. *
  89105. * 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)
  89106. */
  89107. customRenderTargets: RenderTargetTexture[];
  89108. /**
  89109. * When set, the camera will render to this render target instead of the default canvas
  89110. *
  89111. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  89112. */
  89113. outputRenderTarget: Nullable<RenderTargetTexture>;
  89114. /**
  89115. * Observable triggered when the camera view matrix has changed.
  89116. */
  89117. onViewMatrixChangedObservable: Observable<Camera>;
  89118. /**
  89119. * Observable triggered when the camera Projection matrix has changed.
  89120. */
  89121. onProjectionMatrixChangedObservable: Observable<Camera>;
  89122. /**
  89123. * Observable triggered when the inputs have been processed.
  89124. */
  89125. onAfterCheckInputsObservable: Observable<Camera>;
  89126. /**
  89127. * Observable triggered when reset has been called and applied to the camera.
  89128. */
  89129. onRestoreStateObservable: Observable<Camera>;
  89130. /** @hidden */
  89131. _cameraRigParams: any;
  89132. /** @hidden */
  89133. _rigCameras: Camera[];
  89134. /** @hidden */
  89135. _rigPostProcess: Nullable<PostProcess>;
  89136. protected _webvrViewMatrix: Matrix;
  89137. /** @hidden */
  89138. _skipRendering: boolean;
  89139. /** @hidden */
  89140. _projectionMatrix: Matrix;
  89141. /** @hidden */
  89142. _postProcesses: Nullable<PostProcess>[];
  89143. /** @hidden */
  89144. _activeMeshes: SmartArray<AbstractMesh>;
  89145. protected _globalPosition: Vector3;
  89146. /** @hidden */
  89147. _computedViewMatrix: Matrix;
  89148. private _doNotComputeProjectionMatrix;
  89149. private _transformMatrix;
  89150. private _frustumPlanes;
  89151. private _refreshFrustumPlanes;
  89152. private _storedFov;
  89153. private _stateStored;
  89154. /**
  89155. * Instantiates a new camera object.
  89156. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  89157. * @see http://doc.babylonjs.com/features/cameras
  89158. * @param name Defines the name of the camera in the scene
  89159. * @param position Defines the position of the camera
  89160. * @param scene Defines the scene the camera belongs too
  89161. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  89162. */
  89163. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  89164. /**
  89165. * Store current camera state (fov, position, etc..)
  89166. * @returns the camera
  89167. */
  89168. storeState(): Camera;
  89169. /**
  89170. * Restores the camera state values if it has been stored. You must call storeState() first
  89171. */
  89172. protected _restoreStateValues(): boolean;
  89173. /**
  89174. * Restored camera state. You must call storeState() first.
  89175. * @returns true if restored and false otherwise
  89176. */
  89177. restoreState(): boolean;
  89178. /**
  89179. * Gets the class name of the camera.
  89180. * @returns the class name
  89181. */
  89182. getClassName(): string;
  89183. /** @hidden */
  89184. readonly _isCamera: boolean;
  89185. /**
  89186. * Gets a string representation of the camera useful for debug purpose.
  89187. * @param fullDetails Defines that a more verboe level of logging is required
  89188. * @returns the string representation
  89189. */
  89190. toString(fullDetails?: boolean): string;
  89191. /**
  89192. * Gets the current world space position of the camera.
  89193. */
  89194. readonly globalPosition: Vector3;
  89195. /**
  89196. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89197. * @returns the active meshe list
  89198. */
  89199. getActiveMeshes(): SmartArray<AbstractMesh>;
  89200. /**
  89201. * Check wether a mesh is part of the current active mesh list of the camera
  89202. * @param mesh Defines the mesh to check
  89203. * @returns true if active, false otherwise
  89204. */
  89205. isActiveMesh(mesh: Mesh): boolean;
  89206. /**
  89207. * Is this camera ready to be used/rendered
  89208. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89209. * @return true if the camera is ready
  89210. */
  89211. isReady(completeCheck?: boolean): boolean;
  89212. /** @hidden */
  89213. _initCache(): void;
  89214. /** @hidden */
  89215. _updateCache(ignoreParentClass?: boolean): void;
  89216. /** @hidden */
  89217. _isSynchronized(): boolean;
  89218. /** @hidden */
  89219. _isSynchronizedViewMatrix(): boolean;
  89220. /** @hidden */
  89221. _isSynchronizedProjectionMatrix(): boolean;
  89222. /**
  89223. * Attach the input controls to a specific dom element to get the input from.
  89224. * @param element Defines the element the controls should be listened from
  89225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89226. */
  89227. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89228. /**
  89229. * Detach the current controls from the specified dom element.
  89230. * @param element Defines the element to stop listening the inputs from
  89231. */
  89232. detachControl(element: HTMLElement): void;
  89233. /**
  89234. * Update the camera state according to the different inputs gathered during the frame.
  89235. */
  89236. update(): void;
  89237. /** @hidden */
  89238. _checkInputs(): void;
  89239. /** @hidden */
  89240. readonly rigCameras: Camera[];
  89241. /**
  89242. * Gets the post process used by the rig cameras
  89243. */
  89244. readonly rigPostProcess: Nullable<PostProcess>;
  89245. /**
  89246. * Internal, gets the first post proces.
  89247. * @returns the first post process to be run on this camera.
  89248. */
  89249. _getFirstPostProcess(): Nullable<PostProcess>;
  89250. private _cascadePostProcessesToRigCams;
  89251. /**
  89252. * Attach a post process to the camera.
  89253. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89254. * @param postProcess The post process to attach to the camera
  89255. * @param insertAt The position of the post process in case several of them are in use in the scene
  89256. * @returns the position the post process has been inserted at
  89257. */
  89258. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89259. /**
  89260. * Detach a post process to the camera.
  89261. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89262. * @param postProcess The post process to detach from the camera
  89263. */
  89264. detachPostProcess(postProcess: PostProcess): void;
  89265. /**
  89266. * Gets the current world matrix of the camera
  89267. */
  89268. getWorldMatrix(): Matrix;
  89269. /** @hidden */
  89270. _getViewMatrix(): Matrix;
  89271. /**
  89272. * Gets the current view matrix of the camera.
  89273. * @param force forces the camera to recompute the matrix without looking at the cached state
  89274. * @returns the view matrix
  89275. */
  89276. getViewMatrix(force?: boolean): Matrix;
  89277. /**
  89278. * Freeze the projection matrix.
  89279. * It will prevent the cache check of the camera projection compute and can speed up perf
  89280. * if no parameter of the camera are meant to change
  89281. * @param projection Defines manually a projection if necessary
  89282. */
  89283. freezeProjectionMatrix(projection?: Matrix): void;
  89284. /**
  89285. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89286. */
  89287. unfreezeProjectionMatrix(): void;
  89288. /**
  89289. * Gets the current projection matrix of the camera.
  89290. * @param force forces the camera to recompute the matrix without looking at the cached state
  89291. * @returns the projection matrix
  89292. */
  89293. getProjectionMatrix(force?: boolean): Matrix;
  89294. /**
  89295. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89296. * @returns a Matrix
  89297. */
  89298. getTransformationMatrix(): Matrix;
  89299. private _updateFrustumPlanes;
  89300. /**
  89301. * Checks if a cullable object (mesh...) is in the camera frustum
  89302. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89303. * @param target The object to check
  89304. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89305. * @returns true if the object is in frustum otherwise false
  89306. */
  89307. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89308. /**
  89309. * Checks if a cullable object (mesh...) is in the camera frustum
  89310. * Unlike isInFrustum this cheks the full bounding box
  89311. * @param target The object to check
  89312. * @returns true if the object is in frustum otherwise false
  89313. */
  89314. isCompletelyInFrustum(target: ICullable): boolean;
  89315. /**
  89316. * Gets a ray in the forward direction from the camera.
  89317. * @param length Defines the length of the ray to create
  89318. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89319. * @param origin Defines the start point of the ray which defaults to the camera position
  89320. * @returns the forward ray
  89321. */
  89322. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89323. /**
  89324. * Releases resources associated with this node.
  89325. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89326. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89327. */
  89328. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89329. /** @hidden */
  89330. _isLeftCamera: boolean;
  89331. /**
  89332. * Gets the left camera of a rig setup in case of Rigged Camera
  89333. */
  89334. readonly isLeftCamera: boolean;
  89335. /** @hidden */
  89336. _isRightCamera: boolean;
  89337. /**
  89338. * Gets the right camera of a rig setup in case of Rigged Camera
  89339. */
  89340. readonly isRightCamera: boolean;
  89341. /**
  89342. * Gets the left camera of a rig setup in case of Rigged Camera
  89343. */
  89344. readonly leftCamera: Nullable<FreeCamera>;
  89345. /**
  89346. * Gets the right camera of a rig setup in case of Rigged Camera
  89347. */
  89348. readonly rightCamera: Nullable<FreeCamera>;
  89349. /**
  89350. * Gets the left camera target of a rig setup in case of Rigged Camera
  89351. * @returns the target position
  89352. */
  89353. getLeftTarget(): Nullable<Vector3>;
  89354. /**
  89355. * Gets the right camera target of a rig setup in case of Rigged Camera
  89356. * @returns the target position
  89357. */
  89358. getRightTarget(): Nullable<Vector3>;
  89359. /**
  89360. * @hidden
  89361. */
  89362. setCameraRigMode(mode: number, rigParams: any): void;
  89363. /** @hidden */
  89364. static _setStereoscopicRigMode(camera: Camera): void;
  89365. /** @hidden */
  89366. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89367. /** @hidden */
  89368. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89369. /** @hidden */
  89370. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89371. /** @hidden */
  89372. _getVRProjectionMatrix(): Matrix;
  89373. protected _updateCameraRotationMatrix(): void;
  89374. protected _updateWebVRCameraRotationMatrix(): void;
  89375. /**
  89376. * This function MUST be overwritten by the different WebVR cameras available.
  89377. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89378. * @hidden
  89379. */
  89380. _getWebVRProjectionMatrix(): Matrix;
  89381. /**
  89382. * This function MUST be overwritten by the different WebVR cameras available.
  89383. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89384. * @hidden
  89385. */
  89386. _getWebVRViewMatrix(): Matrix;
  89387. /** @hidden */
  89388. setCameraRigParameter(name: string, value: any): void;
  89389. /**
  89390. * needs to be overridden by children so sub has required properties to be copied
  89391. * @hidden
  89392. */
  89393. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89394. /**
  89395. * May need to be overridden by children
  89396. * @hidden
  89397. */
  89398. _updateRigCameras(): void;
  89399. /** @hidden */
  89400. _setupInputs(): void;
  89401. /**
  89402. * Serialiaze the camera setup to a json represention
  89403. * @returns the JSON representation
  89404. */
  89405. serialize(): any;
  89406. /**
  89407. * Clones the current camera.
  89408. * @param name The cloned camera name
  89409. * @returns the cloned camera
  89410. */
  89411. clone(name: string): Camera;
  89412. /**
  89413. * Gets the direction of the camera relative to a given local axis.
  89414. * @param localAxis Defines the reference axis to provide a relative direction.
  89415. * @return the direction
  89416. */
  89417. getDirection(localAxis: Vector3): Vector3;
  89418. /**
  89419. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89420. * @param localAxis Defines the reference axis to provide a relative direction.
  89421. * @param result Defines the vector to store the result in
  89422. */
  89423. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89424. /**
  89425. * Gets a camera constructor for a given camera type
  89426. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89427. * @param name The name of the camera the result will be able to instantiate
  89428. * @param scene The scene the result will construct the camera in
  89429. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89430. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89431. * @returns a factory method to construc the camera
  89432. */
  89433. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89434. /**
  89435. * Compute the world matrix of the camera.
  89436. * @returns the camera workd matrix
  89437. */
  89438. computeWorldMatrix(): Matrix;
  89439. /**
  89440. * Parse a JSON and creates the camera from the parsed information
  89441. * @param parsedCamera The JSON to parse
  89442. * @param scene The scene to instantiate the camera in
  89443. * @returns the newly constructed camera
  89444. */
  89445. static Parse(parsedCamera: any, scene: Scene): Camera;
  89446. }
  89447. }
  89448. declare module BABYLON {
  89449. /**
  89450. * Class containing static functions to help procedurally build meshes
  89451. */
  89452. export class DiscBuilder {
  89453. /**
  89454. * Creates a plane polygonal mesh. By default, this is a disc
  89455. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89456. * * 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
  89457. * * 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
  89458. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89459. * * If you create a double-sided mesh, you can choose what parts of 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
  89460. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89461. * @param name defines the name of the mesh
  89462. * @param options defines the options used to create the mesh
  89463. * @param scene defines the hosting scene
  89464. * @returns the plane polygonal mesh
  89465. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89466. */
  89467. static CreateDisc(name: string, options: {
  89468. radius?: number;
  89469. tessellation?: number;
  89470. arc?: number;
  89471. updatable?: boolean;
  89472. sideOrientation?: number;
  89473. frontUVs?: Vector4;
  89474. backUVs?: Vector4;
  89475. }, scene?: Nullable<Scene>): Mesh;
  89476. }
  89477. }
  89478. declare module BABYLON {
  89479. /**
  89480. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89481. *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.
  89482. * The SPS is also a particle system. It provides some methods to manage the particles.
  89483. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89484. *
  89485. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89486. */
  89487. export class SolidParticleSystem implements IDisposable {
  89488. /**
  89489. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89490. * Example : var p = SPS.particles[i];
  89491. */
  89492. particles: SolidParticle[];
  89493. /**
  89494. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89495. */
  89496. nbParticles: number;
  89497. /**
  89498. * If the particles must ever face the camera (default false). Useful for planar particles.
  89499. */
  89500. billboard: boolean;
  89501. /**
  89502. * Recompute normals when adding a shape
  89503. */
  89504. recomputeNormals: boolean;
  89505. /**
  89506. * This a counter ofr your own usage. It's not set by any SPS functions.
  89507. */
  89508. counter: number;
  89509. /**
  89510. * The SPS name. This name is also given to the underlying mesh.
  89511. */
  89512. name: string;
  89513. /**
  89514. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89515. */
  89516. mesh: Mesh;
  89517. /**
  89518. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89519. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89520. */
  89521. vars: any;
  89522. /**
  89523. * This array is populated when the SPS is set as 'pickable'.
  89524. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89525. * Each element of this array is an object `{idx: int, faceId: int}`.
  89526. * `idx` is the picked particle index in the `SPS.particles` array
  89527. * `faceId` is the picked face index counted within this particle.
  89528. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89529. */
  89530. pickedParticles: {
  89531. idx: number;
  89532. faceId: number;
  89533. }[];
  89534. /**
  89535. * This array is populated when `enableDepthSort` is set to true.
  89536. * Each element of this array is an instance of the class DepthSortedParticle.
  89537. */
  89538. depthSortedParticles: DepthSortedParticle[];
  89539. /**
  89540. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89541. * @hidden
  89542. */
  89543. _bSphereOnly: boolean;
  89544. /**
  89545. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89546. * @hidden
  89547. */
  89548. _bSphereRadiusFactor: number;
  89549. private _scene;
  89550. private _positions;
  89551. private _indices;
  89552. private _normals;
  89553. private _colors;
  89554. private _uvs;
  89555. private _indices32;
  89556. private _positions32;
  89557. private _normals32;
  89558. private _fixedNormal32;
  89559. private _colors32;
  89560. private _uvs32;
  89561. private _index;
  89562. private _updatable;
  89563. private _pickable;
  89564. private _isVisibilityBoxLocked;
  89565. private _alwaysVisible;
  89566. private _depthSort;
  89567. private _shapeCounter;
  89568. private _copy;
  89569. private _color;
  89570. private _computeParticleColor;
  89571. private _computeParticleTexture;
  89572. private _computeParticleRotation;
  89573. private _computeParticleVertex;
  89574. private _computeBoundingBox;
  89575. private _depthSortParticles;
  89576. private _camera;
  89577. private _mustUnrotateFixedNormals;
  89578. private _particlesIntersect;
  89579. private _needs32Bits;
  89580. /**
  89581. * Creates a SPS (Solid Particle System) object.
  89582. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89583. * @param scene (Scene) is the scene in which the SPS is added.
  89584. * @param options defines the options of the sps e.g.
  89585. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89586. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89587. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89588. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89589. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89590. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89591. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89592. */
  89593. constructor(name: string, scene: Scene, options?: {
  89594. updatable?: boolean;
  89595. isPickable?: boolean;
  89596. enableDepthSort?: boolean;
  89597. particleIntersection?: boolean;
  89598. boundingSphereOnly?: boolean;
  89599. bSphereRadiusFactor?: number;
  89600. });
  89601. /**
  89602. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89603. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89604. * @returns the created mesh
  89605. */
  89606. buildMesh(): Mesh;
  89607. /**
  89608. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89609. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89610. * Thus the particles generated from `digest()` have their property `position` set yet.
  89611. * @param mesh ( Mesh ) is the mesh to be digested
  89612. * @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
  89613. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89614. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89615. * @returns the current SPS
  89616. */
  89617. digest(mesh: Mesh, options?: {
  89618. facetNb?: number;
  89619. number?: number;
  89620. delta?: number;
  89621. }): SolidParticleSystem;
  89622. private _unrotateFixedNormals;
  89623. private _resetCopy;
  89624. private _meshBuilder;
  89625. private _posToShape;
  89626. private _uvsToShapeUV;
  89627. private _addParticle;
  89628. /**
  89629. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89630. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89631. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89632. * @param nb (positive integer) the number of particles to be created from this model
  89633. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89634. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89635. * @returns the number of shapes in the system
  89636. */
  89637. addShape(mesh: Mesh, nb: number, options?: {
  89638. positionFunction?: any;
  89639. vertexFunction?: any;
  89640. }): number;
  89641. private _rebuildParticle;
  89642. /**
  89643. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89644. * @returns the SPS.
  89645. */
  89646. rebuildMesh(): SolidParticleSystem;
  89647. /**
  89648. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89649. * This method calls `updateParticle()` for each particle of the SPS.
  89650. * For an animated SPS, it is usually called within the render loop.
  89651. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89652. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89653. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89654. * @returns the SPS.
  89655. */
  89656. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89657. /**
  89658. * Disposes the SPS.
  89659. */
  89660. dispose(): void;
  89661. /**
  89662. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89663. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89664. * @returns the SPS.
  89665. */
  89666. refreshVisibleSize(): SolidParticleSystem;
  89667. /**
  89668. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89669. * @param size the size (float) of the visibility box
  89670. * note : this doesn't lock the SPS mesh bounding box.
  89671. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89672. */
  89673. setVisibilityBox(size: number): void;
  89674. /**
  89675. * Gets whether the SPS as always visible or not
  89676. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89677. */
  89678. /**
  89679. * Sets the SPS as always visible or not
  89680. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89681. */
  89682. isAlwaysVisible: boolean;
  89683. /**
  89684. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89685. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89686. */
  89687. /**
  89688. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89689. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89690. */
  89691. isVisibilityBoxLocked: boolean;
  89692. /**
  89693. * Tells to `setParticles()` to compute the particle rotations or not.
  89694. * Default value : true. The SPS is faster when it's set to false.
  89695. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89696. */
  89697. /**
  89698. * Gets if `setParticles()` computes the particle rotations or not.
  89699. * Default value : true. The SPS is faster when it's set to false.
  89700. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89701. */
  89702. computeParticleRotation: boolean;
  89703. /**
  89704. * Tells to `setParticles()` to compute the particle colors or not.
  89705. * Default value : true. The SPS is faster when it's set to false.
  89706. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89707. */
  89708. /**
  89709. * Gets if `setParticles()` computes the particle colors or not.
  89710. * Default value : true. The SPS is faster when it's set to false.
  89711. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89712. */
  89713. computeParticleColor: boolean;
  89714. /**
  89715. * Gets if `setParticles()` computes the particle textures or not.
  89716. * Default value : true. The SPS is faster when it's set to false.
  89717. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89718. */
  89719. computeParticleTexture: boolean;
  89720. /**
  89721. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89722. * Default value : false. The SPS is faster when it's set to false.
  89723. * Note : the particle custom vertex positions aren't stored values.
  89724. */
  89725. /**
  89726. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89727. * Default value : false. The SPS is faster when it's set to false.
  89728. * Note : the particle custom vertex positions aren't stored values.
  89729. */
  89730. computeParticleVertex: boolean;
  89731. /**
  89732. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89733. */
  89734. /**
  89735. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89736. */
  89737. computeBoundingBox: boolean;
  89738. /**
  89739. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89740. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89741. * Default : `true`
  89742. */
  89743. /**
  89744. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89745. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89746. * Default : `true`
  89747. */
  89748. depthSortParticles: boolean;
  89749. /**
  89750. * This function does nothing. It may be overwritten to set all the particle first values.
  89751. * The SPS doesn't call this function, you may have to call it by your own.
  89752. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89753. */
  89754. initParticles(): void;
  89755. /**
  89756. * This function does nothing. It may be overwritten to recycle a particle.
  89757. * The SPS doesn't call this function, you may have to call it by your own.
  89758. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89759. * @param particle The particle to recycle
  89760. * @returns the recycled particle
  89761. */
  89762. recycleParticle(particle: SolidParticle): SolidParticle;
  89763. /**
  89764. * Updates a particle : this function should be overwritten by the user.
  89765. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89766. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89767. * @example : just set a particle position or velocity and recycle conditions
  89768. * @param particle The particle to update
  89769. * @returns the updated particle
  89770. */
  89771. updateParticle(particle: SolidParticle): SolidParticle;
  89772. /**
  89773. * Updates a vertex of a particle : it can be overwritten by the user.
  89774. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89775. * @param particle the current particle
  89776. * @param vertex the current index of the current particle
  89777. * @param pt the index of the current vertex in the particle shape
  89778. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89779. * @example : just set a vertex particle position
  89780. * @returns the updated vertex
  89781. */
  89782. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89783. /**
  89784. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89785. * This does nothing and may be overwritten by the user.
  89786. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89787. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89788. * @param update the boolean update value actually passed to setParticles()
  89789. */
  89790. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89791. /**
  89792. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89793. * This will be passed three parameters.
  89794. * This does nothing and may be overwritten by the user.
  89795. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89796. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89797. * @param update the boolean update value actually passed to setParticles()
  89798. */
  89799. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89800. }
  89801. }
  89802. declare module BABYLON {
  89803. /**
  89804. * Represents one particle of a solid particle system.
  89805. */
  89806. export class SolidParticle {
  89807. /**
  89808. * particle global index
  89809. */
  89810. idx: number;
  89811. /**
  89812. * The color of the particle
  89813. */
  89814. color: Nullable<Color4>;
  89815. /**
  89816. * The world space position of the particle.
  89817. */
  89818. position: Vector3;
  89819. /**
  89820. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89821. */
  89822. rotation: Vector3;
  89823. /**
  89824. * The world space rotation quaternion of the particle.
  89825. */
  89826. rotationQuaternion: Nullable<Quaternion>;
  89827. /**
  89828. * The scaling of the particle.
  89829. */
  89830. scaling: Vector3;
  89831. /**
  89832. * The uvs of the particle.
  89833. */
  89834. uvs: Vector4;
  89835. /**
  89836. * The current speed of the particle.
  89837. */
  89838. velocity: Vector3;
  89839. /**
  89840. * The pivot point in the particle local space.
  89841. */
  89842. pivot: Vector3;
  89843. /**
  89844. * Must the particle be translated from its pivot point in its local space ?
  89845. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89846. * Default : false
  89847. */
  89848. translateFromPivot: boolean;
  89849. /**
  89850. * Is the particle active or not ?
  89851. */
  89852. alive: boolean;
  89853. /**
  89854. * Is the particle visible or not ?
  89855. */
  89856. isVisible: boolean;
  89857. /**
  89858. * Index of this particle in the global "positions" array (Internal use)
  89859. * @hidden
  89860. */
  89861. _pos: number;
  89862. /**
  89863. * @hidden Index of this particle in the global "indices" array (Internal use)
  89864. */
  89865. _ind: number;
  89866. /**
  89867. * @hidden ModelShape of this particle (Internal use)
  89868. */
  89869. _model: ModelShape;
  89870. /**
  89871. * ModelShape id of this particle
  89872. */
  89873. shapeId: number;
  89874. /**
  89875. * Index of the particle in its shape id (Internal use)
  89876. */
  89877. idxInShape: number;
  89878. /**
  89879. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89880. */
  89881. _modelBoundingInfo: BoundingInfo;
  89882. /**
  89883. * @hidden Particle BoundingInfo object (Internal use)
  89884. */
  89885. _boundingInfo: BoundingInfo;
  89886. /**
  89887. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89888. */
  89889. _sps: SolidParticleSystem;
  89890. /**
  89891. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89892. */
  89893. _stillInvisible: boolean;
  89894. /**
  89895. * @hidden Last computed particle rotation matrix
  89896. */
  89897. _rotationMatrix: number[];
  89898. /**
  89899. * Parent particle Id, if any.
  89900. * Default null.
  89901. */
  89902. parentId: Nullable<number>;
  89903. /**
  89904. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89905. * The possible values are :
  89906. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89907. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89908. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89909. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89910. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89911. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89912. * */
  89913. cullingStrategy: number;
  89914. /**
  89915. * @hidden Internal global position in the SPS.
  89916. */
  89917. _globalPosition: Vector3;
  89918. /**
  89919. * Creates a Solid Particle object.
  89920. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89921. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89922. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89923. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89924. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89925. * @param shapeId (integer) is the model shape identifier in the SPS.
  89926. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89927. * @param sps defines the sps it is associated to
  89928. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89929. */
  89930. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89931. /**
  89932. * Legacy support, changed scale to scaling
  89933. */
  89934. /**
  89935. * Legacy support, changed scale to scaling
  89936. */
  89937. scale: Vector3;
  89938. /**
  89939. * Legacy support, changed quaternion to rotationQuaternion
  89940. */
  89941. /**
  89942. * Legacy support, changed quaternion to rotationQuaternion
  89943. */
  89944. quaternion: Nullable<Quaternion>;
  89945. /**
  89946. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89947. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89948. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89949. * @returns true if it intersects
  89950. */
  89951. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89952. /**
  89953. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89954. * A particle is in the frustum if its bounding box intersects the frustum
  89955. * @param frustumPlanes defines the frustum to test
  89956. * @returns true if the particle is in the frustum planes
  89957. */
  89958. isInFrustum(frustumPlanes: Plane[]): boolean;
  89959. /**
  89960. * get the rotation matrix of the particle
  89961. * @hidden
  89962. */
  89963. getRotationMatrix(m: Matrix): void;
  89964. }
  89965. /**
  89966. * Represents the shape of the model used by one particle of a solid particle system.
  89967. * SPS internal tool, don't use it manually.
  89968. */
  89969. export class ModelShape {
  89970. /**
  89971. * The shape id
  89972. * @hidden
  89973. */
  89974. shapeID: number;
  89975. /**
  89976. * flat array of model positions (internal use)
  89977. * @hidden
  89978. */
  89979. _shape: Vector3[];
  89980. /**
  89981. * flat array of model UVs (internal use)
  89982. * @hidden
  89983. */
  89984. _shapeUV: number[];
  89985. /**
  89986. * length of the shape in the model indices array (internal use)
  89987. * @hidden
  89988. */
  89989. _indicesLength: number;
  89990. /**
  89991. * Custom position function (internal use)
  89992. * @hidden
  89993. */
  89994. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89995. /**
  89996. * Custom vertex function (internal use)
  89997. * @hidden
  89998. */
  89999. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90000. /**
  90001. * 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.
  90002. * SPS internal tool, don't use it manually.
  90003. * @hidden
  90004. */
  90005. 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>);
  90006. }
  90007. /**
  90008. * Represents a Depth Sorted Particle in the solid particle system.
  90009. */
  90010. export class DepthSortedParticle {
  90011. /**
  90012. * Index of the particle in the "indices" array
  90013. */
  90014. ind: number;
  90015. /**
  90016. * Length of the particle shape in the "indices" array
  90017. */
  90018. indicesLength: number;
  90019. /**
  90020. * Squared distance from the particle to the camera
  90021. */
  90022. sqDistance: number;
  90023. }
  90024. }
  90025. declare module BABYLON {
  90026. /**
  90027. * @hidden
  90028. */
  90029. export class _MeshCollisionData {
  90030. _checkCollisions: boolean;
  90031. _collisionMask: number;
  90032. _collisionGroup: number;
  90033. _collider: Nullable<Collider>;
  90034. _oldPositionForCollisions: Vector3;
  90035. _diffPositionForCollisions: Vector3;
  90036. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  90037. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  90038. }
  90039. }
  90040. declare module BABYLON {
  90041. /** @hidden */
  90042. class _FacetDataStorage {
  90043. facetPositions: Vector3[];
  90044. facetNormals: Vector3[];
  90045. facetPartitioning: number[][];
  90046. facetNb: number;
  90047. partitioningSubdivisions: number;
  90048. partitioningBBoxRatio: number;
  90049. facetDataEnabled: boolean;
  90050. facetParameters: any;
  90051. bbSize: Vector3;
  90052. subDiv: {
  90053. max: number;
  90054. X: number;
  90055. Y: number;
  90056. Z: number;
  90057. };
  90058. facetDepthSort: boolean;
  90059. facetDepthSortEnabled: boolean;
  90060. depthSortedIndices: IndicesArray;
  90061. depthSortedFacets: {
  90062. ind: number;
  90063. sqDistance: number;
  90064. }[];
  90065. facetDepthSortFunction: (f1: {
  90066. ind: number;
  90067. sqDistance: number;
  90068. }, f2: {
  90069. ind: number;
  90070. sqDistance: number;
  90071. }) => number;
  90072. facetDepthSortFrom: Vector3;
  90073. facetDepthSortOrigin: Vector3;
  90074. invertedMatrix: Matrix;
  90075. }
  90076. /**
  90077. * @hidden
  90078. **/
  90079. class _InternalAbstractMeshDataInfo {
  90080. _hasVertexAlpha: boolean;
  90081. _useVertexColors: boolean;
  90082. _numBoneInfluencers: number;
  90083. _applyFog: boolean;
  90084. _receiveShadows: boolean;
  90085. _facetData: _FacetDataStorage;
  90086. _visibility: number;
  90087. _skeleton: Nullable<Skeleton>;
  90088. _layerMask: number;
  90089. _computeBonesUsingShaders: boolean;
  90090. _isActive: boolean;
  90091. _onlyForInstances: boolean;
  90092. _isActiveIntermediate: boolean;
  90093. _onlyForInstancesIntermediate: boolean;
  90094. }
  90095. /**
  90096. * Class used to store all common mesh properties
  90097. */
  90098. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  90099. /** No occlusion */
  90100. static OCCLUSION_TYPE_NONE: number;
  90101. /** Occlusion set to optimisitic */
  90102. static OCCLUSION_TYPE_OPTIMISTIC: number;
  90103. /** Occlusion set to strict */
  90104. static OCCLUSION_TYPE_STRICT: number;
  90105. /** Use an accurante occlusion algorithm */
  90106. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  90107. /** Use a conservative occlusion algorithm */
  90108. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  90109. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  90110. * Test order :
  90111. * Is the bounding sphere outside the frustum ?
  90112. * If not, are the bounding box vertices outside the frustum ?
  90113. * It not, then the cullable object is in the frustum.
  90114. */
  90115. static readonly CULLINGSTRATEGY_STANDARD: number;
  90116. /** Culling strategy : Bounding Sphere Only.
  90117. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  90118. * It's also less accurate than the standard because some not visible objects can still be selected.
  90119. * Test : is the bounding sphere outside the frustum ?
  90120. * If not, then the cullable object is in the frustum.
  90121. */
  90122. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  90123. /** Culling strategy : Optimistic Inclusion.
  90124. * This in an inclusion test first, then the standard exclusion test.
  90125. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  90126. * 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.
  90127. * Anyway, it's as accurate as the standard strategy.
  90128. * Test :
  90129. * Is the cullable object bounding sphere center in the frustum ?
  90130. * If not, apply the default culling strategy.
  90131. */
  90132. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  90133. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  90134. * This in an inclusion test first, then the bounding sphere only exclusion test.
  90135. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  90136. * 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.
  90137. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  90138. * Test :
  90139. * Is the cullable object bounding sphere center in the frustum ?
  90140. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  90141. */
  90142. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  90143. /**
  90144. * No billboard
  90145. */
  90146. static readonly BILLBOARDMODE_NONE: number;
  90147. /** Billboard on X axis */
  90148. static readonly BILLBOARDMODE_X: number;
  90149. /** Billboard on Y axis */
  90150. static readonly BILLBOARDMODE_Y: number;
  90151. /** Billboard on Z axis */
  90152. static readonly BILLBOARDMODE_Z: number;
  90153. /** Billboard on all axes */
  90154. static readonly BILLBOARDMODE_ALL: number;
  90155. /** Billboard on using position instead of orientation */
  90156. static readonly BILLBOARDMODE_USE_POSITION: number;
  90157. /** @hidden */
  90158. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  90159. /**
  90160. * The culling strategy to use to check whether the mesh must be rendered or not.
  90161. * This value can be changed at any time and will be used on the next render mesh selection.
  90162. * The possible values are :
  90163. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90164. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90165. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90166. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90167. * Please read each static variable documentation to get details about the culling process.
  90168. * */
  90169. cullingStrategy: number;
  90170. /**
  90171. * Gets the number of facets in the mesh
  90172. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90173. */
  90174. readonly facetNb: number;
  90175. /**
  90176. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  90177. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90178. */
  90179. partitioningSubdivisions: number;
  90180. /**
  90181. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  90182. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  90183. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90184. */
  90185. partitioningBBoxRatio: number;
  90186. /**
  90187. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  90188. * Works only for updatable meshes.
  90189. * Doesn't work with multi-materials
  90190. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90191. */
  90192. mustDepthSortFacets: boolean;
  90193. /**
  90194. * The location (Vector3) where the facet depth sort must be computed from.
  90195. * By default, the active camera position.
  90196. * Used only when facet depth sort is enabled
  90197. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90198. */
  90199. facetDepthSortFrom: Vector3;
  90200. /**
  90201. * gets a boolean indicating if facetData is enabled
  90202. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90203. */
  90204. readonly isFacetDataEnabled: boolean;
  90205. /** @hidden */
  90206. _updateNonUniformScalingState(value: boolean): boolean;
  90207. /**
  90208. * An event triggered when this mesh collides with another one
  90209. */
  90210. onCollideObservable: Observable<AbstractMesh>;
  90211. /** Set a function to call when this mesh collides with another one */
  90212. onCollide: () => void;
  90213. /**
  90214. * An event triggered when the collision's position changes
  90215. */
  90216. onCollisionPositionChangeObservable: Observable<Vector3>;
  90217. /** Set a function to call when the collision's position changes */
  90218. onCollisionPositionChange: () => void;
  90219. /**
  90220. * An event triggered when material is changed
  90221. */
  90222. onMaterialChangedObservable: Observable<AbstractMesh>;
  90223. /**
  90224. * Gets or sets the orientation for POV movement & rotation
  90225. */
  90226. definedFacingForward: boolean;
  90227. /** @hidden */
  90228. _occlusionQuery: Nullable<WebGLQuery>;
  90229. /** @hidden */
  90230. _renderingGroup: Nullable<RenderingGroup>;
  90231. /**
  90232. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90233. */
  90234. /**
  90235. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90236. */
  90237. visibility: number;
  90238. /** Gets or sets the alpha index used to sort transparent meshes
  90239. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90240. */
  90241. alphaIndex: number;
  90242. /**
  90243. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90244. */
  90245. isVisible: boolean;
  90246. /**
  90247. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90248. */
  90249. isPickable: boolean;
  90250. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90251. showSubMeshesBoundingBox: boolean;
  90252. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90253. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90254. */
  90255. isBlocker: boolean;
  90256. /**
  90257. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90258. */
  90259. enablePointerMoveEvents: boolean;
  90260. /**
  90261. * Specifies the rendering group id for this mesh (0 by default)
  90262. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90263. */
  90264. renderingGroupId: number;
  90265. private _material;
  90266. /** Gets or sets current material */
  90267. material: Nullable<Material>;
  90268. /**
  90269. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90270. * @see http://doc.babylonjs.com/babylon101/shadows
  90271. */
  90272. receiveShadows: boolean;
  90273. /** Defines color to use when rendering outline */
  90274. outlineColor: Color3;
  90275. /** Define width to use when rendering outline */
  90276. outlineWidth: number;
  90277. /** Defines color to use when rendering overlay */
  90278. overlayColor: Color3;
  90279. /** Defines alpha to use when rendering overlay */
  90280. overlayAlpha: number;
  90281. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90282. hasVertexAlpha: boolean;
  90283. /** 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) */
  90284. useVertexColors: boolean;
  90285. /**
  90286. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90287. */
  90288. computeBonesUsingShaders: boolean;
  90289. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90290. numBoneInfluencers: number;
  90291. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90292. applyFog: boolean;
  90293. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90294. useOctreeForRenderingSelection: boolean;
  90295. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90296. useOctreeForPicking: boolean;
  90297. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90298. useOctreeForCollisions: boolean;
  90299. /**
  90300. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90301. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90302. */
  90303. layerMask: number;
  90304. /**
  90305. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90306. */
  90307. alwaysSelectAsActiveMesh: boolean;
  90308. /**
  90309. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90310. */
  90311. doNotSyncBoundingInfo: boolean;
  90312. /**
  90313. * Gets or sets the current action manager
  90314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90315. */
  90316. actionManager: Nullable<AbstractActionManager>;
  90317. private _meshCollisionData;
  90318. /**
  90319. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90321. */
  90322. ellipsoid: Vector3;
  90323. /**
  90324. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90325. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90326. */
  90327. ellipsoidOffset: Vector3;
  90328. /**
  90329. * Gets or sets a collision mask used to mask collisions (default is -1).
  90330. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90331. */
  90332. collisionMask: number;
  90333. /**
  90334. * Gets or sets the current collision group mask (-1 by default).
  90335. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90336. */
  90337. collisionGroup: number;
  90338. /**
  90339. * Defines edge width used when edgesRenderer is enabled
  90340. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90341. */
  90342. edgesWidth: number;
  90343. /**
  90344. * Defines edge color used when edgesRenderer is enabled
  90345. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90346. */
  90347. edgesColor: Color4;
  90348. /** @hidden */
  90349. _edgesRenderer: Nullable<IEdgesRenderer>;
  90350. /** @hidden */
  90351. _masterMesh: Nullable<AbstractMesh>;
  90352. /** @hidden */
  90353. _boundingInfo: Nullable<BoundingInfo>;
  90354. /** @hidden */
  90355. _renderId: number;
  90356. /**
  90357. * Gets or sets the list of subMeshes
  90358. * @see http://doc.babylonjs.com/how_to/multi_materials
  90359. */
  90360. subMeshes: SubMesh[];
  90361. /** @hidden */
  90362. _intersectionsInProgress: AbstractMesh[];
  90363. /** @hidden */
  90364. _unIndexed: boolean;
  90365. /** @hidden */
  90366. _lightSources: Light[];
  90367. /** Gets the list of lights affecting that mesh */
  90368. readonly lightSources: Light[];
  90369. /** @hidden */
  90370. readonly _positions: Nullable<Vector3[]>;
  90371. /** @hidden */
  90372. _waitingData: {
  90373. lods: Nullable<any>;
  90374. actions: Nullable<any>;
  90375. freezeWorldMatrix: Nullable<boolean>;
  90376. };
  90377. /** @hidden */
  90378. _bonesTransformMatrices: Nullable<Float32Array>;
  90379. /** @hidden */
  90380. _transformMatrixTexture: Nullable<RawTexture>;
  90381. /**
  90382. * Gets or sets a skeleton to apply skining transformations
  90383. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90384. */
  90385. skeleton: Nullable<Skeleton>;
  90386. /**
  90387. * An event triggered when the mesh is rebuilt.
  90388. */
  90389. onRebuildObservable: Observable<AbstractMesh>;
  90390. /**
  90391. * Creates a new AbstractMesh
  90392. * @param name defines the name of the mesh
  90393. * @param scene defines the hosting scene
  90394. */
  90395. constructor(name: string, scene?: Nullable<Scene>);
  90396. /**
  90397. * Returns the string "AbstractMesh"
  90398. * @returns "AbstractMesh"
  90399. */
  90400. getClassName(): string;
  90401. /**
  90402. * Gets a string representation of the current mesh
  90403. * @param fullDetails defines a boolean indicating if full details must be included
  90404. * @returns a string representation of the current mesh
  90405. */
  90406. toString(fullDetails?: boolean): string;
  90407. /**
  90408. * @hidden
  90409. */
  90410. protected _getEffectiveParent(): Nullable<Node>;
  90411. /** @hidden */
  90412. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90413. /** @hidden */
  90414. _rebuild(): void;
  90415. /** @hidden */
  90416. _resyncLightSources(): void;
  90417. /** @hidden */
  90418. _resyncLighSource(light: Light): void;
  90419. /** @hidden */
  90420. _unBindEffect(): void;
  90421. /** @hidden */
  90422. _removeLightSource(light: Light): void;
  90423. private _markSubMeshesAsDirty;
  90424. /** @hidden */
  90425. _markSubMeshesAsLightDirty(): void;
  90426. /** @hidden */
  90427. _markSubMeshesAsAttributesDirty(): void;
  90428. /** @hidden */
  90429. _markSubMeshesAsMiscDirty(): void;
  90430. /**
  90431. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90432. */
  90433. scaling: Vector3;
  90434. /**
  90435. * Returns true if the mesh is blocked. Implemented by child classes
  90436. */
  90437. readonly isBlocked: boolean;
  90438. /**
  90439. * Returns the mesh itself by default. Implemented by child classes
  90440. * @param camera defines the camera to use to pick the right LOD level
  90441. * @returns the currentAbstractMesh
  90442. */
  90443. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90444. /**
  90445. * Returns 0 by default. Implemented by child classes
  90446. * @returns an integer
  90447. */
  90448. getTotalVertices(): number;
  90449. /**
  90450. * Returns a positive integer : the total number of indices in this mesh geometry.
  90451. * @returns the numner of indices or zero if the mesh has no geometry.
  90452. */
  90453. getTotalIndices(): number;
  90454. /**
  90455. * Returns null by default. Implemented by child classes
  90456. * @returns null
  90457. */
  90458. getIndices(): Nullable<IndicesArray>;
  90459. /**
  90460. * Returns the array of the requested vertex data kind. Implemented by child classes
  90461. * @param kind defines the vertex data kind to use
  90462. * @returns null
  90463. */
  90464. getVerticesData(kind: string): Nullable<FloatArray>;
  90465. /**
  90466. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90467. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90468. * Note that a new underlying VertexBuffer object is created each call.
  90469. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90470. * @param kind defines vertex data kind:
  90471. * * VertexBuffer.PositionKind
  90472. * * VertexBuffer.UVKind
  90473. * * VertexBuffer.UV2Kind
  90474. * * VertexBuffer.UV3Kind
  90475. * * VertexBuffer.UV4Kind
  90476. * * VertexBuffer.UV5Kind
  90477. * * VertexBuffer.UV6Kind
  90478. * * VertexBuffer.ColorKind
  90479. * * VertexBuffer.MatricesIndicesKind
  90480. * * VertexBuffer.MatricesIndicesExtraKind
  90481. * * VertexBuffer.MatricesWeightsKind
  90482. * * VertexBuffer.MatricesWeightsExtraKind
  90483. * @param data defines the data source
  90484. * @param updatable defines if the data must be flagged as updatable (or static)
  90485. * @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
  90486. * @returns the current mesh
  90487. */
  90488. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90489. /**
  90490. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90491. * If the mesh has no geometry, it is simply returned as it is.
  90492. * @param kind defines vertex data kind:
  90493. * * VertexBuffer.PositionKind
  90494. * * VertexBuffer.UVKind
  90495. * * VertexBuffer.UV2Kind
  90496. * * VertexBuffer.UV3Kind
  90497. * * VertexBuffer.UV4Kind
  90498. * * VertexBuffer.UV5Kind
  90499. * * VertexBuffer.UV6Kind
  90500. * * VertexBuffer.ColorKind
  90501. * * VertexBuffer.MatricesIndicesKind
  90502. * * VertexBuffer.MatricesIndicesExtraKind
  90503. * * VertexBuffer.MatricesWeightsKind
  90504. * * VertexBuffer.MatricesWeightsExtraKind
  90505. * @param data defines the data source
  90506. * @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
  90507. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90508. * @returns the current mesh
  90509. */
  90510. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90511. /**
  90512. * Sets the mesh indices,
  90513. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90514. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90515. * @param totalVertices Defines the total number of vertices
  90516. * @returns the current mesh
  90517. */
  90518. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90519. /**
  90520. * Gets a boolean indicating if specific vertex data is present
  90521. * @param kind defines the vertex data kind to use
  90522. * @returns true is data kind is present
  90523. */
  90524. isVerticesDataPresent(kind: string): boolean;
  90525. /**
  90526. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90527. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90528. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90529. * @returns a BoundingInfo
  90530. */
  90531. getBoundingInfo(): BoundingInfo;
  90532. /**
  90533. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90534. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90535. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90536. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90537. * @returns the current mesh
  90538. */
  90539. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90540. /**
  90541. * Overwrite the current bounding info
  90542. * @param boundingInfo defines the new bounding info
  90543. * @returns the current mesh
  90544. */
  90545. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90546. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90547. readonly useBones: boolean;
  90548. /** @hidden */
  90549. _preActivate(): void;
  90550. /** @hidden */
  90551. _preActivateForIntermediateRendering(renderId: number): void;
  90552. /** @hidden */
  90553. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90554. /** @hidden */
  90555. _postActivate(): void;
  90556. /** @hidden */
  90557. _freeze(): void;
  90558. /** @hidden */
  90559. _unFreeze(): void;
  90560. /**
  90561. * Gets the current world matrix
  90562. * @returns a Matrix
  90563. */
  90564. getWorldMatrix(): Matrix;
  90565. /** @hidden */
  90566. _getWorldMatrixDeterminant(): number;
  90567. /**
  90568. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90569. */
  90570. readonly isAnInstance: boolean;
  90571. /**
  90572. * Gets a boolean indicating if this mesh has instances
  90573. */
  90574. readonly hasInstances: boolean;
  90575. /**
  90576. * Perform relative position change from the point of view of behind the front of the mesh.
  90577. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90578. * Supports definition of mesh facing forward or backward
  90579. * @param amountRight defines the distance on the right axis
  90580. * @param amountUp defines the distance on the up axis
  90581. * @param amountForward defines the distance on the forward axis
  90582. * @returns the current mesh
  90583. */
  90584. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90585. /**
  90586. * Calculate relative position change from the point of view of behind the front of the mesh.
  90587. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90588. * Supports definition of mesh facing forward or backward
  90589. * @param amountRight defines the distance on the right axis
  90590. * @param amountUp defines the distance on the up axis
  90591. * @param amountForward defines the distance on the forward axis
  90592. * @returns the new displacement vector
  90593. */
  90594. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90595. /**
  90596. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90597. * Supports definition of mesh facing forward or backward
  90598. * @param flipBack defines the flip
  90599. * @param twirlClockwise defines the twirl
  90600. * @param tiltRight defines the tilt
  90601. * @returns the current mesh
  90602. */
  90603. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90604. /**
  90605. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90606. * Supports definition of mesh facing forward or backward.
  90607. * @param flipBack defines the flip
  90608. * @param twirlClockwise defines the twirl
  90609. * @param tiltRight defines the tilt
  90610. * @returns the new rotation vector
  90611. */
  90612. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90613. /**
  90614. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90615. * This means the mesh underlying bounding box and sphere are recomputed.
  90616. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90617. * @returns the current mesh
  90618. */
  90619. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90620. /** @hidden */
  90621. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90622. /** @hidden */
  90623. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90624. /** @hidden */
  90625. _updateBoundingInfo(): AbstractMesh;
  90626. /** @hidden */
  90627. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90628. /** @hidden */
  90629. protected _afterComputeWorldMatrix(): void;
  90630. /** @hidden */
  90631. readonly _effectiveMesh: AbstractMesh;
  90632. /**
  90633. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90634. * A mesh is in the frustum if its bounding box intersects the frustum
  90635. * @param frustumPlanes defines the frustum to test
  90636. * @returns true if the mesh is in the frustum planes
  90637. */
  90638. isInFrustum(frustumPlanes: Plane[]): boolean;
  90639. /**
  90640. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90641. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90642. * @param frustumPlanes defines the frustum to test
  90643. * @returns true if the mesh is completely in the frustum planes
  90644. */
  90645. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90646. /**
  90647. * True if the mesh intersects another mesh or a SolidParticle object
  90648. * @param mesh defines a target mesh or SolidParticle to test
  90649. * @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)
  90650. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90651. * @returns true if there is an intersection
  90652. */
  90653. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90654. /**
  90655. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90656. * @param point defines the point to test
  90657. * @returns true if there is an intersection
  90658. */
  90659. intersectsPoint(point: Vector3): boolean;
  90660. /**
  90661. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90662. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90663. */
  90664. checkCollisions: boolean;
  90665. /**
  90666. * Gets Collider object used to compute collisions (not physics)
  90667. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90668. */
  90669. readonly collider: Nullable<Collider>;
  90670. /**
  90671. * Move the mesh using collision engine
  90672. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90673. * @param displacement defines the requested displacement vector
  90674. * @returns the current mesh
  90675. */
  90676. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90677. private _onCollisionPositionChange;
  90678. /** @hidden */
  90679. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90680. /** @hidden */
  90681. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90682. /** @hidden */
  90683. _checkCollision(collider: Collider): AbstractMesh;
  90684. /** @hidden */
  90685. _generatePointsArray(): boolean;
  90686. /**
  90687. * Checks if the passed Ray intersects with the mesh
  90688. * @param ray defines the ray to use
  90689. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90690. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90691. * @returns the picking info
  90692. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90693. */
  90694. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90695. /**
  90696. * Clones the current mesh
  90697. * @param name defines the mesh name
  90698. * @param newParent defines the new mesh parent
  90699. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90700. * @returns the new mesh
  90701. */
  90702. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90703. /**
  90704. * Disposes all the submeshes of the current meshnp
  90705. * @returns the current mesh
  90706. */
  90707. releaseSubMeshes(): AbstractMesh;
  90708. /**
  90709. * Releases resources associated with this abstract mesh.
  90710. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90711. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90712. */
  90713. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90714. /**
  90715. * Adds the passed mesh as a child to the current mesh
  90716. * @param mesh defines the child mesh
  90717. * @returns the current mesh
  90718. */
  90719. addChild(mesh: AbstractMesh): AbstractMesh;
  90720. /**
  90721. * Removes the passed mesh from the current mesh children list
  90722. * @param mesh defines the child mesh
  90723. * @returns the current mesh
  90724. */
  90725. removeChild(mesh: AbstractMesh): AbstractMesh;
  90726. /** @hidden */
  90727. private _initFacetData;
  90728. /**
  90729. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90730. * This method can be called within the render loop.
  90731. * 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
  90732. * @returns the current mesh
  90733. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90734. */
  90735. updateFacetData(): AbstractMesh;
  90736. /**
  90737. * Returns the facetLocalNormals array.
  90738. * The normals are expressed in the mesh local spac
  90739. * @returns an array of Vector3
  90740. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90741. */
  90742. getFacetLocalNormals(): Vector3[];
  90743. /**
  90744. * Returns the facetLocalPositions array.
  90745. * The facet positions are expressed in the mesh local space
  90746. * @returns an array of Vector3
  90747. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90748. */
  90749. getFacetLocalPositions(): Vector3[];
  90750. /**
  90751. * Returns the facetLocalPartioning array
  90752. * @returns an array of array of numbers
  90753. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90754. */
  90755. getFacetLocalPartitioning(): number[][];
  90756. /**
  90757. * Returns the i-th facet position in the world system.
  90758. * This method allocates a new Vector3 per call
  90759. * @param i defines the facet index
  90760. * @returns a new Vector3
  90761. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90762. */
  90763. getFacetPosition(i: number): Vector3;
  90764. /**
  90765. * Sets the reference Vector3 with the i-th facet position in the world system
  90766. * @param i defines the facet index
  90767. * @param ref defines the target vector
  90768. * @returns the current mesh
  90769. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90770. */
  90771. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90772. /**
  90773. * Returns the i-th facet normal in the world system.
  90774. * This method allocates a new Vector3 per call
  90775. * @param i defines the facet index
  90776. * @returns a new Vector3
  90777. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90778. */
  90779. getFacetNormal(i: number): Vector3;
  90780. /**
  90781. * Sets the reference Vector3 with the i-th facet normal in the world system
  90782. * @param i defines the facet index
  90783. * @param ref defines the target vector
  90784. * @returns the current mesh
  90785. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90786. */
  90787. getFacetNormalToRef(i: number, ref: Vector3): this;
  90788. /**
  90789. * 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)
  90790. * @param x defines x coordinate
  90791. * @param y defines y coordinate
  90792. * @param z defines z coordinate
  90793. * @returns the array of facet indexes
  90794. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90795. */
  90796. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90797. /**
  90798. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90799. * @param projected sets as the (x,y,z) world projection on the facet
  90800. * @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
  90801. * @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
  90802. * @param x defines x coordinate
  90803. * @param y defines y coordinate
  90804. * @param z defines z coordinate
  90805. * @returns the face index if found (or null instead)
  90806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90807. */
  90808. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90809. /**
  90810. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90811. * @param projected sets as the (x,y,z) local projection on the facet
  90812. * @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
  90813. * @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
  90814. * @param x defines x coordinate
  90815. * @param y defines y coordinate
  90816. * @param z defines z coordinate
  90817. * @returns the face index if found (or null instead)
  90818. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90819. */
  90820. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90821. /**
  90822. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90823. * @returns the parameters
  90824. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90825. */
  90826. getFacetDataParameters(): any;
  90827. /**
  90828. * Disables the feature FacetData and frees the related memory
  90829. * @returns the current mesh
  90830. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90831. */
  90832. disableFacetData(): AbstractMesh;
  90833. /**
  90834. * Updates the AbstractMesh indices array
  90835. * @param indices defines the data source
  90836. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90837. * @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)
  90838. * @returns the current mesh
  90839. */
  90840. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90841. /**
  90842. * Creates new normals data for the mesh
  90843. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90844. * @returns the current mesh
  90845. */
  90846. createNormals(updatable: boolean): AbstractMesh;
  90847. /**
  90848. * Align the mesh with a normal
  90849. * @param normal defines the normal to use
  90850. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90851. * @returns the current mesh
  90852. */
  90853. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90854. /** @hidden */
  90855. _checkOcclusionQuery(): boolean;
  90856. /**
  90857. * Disables the mesh edge rendering mode
  90858. * @returns the currentAbstractMesh
  90859. */
  90860. disableEdgesRendering(): AbstractMesh;
  90861. /**
  90862. * Enables the edge rendering mode on the mesh.
  90863. * This mode makes the mesh edges visible
  90864. * @param epsilon defines the maximal distance between two angles to detect a face
  90865. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90866. * @returns the currentAbstractMesh
  90867. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90868. */
  90869. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90870. }
  90871. }
  90872. declare module BABYLON {
  90873. /**
  90874. * Interface used to define ActionEvent
  90875. */
  90876. export interface IActionEvent {
  90877. /** The mesh or sprite that triggered the action */
  90878. source: any;
  90879. /** The X mouse cursor position at the time of the event */
  90880. pointerX: number;
  90881. /** The Y mouse cursor position at the time of the event */
  90882. pointerY: number;
  90883. /** The mesh that is currently pointed at (can be null) */
  90884. meshUnderPointer: Nullable<AbstractMesh>;
  90885. /** the original (browser) event that triggered the ActionEvent */
  90886. sourceEvent?: any;
  90887. /** additional data for the event */
  90888. additionalData?: any;
  90889. }
  90890. /**
  90891. * ActionEvent is the event being sent when an action is triggered.
  90892. */
  90893. export class ActionEvent implements IActionEvent {
  90894. /** The mesh or sprite that triggered the action */
  90895. source: any;
  90896. /** The X mouse cursor position at the time of the event */
  90897. pointerX: number;
  90898. /** The Y mouse cursor position at the time of the event */
  90899. pointerY: number;
  90900. /** The mesh that is currently pointed at (can be null) */
  90901. meshUnderPointer: Nullable<AbstractMesh>;
  90902. /** the original (browser) event that triggered the ActionEvent */
  90903. sourceEvent?: any;
  90904. /** additional data for the event */
  90905. additionalData?: any;
  90906. /**
  90907. * Creates a new ActionEvent
  90908. * @param source The mesh or sprite that triggered the action
  90909. * @param pointerX The X mouse cursor position at the time of the event
  90910. * @param pointerY The Y mouse cursor position at the time of the event
  90911. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90912. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90913. * @param additionalData additional data for the event
  90914. */
  90915. constructor(
  90916. /** The mesh or sprite that triggered the action */
  90917. source: any,
  90918. /** The X mouse cursor position at the time of the event */
  90919. pointerX: number,
  90920. /** The Y mouse cursor position at the time of the event */
  90921. pointerY: number,
  90922. /** The mesh that is currently pointed at (can be null) */
  90923. meshUnderPointer: Nullable<AbstractMesh>,
  90924. /** the original (browser) event that triggered the ActionEvent */
  90925. sourceEvent?: any,
  90926. /** additional data for the event */
  90927. additionalData?: any);
  90928. /**
  90929. * Helper function to auto-create an ActionEvent from a source mesh.
  90930. * @param source The source mesh that triggered the event
  90931. * @param evt The original (browser) event
  90932. * @param additionalData additional data for the event
  90933. * @returns the new ActionEvent
  90934. */
  90935. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90936. /**
  90937. * Helper function to auto-create an ActionEvent from a source sprite
  90938. * @param source The source sprite that triggered the event
  90939. * @param scene Scene associated with the sprite
  90940. * @param evt The original (browser) event
  90941. * @param additionalData additional data for the event
  90942. * @returns the new ActionEvent
  90943. */
  90944. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90945. /**
  90946. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90947. * @param scene the scene where the event occurred
  90948. * @param evt The original (browser) event
  90949. * @returns the new ActionEvent
  90950. */
  90951. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90952. /**
  90953. * Helper function to auto-create an ActionEvent from a primitive
  90954. * @param prim defines the target primitive
  90955. * @param pointerPos defines the pointer position
  90956. * @param evt The original (browser) event
  90957. * @param additionalData additional data for the event
  90958. * @returns the new ActionEvent
  90959. */
  90960. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90961. }
  90962. }
  90963. declare module BABYLON {
  90964. /**
  90965. * Abstract class used to decouple action Manager from scene and meshes.
  90966. * Do not instantiate.
  90967. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90968. */
  90969. export abstract class AbstractActionManager implements IDisposable {
  90970. /** Gets the list of active triggers */
  90971. static Triggers: {
  90972. [key: string]: number;
  90973. };
  90974. /** Gets the cursor to use when hovering items */
  90975. hoverCursor: string;
  90976. /** Gets the list of actions */
  90977. actions: IAction[];
  90978. /**
  90979. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90980. */
  90981. isRecursive: boolean;
  90982. /**
  90983. * Releases all associated resources
  90984. */
  90985. abstract dispose(): void;
  90986. /**
  90987. * Does this action manager has pointer triggers
  90988. */
  90989. abstract readonly hasPointerTriggers: boolean;
  90990. /**
  90991. * Does this action manager has pick triggers
  90992. */
  90993. abstract readonly hasPickTriggers: boolean;
  90994. /**
  90995. * Process a specific trigger
  90996. * @param trigger defines the trigger to process
  90997. * @param evt defines the event details to be processed
  90998. */
  90999. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91000. /**
  91001. * Does this action manager handles actions of any of the given triggers
  91002. * @param triggers defines the triggers to be tested
  91003. * @return a boolean indicating whether one (or more) of the triggers is handled
  91004. */
  91005. abstract hasSpecificTriggers(triggers: number[]): boolean;
  91006. /**
  91007. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  91008. * speed.
  91009. * @param triggerA defines the trigger to be tested
  91010. * @param triggerB defines the trigger to be tested
  91011. * @return a boolean indicating whether one (or more) of the triggers is handled
  91012. */
  91013. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  91014. /**
  91015. * Does this action manager handles actions of a given trigger
  91016. * @param trigger defines the trigger to be tested
  91017. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  91018. * @return whether the trigger is handled
  91019. */
  91020. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  91021. /**
  91022. * Serialize this manager to a JSON object
  91023. * @param name defines the property name to store this manager
  91024. * @returns a JSON representation of this manager
  91025. */
  91026. abstract serialize(name: string): any;
  91027. /**
  91028. * Registers an action to this action manager
  91029. * @param action defines the action to be registered
  91030. * @return the action amended (prepared) after registration
  91031. */
  91032. abstract registerAction(action: IAction): Nullable<IAction>;
  91033. /**
  91034. * Unregisters an action to this action manager
  91035. * @param action defines the action to be unregistered
  91036. * @return a boolean indicating whether the action has been unregistered
  91037. */
  91038. abstract unregisterAction(action: IAction): Boolean;
  91039. /**
  91040. * Does exist one action manager with at least one trigger
  91041. **/
  91042. static readonly HasTriggers: boolean;
  91043. /**
  91044. * Does exist one action manager with at least one pick trigger
  91045. **/
  91046. static readonly HasPickTriggers: boolean;
  91047. /**
  91048. * Does exist one action manager that handles actions of a given trigger
  91049. * @param trigger defines the trigger to be tested
  91050. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  91051. **/
  91052. static HasSpecificTrigger(trigger: number): boolean;
  91053. }
  91054. }
  91055. declare module BABYLON {
  91056. /**
  91057. * Defines how a node can be built from a string name.
  91058. */
  91059. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  91060. /**
  91061. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  91062. */
  91063. export class Node implements IBehaviorAware<Node> {
  91064. /** @hidden */
  91065. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  91066. private static _NodeConstructors;
  91067. /**
  91068. * Add a new node constructor
  91069. * @param type defines the type name of the node to construct
  91070. * @param constructorFunc defines the constructor function
  91071. */
  91072. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  91073. /**
  91074. * Returns a node constructor based on type name
  91075. * @param type defines the type name
  91076. * @param name defines the new node name
  91077. * @param scene defines the hosting scene
  91078. * @param options defines optional options to transmit to constructors
  91079. * @returns the new constructor or null
  91080. */
  91081. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  91082. /**
  91083. * Gets or sets the name of the node
  91084. */
  91085. name: string;
  91086. /**
  91087. * Gets or sets the id of the node
  91088. */
  91089. id: string;
  91090. /**
  91091. * Gets or sets the unique id of the node
  91092. */
  91093. uniqueId: number;
  91094. /**
  91095. * Gets or sets a string used to store user defined state for the node
  91096. */
  91097. state: string;
  91098. /**
  91099. * Gets or sets an object used to store user defined information for the node
  91100. */
  91101. metadata: any;
  91102. /**
  91103. * For internal use only. Please do not use.
  91104. */
  91105. reservedDataStore: any;
  91106. /**
  91107. * List of inspectable custom properties (used by the Inspector)
  91108. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  91109. */
  91110. inspectableCustomProperties: IInspectable[];
  91111. /**
  91112. * Gets or sets a boolean used to define if the node must be serialized
  91113. */
  91114. doNotSerialize: boolean;
  91115. /** @hidden */
  91116. _isDisposed: boolean;
  91117. /**
  91118. * Gets a list of Animations associated with the node
  91119. */
  91120. animations: Animation[];
  91121. protected _ranges: {
  91122. [name: string]: Nullable<AnimationRange>;
  91123. };
  91124. /**
  91125. * Callback raised when the node is ready to be used
  91126. */
  91127. onReady: Nullable<(node: Node) => void>;
  91128. private _isEnabled;
  91129. private _isParentEnabled;
  91130. private _isReady;
  91131. /** @hidden */
  91132. _currentRenderId: number;
  91133. private _parentUpdateId;
  91134. /** @hidden */
  91135. _childUpdateId: number;
  91136. /** @hidden */
  91137. _waitingParentId: Nullable<string>;
  91138. /** @hidden */
  91139. _scene: Scene;
  91140. /** @hidden */
  91141. _cache: any;
  91142. private _parentNode;
  91143. private _children;
  91144. /** @hidden */
  91145. _worldMatrix: Matrix;
  91146. /** @hidden */
  91147. _worldMatrixDeterminant: number;
  91148. /** @hidden */
  91149. _worldMatrixDeterminantIsDirty: boolean;
  91150. /** @hidden */
  91151. private _sceneRootNodesIndex;
  91152. /**
  91153. * Gets a boolean indicating if the node has been disposed
  91154. * @returns true if the node was disposed
  91155. */
  91156. isDisposed(): boolean;
  91157. /**
  91158. * Gets or sets the parent of the node (without keeping the current position in the scene)
  91159. * @see https://doc.babylonjs.com/how_to/parenting
  91160. */
  91161. parent: Nullable<Node>;
  91162. private addToSceneRootNodes;
  91163. private removeFromSceneRootNodes;
  91164. private _animationPropertiesOverride;
  91165. /**
  91166. * Gets or sets the animation properties override
  91167. */
  91168. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  91169. /**
  91170. * Gets a string idenfifying the name of the class
  91171. * @returns "Node" string
  91172. */
  91173. getClassName(): string;
  91174. /** @hidden */
  91175. readonly _isNode: boolean;
  91176. /**
  91177. * An event triggered when the mesh is disposed
  91178. */
  91179. onDisposeObservable: Observable<Node>;
  91180. private _onDisposeObserver;
  91181. /**
  91182. * Sets a callback that will be raised when the node will be disposed
  91183. */
  91184. onDispose: () => void;
  91185. /**
  91186. * Creates a new Node
  91187. * @param name the name and id to be given to this node
  91188. * @param scene the scene this node will be added to
  91189. * @param addToRootNodes the node will be added to scene.rootNodes
  91190. */
  91191. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  91192. /**
  91193. * Gets the scene of the node
  91194. * @returns a scene
  91195. */
  91196. getScene(): Scene;
  91197. /**
  91198. * Gets the engine of the node
  91199. * @returns a Engine
  91200. */
  91201. getEngine(): Engine;
  91202. private _behaviors;
  91203. /**
  91204. * Attach a behavior to the node
  91205. * @see http://doc.babylonjs.com/features/behaviour
  91206. * @param behavior defines the behavior to attach
  91207. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91208. * @returns the current Node
  91209. */
  91210. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91211. /**
  91212. * Remove an attached behavior
  91213. * @see http://doc.babylonjs.com/features/behaviour
  91214. * @param behavior defines the behavior to attach
  91215. * @returns the current Node
  91216. */
  91217. removeBehavior(behavior: Behavior<Node>): Node;
  91218. /**
  91219. * Gets the list of attached behaviors
  91220. * @see http://doc.babylonjs.com/features/behaviour
  91221. */
  91222. readonly behaviors: Behavior<Node>[];
  91223. /**
  91224. * Gets an attached behavior by name
  91225. * @param name defines the name of the behavior to look for
  91226. * @see http://doc.babylonjs.com/features/behaviour
  91227. * @returns null if behavior was not found else the requested behavior
  91228. */
  91229. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91230. /**
  91231. * Returns the latest update of the World matrix
  91232. * @returns a Matrix
  91233. */
  91234. getWorldMatrix(): Matrix;
  91235. /** @hidden */
  91236. _getWorldMatrixDeterminant(): number;
  91237. /**
  91238. * Returns directly the latest state of the mesh World matrix.
  91239. * A Matrix is returned.
  91240. */
  91241. readonly worldMatrixFromCache: Matrix;
  91242. /** @hidden */
  91243. _initCache(): void;
  91244. /** @hidden */
  91245. updateCache(force?: boolean): void;
  91246. /** @hidden */
  91247. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91248. /** @hidden */
  91249. _updateCache(ignoreParentClass?: boolean): void;
  91250. /** @hidden */
  91251. _isSynchronized(): boolean;
  91252. /** @hidden */
  91253. _markSyncedWithParent(): void;
  91254. /** @hidden */
  91255. isSynchronizedWithParent(): boolean;
  91256. /** @hidden */
  91257. isSynchronized(): boolean;
  91258. /**
  91259. * Is this node ready to be used/rendered
  91260. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91261. * @return true if the node is ready
  91262. */
  91263. isReady(completeCheck?: boolean): boolean;
  91264. /**
  91265. * Is this node enabled?
  91266. * 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
  91267. * @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
  91268. * @return whether this node (and its parent) is enabled
  91269. */
  91270. isEnabled(checkAncestors?: boolean): boolean;
  91271. /** @hidden */
  91272. protected _syncParentEnabledState(): void;
  91273. /**
  91274. * Set the enabled state of this node
  91275. * @param value defines the new enabled state
  91276. */
  91277. setEnabled(value: boolean): void;
  91278. /**
  91279. * Is this node a descendant of the given node?
  91280. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91281. * @param ancestor defines the parent node to inspect
  91282. * @returns a boolean indicating if this node is a descendant of the given node
  91283. */
  91284. isDescendantOf(ancestor: Node): boolean;
  91285. /** @hidden */
  91286. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91287. /**
  91288. * Will return all nodes that have this node as ascendant
  91289. * @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
  91290. * @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
  91291. * @return all children nodes of all types
  91292. */
  91293. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91294. /**
  91295. * Get all child-meshes of this node
  91296. * @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)
  91297. * @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
  91298. * @returns an array of AbstractMesh
  91299. */
  91300. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91301. /**
  91302. * Get all direct children of this node
  91303. * @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
  91304. * @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)
  91305. * @returns an array of Node
  91306. */
  91307. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91308. /** @hidden */
  91309. _setReady(state: boolean): void;
  91310. /**
  91311. * Get an animation by name
  91312. * @param name defines the name of the animation to look for
  91313. * @returns null if not found else the requested animation
  91314. */
  91315. getAnimationByName(name: string): Nullable<Animation>;
  91316. /**
  91317. * Creates an animation range for this node
  91318. * @param name defines the name of the range
  91319. * @param from defines the starting key
  91320. * @param to defines the end key
  91321. */
  91322. createAnimationRange(name: string, from: number, to: number): void;
  91323. /**
  91324. * Delete a specific animation range
  91325. * @param name defines the name of the range to delete
  91326. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91327. */
  91328. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91329. /**
  91330. * Get an animation range by name
  91331. * @param name defines the name of the animation range to look for
  91332. * @returns null if not found else the requested animation range
  91333. */
  91334. getAnimationRange(name: string): Nullable<AnimationRange>;
  91335. /**
  91336. * Gets the list of all animation ranges defined on this node
  91337. * @returns an array
  91338. */
  91339. getAnimationRanges(): Nullable<AnimationRange>[];
  91340. /**
  91341. * Will start the animation sequence
  91342. * @param name defines the range frames for animation sequence
  91343. * @param loop defines if the animation should loop (false by default)
  91344. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91345. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91346. * @returns the object created for this animation. If range does not exist, it will return null
  91347. */
  91348. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91349. /**
  91350. * Serialize animation ranges into a JSON compatible object
  91351. * @returns serialization object
  91352. */
  91353. serializeAnimationRanges(): any;
  91354. /**
  91355. * Computes the world matrix of the node
  91356. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91357. * @returns the world matrix
  91358. */
  91359. computeWorldMatrix(force?: boolean): Matrix;
  91360. /**
  91361. * Releases resources associated with this node.
  91362. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91363. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91364. */
  91365. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91366. /**
  91367. * Parse animation range data from a serialization object and store them into a given node
  91368. * @param node defines where to store the animation ranges
  91369. * @param parsedNode defines the serialization object to read data from
  91370. * @param scene defines the hosting scene
  91371. */
  91372. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91373. /**
  91374. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91375. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91376. * @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
  91377. * @returns the new bounding vectors
  91378. */
  91379. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91380. min: Vector3;
  91381. max: Vector3;
  91382. };
  91383. }
  91384. }
  91385. declare module BABYLON {
  91386. /**
  91387. * @hidden
  91388. */
  91389. export class _IAnimationState {
  91390. key: number;
  91391. repeatCount: number;
  91392. workValue?: any;
  91393. loopMode?: number;
  91394. offsetValue?: any;
  91395. highLimitValue?: any;
  91396. }
  91397. /**
  91398. * Class used to store any kind of animation
  91399. */
  91400. export class Animation {
  91401. /**Name of the animation */
  91402. name: string;
  91403. /**Property to animate */
  91404. targetProperty: string;
  91405. /**The frames per second of the animation */
  91406. framePerSecond: number;
  91407. /**The data type of the animation */
  91408. dataType: number;
  91409. /**The loop mode of the animation */
  91410. loopMode?: number | undefined;
  91411. /**Specifies if blending should be enabled */
  91412. enableBlending?: boolean | undefined;
  91413. /**
  91414. * Use matrix interpolation instead of using direct key value when animating matrices
  91415. */
  91416. static AllowMatricesInterpolation: boolean;
  91417. /**
  91418. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91419. */
  91420. static AllowMatrixDecomposeForInterpolation: boolean;
  91421. /**
  91422. * Stores the key frames of the animation
  91423. */
  91424. private _keys;
  91425. /**
  91426. * Stores the easing function of the animation
  91427. */
  91428. private _easingFunction;
  91429. /**
  91430. * @hidden Internal use only
  91431. */
  91432. _runtimeAnimations: RuntimeAnimation[];
  91433. /**
  91434. * The set of event that will be linked to this animation
  91435. */
  91436. private _events;
  91437. /**
  91438. * Stores an array of target property paths
  91439. */
  91440. targetPropertyPath: string[];
  91441. /**
  91442. * Stores the blending speed of the animation
  91443. */
  91444. blendingSpeed: number;
  91445. /**
  91446. * Stores the animation ranges for the animation
  91447. */
  91448. private _ranges;
  91449. /**
  91450. * @hidden Internal use
  91451. */
  91452. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91453. /**
  91454. * Sets up an animation
  91455. * @param property The property to animate
  91456. * @param animationType The animation type to apply
  91457. * @param framePerSecond The frames per second of the animation
  91458. * @param easingFunction The easing function used in the animation
  91459. * @returns The created animation
  91460. */
  91461. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91462. /**
  91463. * Create and start an animation on a node
  91464. * @param name defines the name of the global animation that will be run on all nodes
  91465. * @param node defines the root node where the animation will take place
  91466. * @param targetProperty defines property to animate
  91467. * @param framePerSecond defines the number of frame per second yo use
  91468. * @param totalFrame defines the number of frames in total
  91469. * @param from defines the initial value
  91470. * @param to defines the final value
  91471. * @param loopMode defines which loop mode you want to use (off by default)
  91472. * @param easingFunction defines the easing function to use (linear by default)
  91473. * @param onAnimationEnd defines the callback to call when animation end
  91474. * @returns the animatable created for this animation
  91475. */
  91476. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91477. /**
  91478. * Create and start an animation on a node and its descendants
  91479. * @param name defines the name of the global animation that will be run on all nodes
  91480. * @param node defines the root node where the animation will take place
  91481. * @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
  91482. * @param targetProperty defines property to animate
  91483. * @param framePerSecond defines the number of frame per second to use
  91484. * @param totalFrame defines the number of frames in total
  91485. * @param from defines the initial value
  91486. * @param to defines the final value
  91487. * @param loopMode defines which loop mode you want to use (off by default)
  91488. * @param easingFunction defines the easing function to use (linear by default)
  91489. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91490. * @returns the list of animatables created for all nodes
  91491. * @example https://www.babylonjs-playground.com/#MH0VLI
  91492. */
  91493. 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[]>;
  91494. /**
  91495. * Creates a new animation, merges it with the existing animations and starts it
  91496. * @param name Name of the animation
  91497. * @param node Node which contains the scene that begins the animations
  91498. * @param targetProperty Specifies which property to animate
  91499. * @param framePerSecond The frames per second of the animation
  91500. * @param totalFrame The total number of frames
  91501. * @param from The frame at the beginning of the animation
  91502. * @param to The frame at the end of the animation
  91503. * @param loopMode Specifies the loop mode of the animation
  91504. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91505. * @param onAnimationEnd Callback to run once the animation is complete
  91506. * @returns Nullable animation
  91507. */
  91508. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91509. /**
  91510. * Transition property of an host to the target Value
  91511. * @param property The property to transition
  91512. * @param targetValue The target Value of the property
  91513. * @param host The object where the property to animate belongs
  91514. * @param scene Scene used to run the animation
  91515. * @param frameRate Framerate (in frame/s) to use
  91516. * @param transition The transition type we want to use
  91517. * @param duration The duration of the animation, in milliseconds
  91518. * @param onAnimationEnd Callback trigger at the end of the animation
  91519. * @returns Nullable animation
  91520. */
  91521. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91522. /**
  91523. * Return the array of runtime animations currently using this animation
  91524. */
  91525. readonly runtimeAnimations: RuntimeAnimation[];
  91526. /**
  91527. * Specifies if any of the runtime animations are currently running
  91528. */
  91529. readonly hasRunningRuntimeAnimations: boolean;
  91530. /**
  91531. * Initializes the animation
  91532. * @param name Name of the animation
  91533. * @param targetProperty Property to animate
  91534. * @param framePerSecond The frames per second of the animation
  91535. * @param dataType The data type of the animation
  91536. * @param loopMode The loop mode of the animation
  91537. * @param enableBlending Specifies if blending should be enabled
  91538. */
  91539. constructor(
  91540. /**Name of the animation */
  91541. name: string,
  91542. /**Property to animate */
  91543. targetProperty: string,
  91544. /**The frames per second of the animation */
  91545. framePerSecond: number,
  91546. /**The data type of the animation */
  91547. dataType: number,
  91548. /**The loop mode of the animation */
  91549. loopMode?: number | undefined,
  91550. /**Specifies if blending should be enabled */
  91551. enableBlending?: boolean | undefined);
  91552. /**
  91553. * Converts the animation to a string
  91554. * @param fullDetails support for multiple levels of logging within scene loading
  91555. * @returns String form of the animation
  91556. */
  91557. toString(fullDetails?: boolean): string;
  91558. /**
  91559. * Add an event to this animation
  91560. * @param event Event to add
  91561. */
  91562. addEvent(event: AnimationEvent): void;
  91563. /**
  91564. * Remove all events found at the given frame
  91565. * @param frame The frame to remove events from
  91566. */
  91567. removeEvents(frame: number): void;
  91568. /**
  91569. * Retrieves all the events from the animation
  91570. * @returns Events from the animation
  91571. */
  91572. getEvents(): AnimationEvent[];
  91573. /**
  91574. * Creates an animation range
  91575. * @param name Name of the animation range
  91576. * @param from Starting frame of the animation range
  91577. * @param to Ending frame of the animation
  91578. */
  91579. createRange(name: string, from: number, to: number): void;
  91580. /**
  91581. * Deletes an animation range by name
  91582. * @param name Name of the animation range to delete
  91583. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91584. */
  91585. deleteRange(name: string, deleteFrames?: boolean): void;
  91586. /**
  91587. * Gets the animation range by name, or null if not defined
  91588. * @param name Name of the animation range
  91589. * @returns Nullable animation range
  91590. */
  91591. getRange(name: string): Nullable<AnimationRange>;
  91592. /**
  91593. * Gets the key frames from the animation
  91594. * @returns The key frames of the animation
  91595. */
  91596. getKeys(): Array<IAnimationKey>;
  91597. /**
  91598. * Gets the highest frame rate of the animation
  91599. * @returns Highest frame rate of the animation
  91600. */
  91601. getHighestFrame(): number;
  91602. /**
  91603. * Gets the easing function of the animation
  91604. * @returns Easing function of the animation
  91605. */
  91606. getEasingFunction(): IEasingFunction;
  91607. /**
  91608. * Sets the easing function of the animation
  91609. * @param easingFunction A custom mathematical formula for animation
  91610. */
  91611. setEasingFunction(easingFunction: EasingFunction): void;
  91612. /**
  91613. * Interpolates a scalar linearly
  91614. * @param startValue Start value of the animation curve
  91615. * @param endValue End value of the animation curve
  91616. * @param gradient Scalar amount to interpolate
  91617. * @returns Interpolated scalar value
  91618. */
  91619. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91620. /**
  91621. * Interpolates a scalar cubically
  91622. * @param startValue Start value of the animation curve
  91623. * @param outTangent End tangent of the animation
  91624. * @param endValue End value of the animation curve
  91625. * @param inTangent Start tangent of the animation curve
  91626. * @param gradient Scalar amount to interpolate
  91627. * @returns Interpolated scalar value
  91628. */
  91629. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91630. /**
  91631. * Interpolates a quaternion using a spherical linear interpolation
  91632. * @param startValue Start value of the animation curve
  91633. * @param endValue End value of the animation curve
  91634. * @param gradient Scalar amount to interpolate
  91635. * @returns Interpolated quaternion value
  91636. */
  91637. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91638. /**
  91639. * Interpolates a quaternion cubically
  91640. * @param startValue Start value of the animation curve
  91641. * @param outTangent End tangent of the animation curve
  91642. * @param endValue End value of the animation curve
  91643. * @param inTangent Start tangent of the animation curve
  91644. * @param gradient Scalar amount to interpolate
  91645. * @returns Interpolated quaternion value
  91646. */
  91647. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91648. /**
  91649. * Interpolates a Vector3 linearl
  91650. * @param startValue Start value of the animation curve
  91651. * @param endValue End value of the animation curve
  91652. * @param gradient Scalar amount to interpolate
  91653. * @returns Interpolated scalar value
  91654. */
  91655. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91656. /**
  91657. * Interpolates a Vector3 cubically
  91658. * @param startValue Start value of the animation curve
  91659. * @param outTangent End tangent of the animation
  91660. * @param endValue End value of the animation curve
  91661. * @param inTangent Start tangent of the animation curve
  91662. * @param gradient Scalar amount to interpolate
  91663. * @returns InterpolatedVector3 value
  91664. */
  91665. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91666. /**
  91667. * Interpolates a Vector2 linearly
  91668. * @param startValue Start value of the animation curve
  91669. * @param endValue End value of the animation curve
  91670. * @param gradient Scalar amount to interpolate
  91671. * @returns Interpolated Vector2 value
  91672. */
  91673. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91674. /**
  91675. * Interpolates a Vector2 cubically
  91676. * @param startValue Start value of the animation curve
  91677. * @param outTangent End tangent of the animation
  91678. * @param endValue End value of the animation curve
  91679. * @param inTangent Start tangent of the animation curve
  91680. * @param gradient Scalar amount to interpolate
  91681. * @returns Interpolated Vector2 value
  91682. */
  91683. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91684. /**
  91685. * Interpolates a size linearly
  91686. * @param startValue Start value of the animation curve
  91687. * @param endValue End value of the animation curve
  91688. * @param gradient Scalar amount to interpolate
  91689. * @returns Interpolated Size value
  91690. */
  91691. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91692. /**
  91693. * Interpolates a Color3 linearly
  91694. * @param startValue Start value of the animation curve
  91695. * @param endValue End value of the animation curve
  91696. * @param gradient Scalar amount to interpolate
  91697. * @returns Interpolated Color3 value
  91698. */
  91699. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91700. /**
  91701. * @hidden Internal use only
  91702. */
  91703. _getKeyValue(value: any): any;
  91704. /**
  91705. * @hidden Internal use only
  91706. */
  91707. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91708. /**
  91709. * Defines the function to use to interpolate matrices
  91710. * @param startValue defines the start matrix
  91711. * @param endValue defines the end matrix
  91712. * @param gradient defines the gradient between both matrices
  91713. * @param result defines an optional target matrix where to store the interpolation
  91714. * @returns the interpolated matrix
  91715. */
  91716. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91717. /**
  91718. * Makes a copy of the animation
  91719. * @returns Cloned animation
  91720. */
  91721. clone(): Animation;
  91722. /**
  91723. * Sets the key frames of the animation
  91724. * @param values The animation key frames to set
  91725. */
  91726. setKeys(values: Array<IAnimationKey>): void;
  91727. /**
  91728. * Serializes the animation to an object
  91729. * @returns Serialized object
  91730. */
  91731. serialize(): any;
  91732. /**
  91733. * Float animation type
  91734. */
  91735. private static _ANIMATIONTYPE_FLOAT;
  91736. /**
  91737. * Vector3 animation type
  91738. */
  91739. private static _ANIMATIONTYPE_VECTOR3;
  91740. /**
  91741. * Quaternion animation type
  91742. */
  91743. private static _ANIMATIONTYPE_QUATERNION;
  91744. /**
  91745. * Matrix animation type
  91746. */
  91747. private static _ANIMATIONTYPE_MATRIX;
  91748. /**
  91749. * Color3 animation type
  91750. */
  91751. private static _ANIMATIONTYPE_COLOR3;
  91752. /**
  91753. * Vector2 animation type
  91754. */
  91755. private static _ANIMATIONTYPE_VECTOR2;
  91756. /**
  91757. * Size animation type
  91758. */
  91759. private static _ANIMATIONTYPE_SIZE;
  91760. /**
  91761. * Relative Loop Mode
  91762. */
  91763. private static _ANIMATIONLOOPMODE_RELATIVE;
  91764. /**
  91765. * Cycle Loop Mode
  91766. */
  91767. private static _ANIMATIONLOOPMODE_CYCLE;
  91768. /**
  91769. * Constant Loop Mode
  91770. */
  91771. private static _ANIMATIONLOOPMODE_CONSTANT;
  91772. /**
  91773. * Get the float animation type
  91774. */
  91775. static readonly ANIMATIONTYPE_FLOAT: number;
  91776. /**
  91777. * Get the Vector3 animation type
  91778. */
  91779. static readonly ANIMATIONTYPE_VECTOR3: number;
  91780. /**
  91781. * Get the Vector2 animation type
  91782. */
  91783. static readonly ANIMATIONTYPE_VECTOR2: number;
  91784. /**
  91785. * Get the Size animation type
  91786. */
  91787. static readonly ANIMATIONTYPE_SIZE: number;
  91788. /**
  91789. * Get the Quaternion animation type
  91790. */
  91791. static readonly ANIMATIONTYPE_QUATERNION: number;
  91792. /**
  91793. * Get the Matrix animation type
  91794. */
  91795. static readonly ANIMATIONTYPE_MATRIX: number;
  91796. /**
  91797. * Get the Color3 animation type
  91798. */
  91799. static readonly ANIMATIONTYPE_COLOR3: number;
  91800. /**
  91801. * Get the Relative Loop Mode
  91802. */
  91803. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91804. /**
  91805. * Get the Cycle Loop Mode
  91806. */
  91807. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91808. /**
  91809. * Get the Constant Loop Mode
  91810. */
  91811. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91812. /** @hidden */
  91813. static _UniversalLerp(left: any, right: any, amount: number): any;
  91814. /**
  91815. * Parses an animation object and creates an animation
  91816. * @param parsedAnimation Parsed animation object
  91817. * @returns Animation object
  91818. */
  91819. static Parse(parsedAnimation: any): Animation;
  91820. /**
  91821. * Appends the serialized animations from the source animations
  91822. * @param source Source containing the animations
  91823. * @param destination Target to store the animations
  91824. */
  91825. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91826. }
  91827. }
  91828. declare module BABYLON {
  91829. /**
  91830. * Interface containing an array of animations
  91831. */
  91832. export interface IAnimatable {
  91833. /**
  91834. * Array of animations
  91835. */
  91836. animations: Nullable<Array<Animation>>;
  91837. }
  91838. }
  91839. declare module BABYLON {
  91840. /**
  91841. * This represents all the required information to add a fresnel effect on a material:
  91842. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91843. */
  91844. export class FresnelParameters {
  91845. private _isEnabled;
  91846. /**
  91847. * Define if the fresnel effect is enable or not.
  91848. */
  91849. isEnabled: boolean;
  91850. /**
  91851. * Define the color used on edges (grazing angle)
  91852. */
  91853. leftColor: Color3;
  91854. /**
  91855. * Define the color used on center
  91856. */
  91857. rightColor: Color3;
  91858. /**
  91859. * Define bias applied to computed fresnel term
  91860. */
  91861. bias: number;
  91862. /**
  91863. * Defined the power exponent applied to fresnel term
  91864. */
  91865. power: number;
  91866. /**
  91867. * Clones the current fresnel and its valuues
  91868. * @returns a clone fresnel configuration
  91869. */
  91870. clone(): FresnelParameters;
  91871. /**
  91872. * Serializes the current fresnel parameters to a JSON representation.
  91873. * @return the JSON serialization
  91874. */
  91875. serialize(): any;
  91876. /**
  91877. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91878. * @param parsedFresnelParameters Define the JSON representation
  91879. * @returns the parsed parameters
  91880. */
  91881. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91882. }
  91883. }
  91884. declare module BABYLON {
  91885. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91886. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91887. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91888. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91889. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91890. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91891. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91892. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91893. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91894. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91895. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91896. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91897. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91898. /**
  91899. * Decorator used to define property that can be serialized as reference to a camera
  91900. * @param sourceName defines the name of the property to decorate
  91901. */
  91902. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91903. /**
  91904. * Class used to help serialization objects
  91905. */
  91906. export class SerializationHelper {
  91907. /** @hidden */
  91908. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91909. /** @hidden */
  91910. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91911. /** @hidden */
  91912. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91913. /** @hidden */
  91914. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91915. /**
  91916. * Appends the serialized animations from the source animations
  91917. * @param source Source containing the animations
  91918. * @param destination Target to store the animations
  91919. */
  91920. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91921. /**
  91922. * Static function used to serialized a specific entity
  91923. * @param entity defines the entity to serialize
  91924. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91925. * @returns a JSON compatible object representing the serialization of the entity
  91926. */
  91927. static Serialize<T>(entity: T, serializationObject?: any): any;
  91928. /**
  91929. * Creates a new entity from a serialization data object
  91930. * @param creationFunction defines a function used to instanciated the new entity
  91931. * @param source defines the source serialization data
  91932. * @param scene defines the hosting scene
  91933. * @param rootUrl defines the root url for resources
  91934. * @returns a new entity
  91935. */
  91936. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91937. /**
  91938. * Clones an object
  91939. * @param creationFunction defines the function used to instanciate the new object
  91940. * @param source defines the source object
  91941. * @returns the cloned object
  91942. */
  91943. static Clone<T>(creationFunction: () => T, source: T): T;
  91944. /**
  91945. * Instanciates a new object based on a source one (some data will be shared between both object)
  91946. * @param creationFunction defines the function used to instanciate the new object
  91947. * @param source defines the source object
  91948. * @returns the new object
  91949. */
  91950. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91951. }
  91952. }
  91953. declare module BABYLON {
  91954. /**
  91955. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91956. */
  91957. export interface CubeMapInfo {
  91958. /**
  91959. * The pixel array for the front face.
  91960. * This is stored in format, left to right, up to down format.
  91961. */
  91962. front: Nullable<ArrayBufferView>;
  91963. /**
  91964. * The pixel array for the back face.
  91965. * This is stored in format, left to right, up to down format.
  91966. */
  91967. back: Nullable<ArrayBufferView>;
  91968. /**
  91969. * The pixel array for the left face.
  91970. * This is stored in format, left to right, up to down format.
  91971. */
  91972. left: Nullable<ArrayBufferView>;
  91973. /**
  91974. * The pixel array for the right face.
  91975. * This is stored in format, left to right, up to down format.
  91976. */
  91977. right: Nullable<ArrayBufferView>;
  91978. /**
  91979. * The pixel array for the up face.
  91980. * This is stored in format, left to right, up to down format.
  91981. */
  91982. up: Nullable<ArrayBufferView>;
  91983. /**
  91984. * The pixel array for the down face.
  91985. * This is stored in format, left to right, up to down format.
  91986. */
  91987. down: Nullable<ArrayBufferView>;
  91988. /**
  91989. * The size of the cubemap stored.
  91990. *
  91991. * Each faces will be size * size pixels.
  91992. */
  91993. size: number;
  91994. /**
  91995. * The format of the texture.
  91996. *
  91997. * RGBA, RGB.
  91998. */
  91999. format: number;
  92000. /**
  92001. * The type of the texture data.
  92002. *
  92003. * UNSIGNED_INT, FLOAT.
  92004. */
  92005. type: number;
  92006. /**
  92007. * Specifies whether the texture is in gamma space.
  92008. */
  92009. gammaSpace: boolean;
  92010. }
  92011. /**
  92012. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  92013. */
  92014. export class PanoramaToCubeMapTools {
  92015. private static FACE_FRONT;
  92016. private static FACE_BACK;
  92017. private static FACE_RIGHT;
  92018. private static FACE_LEFT;
  92019. private static FACE_DOWN;
  92020. private static FACE_UP;
  92021. /**
  92022. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  92023. *
  92024. * @param float32Array The source data.
  92025. * @param inputWidth The width of the input panorama.
  92026. * @param inputHeight The height of the input panorama.
  92027. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  92028. * @return The cubemap data
  92029. */
  92030. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  92031. private static CreateCubemapTexture;
  92032. private static CalcProjectionSpherical;
  92033. }
  92034. }
  92035. declare module BABYLON {
  92036. /**
  92037. * Helper class dealing with the extraction of spherical polynomial dataArray
  92038. * from a cube map.
  92039. */
  92040. export class CubeMapToSphericalPolynomialTools {
  92041. private static FileFaces;
  92042. /**
  92043. * Converts a texture to the according Spherical Polynomial data.
  92044. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92045. *
  92046. * @param texture The texture to extract the information from.
  92047. * @return The Spherical Polynomial data.
  92048. */
  92049. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  92050. /**
  92051. * Converts a cubemap to the according Spherical Polynomial data.
  92052. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92053. *
  92054. * @param cubeInfo The Cube map to extract the information from.
  92055. * @return The Spherical Polynomial data.
  92056. */
  92057. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  92058. }
  92059. }
  92060. declare module BABYLON {
  92061. /**
  92062. * Class used to manipulate GUIDs
  92063. */
  92064. export class GUID {
  92065. /**
  92066. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  92067. * Be aware Math.random() could cause collisions, but:
  92068. * "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"
  92069. * @returns a pseudo random id
  92070. */
  92071. static RandomId(): string;
  92072. }
  92073. }
  92074. declare module BABYLON {
  92075. /**
  92076. * Base class of all the textures in babylon.
  92077. * It groups all the common properties the materials, post process, lights... might need
  92078. * in order to make a correct use of the texture.
  92079. */
  92080. export class BaseTexture implements IAnimatable {
  92081. /**
  92082. * Default anisotropic filtering level for the application.
  92083. * It is set to 4 as a good tradeoff between perf and quality.
  92084. */
  92085. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  92086. /**
  92087. * Gets or sets the unique id of the texture
  92088. */
  92089. uniqueId: number;
  92090. /**
  92091. * Define the name of the texture.
  92092. */
  92093. name: string;
  92094. /**
  92095. * Gets or sets an object used to store user defined information.
  92096. */
  92097. metadata: any;
  92098. /**
  92099. * For internal use only. Please do not use.
  92100. */
  92101. reservedDataStore: any;
  92102. private _hasAlpha;
  92103. /**
  92104. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  92105. */
  92106. hasAlpha: boolean;
  92107. /**
  92108. * Defines if the alpha value should be determined via the rgb values.
  92109. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  92110. */
  92111. getAlphaFromRGB: boolean;
  92112. /**
  92113. * Intensity or strength of the texture.
  92114. * It is commonly used by materials to fine tune the intensity of the texture
  92115. */
  92116. level: number;
  92117. /**
  92118. * Define the UV chanel to use starting from 0 and defaulting to 0.
  92119. * This is part of the texture as textures usually maps to one uv set.
  92120. */
  92121. coordinatesIndex: number;
  92122. private _coordinatesMode;
  92123. /**
  92124. * How a texture is mapped.
  92125. *
  92126. * | Value | Type | Description |
  92127. * | ----- | ----------------------------------- | ----------- |
  92128. * | 0 | EXPLICIT_MODE | |
  92129. * | 1 | SPHERICAL_MODE | |
  92130. * | 2 | PLANAR_MODE | |
  92131. * | 3 | CUBIC_MODE | |
  92132. * | 4 | PROJECTION_MODE | |
  92133. * | 5 | SKYBOX_MODE | |
  92134. * | 6 | INVCUBIC_MODE | |
  92135. * | 7 | EQUIRECTANGULAR_MODE | |
  92136. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  92137. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  92138. */
  92139. coordinatesMode: number;
  92140. /**
  92141. * | Value | Type | Description |
  92142. * | ----- | ------------------ | ----------- |
  92143. * | 0 | CLAMP_ADDRESSMODE | |
  92144. * | 1 | WRAP_ADDRESSMODE | |
  92145. * | 2 | MIRROR_ADDRESSMODE | |
  92146. */
  92147. wrapU: number;
  92148. /**
  92149. * | Value | Type | Description |
  92150. * | ----- | ------------------ | ----------- |
  92151. * | 0 | CLAMP_ADDRESSMODE | |
  92152. * | 1 | WRAP_ADDRESSMODE | |
  92153. * | 2 | MIRROR_ADDRESSMODE | |
  92154. */
  92155. wrapV: number;
  92156. /**
  92157. * | Value | Type | Description |
  92158. * | ----- | ------------------ | ----------- |
  92159. * | 0 | CLAMP_ADDRESSMODE | |
  92160. * | 1 | WRAP_ADDRESSMODE | |
  92161. * | 2 | MIRROR_ADDRESSMODE | |
  92162. */
  92163. wrapR: number;
  92164. /**
  92165. * With compliant hardware and browser (supporting anisotropic filtering)
  92166. * this defines the level of anisotropic filtering in the texture.
  92167. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  92168. */
  92169. anisotropicFilteringLevel: number;
  92170. /**
  92171. * Define if the texture is a cube texture or if false a 2d texture.
  92172. */
  92173. isCube: boolean;
  92174. /**
  92175. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  92176. */
  92177. is3D: boolean;
  92178. /**
  92179. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  92180. * HDR texture are usually stored in linear space.
  92181. * This only impacts the PBR and Background materials
  92182. */
  92183. gammaSpace: boolean;
  92184. /**
  92185. * Gets whether or not the texture contains RGBD data.
  92186. */
  92187. readonly isRGBD: boolean;
  92188. /**
  92189. * Is Z inverted in the texture (useful in a cube texture).
  92190. */
  92191. invertZ: boolean;
  92192. /**
  92193. * Are mip maps generated for this texture or not.
  92194. */
  92195. readonly noMipmap: boolean;
  92196. /**
  92197. * @hidden
  92198. */
  92199. lodLevelInAlpha: boolean;
  92200. /**
  92201. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92202. */
  92203. lodGenerationOffset: number;
  92204. /**
  92205. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92206. */
  92207. lodGenerationScale: number;
  92208. /**
  92209. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92210. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92211. * average roughness values.
  92212. */
  92213. linearSpecularLOD: boolean;
  92214. /**
  92215. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92216. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92217. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92218. */
  92219. irradianceTexture: Nullable<BaseTexture>;
  92220. /**
  92221. * Define if the texture is a render target.
  92222. */
  92223. isRenderTarget: boolean;
  92224. /**
  92225. * Define the unique id of the texture in the scene.
  92226. */
  92227. readonly uid: string;
  92228. /**
  92229. * Return a string representation of the texture.
  92230. * @returns the texture as a string
  92231. */
  92232. toString(): string;
  92233. /**
  92234. * Get the class name of the texture.
  92235. * @returns "BaseTexture"
  92236. */
  92237. getClassName(): string;
  92238. /**
  92239. * Define the list of animation attached to the texture.
  92240. */
  92241. animations: Animation[];
  92242. /**
  92243. * An event triggered when the texture is disposed.
  92244. */
  92245. onDisposeObservable: Observable<BaseTexture>;
  92246. private _onDisposeObserver;
  92247. /**
  92248. * Callback triggered when the texture has been disposed.
  92249. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92250. */
  92251. onDispose: () => void;
  92252. /**
  92253. * Define the current state of the loading sequence when in delayed load mode.
  92254. */
  92255. delayLoadState: number;
  92256. private _scene;
  92257. /** @hidden */
  92258. _texture: Nullable<InternalTexture>;
  92259. private _uid;
  92260. /**
  92261. * Define if the texture is preventinga material to render or not.
  92262. * If not and the texture is not ready, the engine will use a default black texture instead.
  92263. */
  92264. readonly isBlocking: boolean;
  92265. /**
  92266. * Instantiates a new BaseTexture.
  92267. * Base class of all the textures in babylon.
  92268. * It groups all the common properties the materials, post process, lights... might need
  92269. * in order to make a correct use of the texture.
  92270. * @param scene Define the scene the texture blongs to
  92271. */
  92272. constructor(scene: Nullable<Scene>);
  92273. /**
  92274. * Get the scene the texture belongs to.
  92275. * @returns the scene or null if undefined
  92276. */
  92277. getScene(): Nullable<Scene>;
  92278. /**
  92279. * Get the texture transform matrix used to offset tile the texture for istance.
  92280. * @returns the transformation matrix
  92281. */
  92282. getTextureMatrix(): Matrix;
  92283. /**
  92284. * Get the texture reflection matrix used to rotate/transform the reflection.
  92285. * @returns the reflection matrix
  92286. */
  92287. getReflectionTextureMatrix(): Matrix;
  92288. /**
  92289. * Get the underlying lower level texture from Babylon.
  92290. * @returns the insternal texture
  92291. */
  92292. getInternalTexture(): Nullable<InternalTexture>;
  92293. /**
  92294. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92295. * @returns true if ready or not blocking
  92296. */
  92297. isReadyOrNotBlocking(): boolean;
  92298. /**
  92299. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92300. * @returns true if fully ready
  92301. */
  92302. isReady(): boolean;
  92303. private _cachedSize;
  92304. /**
  92305. * Get the size of the texture.
  92306. * @returns the texture size.
  92307. */
  92308. getSize(): ISize;
  92309. /**
  92310. * Get the base size of the texture.
  92311. * It can be different from the size if the texture has been resized for POT for instance
  92312. * @returns the base size
  92313. */
  92314. getBaseSize(): ISize;
  92315. /**
  92316. * Update the sampling mode of the texture.
  92317. * Default is Trilinear mode.
  92318. *
  92319. * | Value | Type | Description |
  92320. * | ----- | ------------------ | ----------- |
  92321. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92322. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92323. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92324. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92325. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92326. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92327. * | 7 | NEAREST_LINEAR | |
  92328. * | 8 | NEAREST_NEAREST | |
  92329. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92330. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92331. * | 11 | LINEAR_LINEAR | |
  92332. * | 12 | LINEAR_NEAREST | |
  92333. *
  92334. * > _mag_: magnification filter (close to the viewer)
  92335. * > _min_: minification filter (far from the viewer)
  92336. * > _mip_: filter used between mip map levels
  92337. *@param samplingMode Define the new sampling mode of the texture
  92338. */
  92339. updateSamplingMode(samplingMode: number): void;
  92340. /**
  92341. * Scales the texture if is `canRescale()`
  92342. * @param ratio the resize factor we want to use to rescale
  92343. */
  92344. scale(ratio: number): void;
  92345. /**
  92346. * Get if the texture can rescale.
  92347. */
  92348. readonly canRescale: boolean;
  92349. /** @hidden */
  92350. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92351. /** @hidden */
  92352. _rebuild(): void;
  92353. /**
  92354. * Triggers the load sequence in delayed load mode.
  92355. */
  92356. delayLoad(): void;
  92357. /**
  92358. * Clones the texture.
  92359. * @returns the cloned texture
  92360. */
  92361. clone(): Nullable<BaseTexture>;
  92362. /**
  92363. * Get the texture underlying type (INT, FLOAT...)
  92364. */
  92365. readonly textureType: number;
  92366. /**
  92367. * Get the texture underlying format (RGB, RGBA...)
  92368. */
  92369. readonly textureFormat: number;
  92370. /**
  92371. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92372. * This will returns an RGBA array buffer containing either in values (0-255) or
  92373. * float values (0-1) depending of the underlying buffer type.
  92374. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92375. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92376. * @param buffer defines a user defined buffer to fill with data (can be null)
  92377. * @returns The Array buffer containing the pixels data.
  92378. */
  92379. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92380. /**
  92381. * Release and destroy the underlying lower level texture aka internalTexture.
  92382. */
  92383. releaseInternalTexture(): void;
  92384. /**
  92385. * Get the polynomial representation of the texture data.
  92386. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92387. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92388. */
  92389. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92390. /** @hidden */
  92391. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92392. /** @hidden */
  92393. readonly _lodTextureMid: Nullable<BaseTexture>;
  92394. /** @hidden */
  92395. readonly _lodTextureLow: Nullable<BaseTexture>;
  92396. /**
  92397. * Dispose the texture and release its associated resources.
  92398. */
  92399. dispose(): void;
  92400. /**
  92401. * Serialize the texture into a JSON representation that can be parsed later on.
  92402. * @returns the JSON representation of the texture
  92403. */
  92404. serialize(): any;
  92405. /**
  92406. * Helper function to be called back once a list of texture contains only ready textures.
  92407. * @param textures Define the list of textures to wait for
  92408. * @param callback Define the callback triggered once the entire list will be ready
  92409. */
  92410. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92411. }
  92412. }
  92413. declare module BABYLON {
  92414. /**
  92415. * Class used to store data associated with WebGL texture data for the engine
  92416. * This class should not be used directly
  92417. */
  92418. export class InternalTexture {
  92419. /** @hidden */
  92420. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92421. /**
  92422. * The source of the texture data is unknown
  92423. */
  92424. static DATASOURCE_UNKNOWN: number;
  92425. /**
  92426. * Texture data comes from an URL
  92427. */
  92428. static DATASOURCE_URL: number;
  92429. /**
  92430. * Texture data is only used for temporary storage
  92431. */
  92432. static DATASOURCE_TEMP: number;
  92433. /**
  92434. * Texture data comes from raw data (ArrayBuffer)
  92435. */
  92436. static DATASOURCE_RAW: number;
  92437. /**
  92438. * Texture content is dynamic (video or dynamic texture)
  92439. */
  92440. static DATASOURCE_DYNAMIC: number;
  92441. /**
  92442. * Texture content is generated by rendering to it
  92443. */
  92444. static DATASOURCE_RENDERTARGET: number;
  92445. /**
  92446. * Texture content is part of a multi render target process
  92447. */
  92448. static DATASOURCE_MULTIRENDERTARGET: number;
  92449. /**
  92450. * Texture data comes from a cube data file
  92451. */
  92452. static DATASOURCE_CUBE: number;
  92453. /**
  92454. * Texture data comes from a raw cube data
  92455. */
  92456. static DATASOURCE_CUBERAW: number;
  92457. /**
  92458. * Texture data come from a prefiltered cube data file
  92459. */
  92460. static DATASOURCE_CUBEPREFILTERED: number;
  92461. /**
  92462. * Texture content is raw 3D data
  92463. */
  92464. static DATASOURCE_RAW3D: number;
  92465. /**
  92466. * Texture content is a depth texture
  92467. */
  92468. static DATASOURCE_DEPTHTEXTURE: number;
  92469. /**
  92470. * Texture data comes from a raw cube data encoded with RGBD
  92471. */
  92472. static DATASOURCE_CUBERAW_RGBD: number;
  92473. /**
  92474. * Defines if the texture is ready
  92475. */
  92476. isReady: boolean;
  92477. /**
  92478. * Defines if the texture is a cube texture
  92479. */
  92480. isCube: boolean;
  92481. /**
  92482. * Defines if the texture contains 3D data
  92483. */
  92484. is3D: boolean;
  92485. /**
  92486. * Defines if the texture contains multiview data
  92487. */
  92488. isMultiview: boolean;
  92489. /**
  92490. * Gets the URL used to load this texture
  92491. */
  92492. url: string;
  92493. /**
  92494. * Gets the sampling mode of the texture
  92495. */
  92496. samplingMode: number;
  92497. /**
  92498. * Gets a boolean indicating if the texture needs mipmaps generation
  92499. */
  92500. generateMipMaps: boolean;
  92501. /**
  92502. * Gets the number of samples used by the texture (WebGL2+ only)
  92503. */
  92504. samples: number;
  92505. /**
  92506. * Gets the type of the texture (int, float...)
  92507. */
  92508. type: number;
  92509. /**
  92510. * Gets the format of the texture (RGB, RGBA...)
  92511. */
  92512. format: number;
  92513. /**
  92514. * Observable called when the texture is loaded
  92515. */
  92516. onLoadedObservable: Observable<InternalTexture>;
  92517. /**
  92518. * Gets the width of the texture
  92519. */
  92520. width: number;
  92521. /**
  92522. * Gets the height of the texture
  92523. */
  92524. height: number;
  92525. /**
  92526. * Gets the depth of the texture
  92527. */
  92528. depth: number;
  92529. /**
  92530. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92531. */
  92532. baseWidth: number;
  92533. /**
  92534. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92535. */
  92536. baseHeight: number;
  92537. /**
  92538. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92539. */
  92540. baseDepth: number;
  92541. /**
  92542. * Gets a boolean indicating if the texture is inverted on Y axis
  92543. */
  92544. invertY: boolean;
  92545. /** @hidden */
  92546. _invertVScale: boolean;
  92547. /** @hidden */
  92548. _associatedChannel: number;
  92549. /** @hidden */
  92550. _dataSource: number;
  92551. /** @hidden */
  92552. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92553. /** @hidden */
  92554. _bufferView: Nullable<ArrayBufferView>;
  92555. /** @hidden */
  92556. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92557. /** @hidden */
  92558. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92559. /** @hidden */
  92560. _size: number;
  92561. /** @hidden */
  92562. _extension: string;
  92563. /** @hidden */
  92564. _files: Nullable<string[]>;
  92565. /** @hidden */
  92566. _workingCanvas: Nullable<HTMLCanvasElement>;
  92567. /** @hidden */
  92568. _workingContext: Nullable<CanvasRenderingContext2D>;
  92569. /** @hidden */
  92570. _framebuffer: Nullable<WebGLFramebuffer>;
  92571. /** @hidden */
  92572. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92573. /** @hidden */
  92574. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92575. /** @hidden */
  92576. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92577. /** @hidden */
  92578. _attachments: Nullable<number[]>;
  92579. /** @hidden */
  92580. _cachedCoordinatesMode: Nullable<number>;
  92581. /** @hidden */
  92582. _cachedWrapU: Nullable<number>;
  92583. /** @hidden */
  92584. _cachedWrapV: Nullable<number>;
  92585. /** @hidden */
  92586. _cachedWrapR: Nullable<number>;
  92587. /** @hidden */
  92588. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92589. /** @hidden */
  92590. _isDisabled: boolean;
  92591. /** @hidden */
  92592. _compression: Nullable<string>;
  92593. /** @hidden */
  92594. _generateStencilBuffer: boolean;
  92595. /** @hidden */
  92596. _generateDepthBuffer: boolean;
  92597. /** @hidden */
  92598. _comparisonFunction: number;
  92599. /** @hidden */
  92600. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92601. /** @hidden */
  92602. _lodGenerationScale: number;
  92603. /** @hidden */
  92604. _lodGenerationOffset: number;
  92605. /** @hidden */
  92606. _colorTextureArray: Nullable<WebGLTexture>;
  92607. /** @hidden */
  92608. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92609. /** @hidden */
  92610. _lodTextureHigh: Nullable<BaseTexture>;
  92611. /** @hidden */
  92612. _lodTextureMid: Nullable<BaseTexture>;
  92613. /** @hidden */
  92614. _lodTextureLow: Nullable<BaseTexture>;
  92615. /** @hidden */
  92616. _isRGBD: boolean;
  92617. /** @hidden */
  92618. _linearSpecularLOD: boolean;
  92619. /** @hidden */
  92620. _irradianceTexture: Nullable<BaseTexture>;
  92621. /** @hidden */
  92622. _webGLTexture: Nullable<WebGLTexture>;
  92623. /** @hidden */
  92624. _references: number;
  92625. private _engine;
  92626. /**
  92627. * Gets the Engine the texture belongs to.
  92628. * @returns The babylon engine
  92629. */
  92630. getEngine(): Engine;
  92631. /**
  92632. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92633. */
  92634. readonly dataSource: number;
  92635. /**
  92636. * Creates a new InternalTexture
  92637. * @param engine defines the engine to use
  92638. * @param dataSource defines the type of data that will be used
  92639. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92640. */
  92641. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92642. /**
  92643. * Increments the number of references (ie. the number of Texture that point to it)
  92644. */
  92645. incrementReferences(): void;
  92646. /**
  92647. * Change the size of the texture (not the size of the content)
  92648. * @param width defines the new width
  92649. * @param height defines the new height
  92650. * @param depth defines the new depth (1 by default)
  92651. */
  92652. updateSize(width: int, height: int, depth?: int): void;
  92653. /** @hidden */
  92654. _rebuild(): void;
  92655. /** @hidden */
  92656. _swapAndDie(target: InternalTexture): void;
  92657. /**
  92658. * Dispose the current allocated resources
  92659. */
  92660. dispose(): void;
  92661. }
  92662. }
  92663. declare module BABYLON {
  92664. /**
  92665. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92666. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92667. */
  92668. export class EffectFallbacks {
  92669. private _defines;
  92670. private _currentRank;
  92671. private _maxRank;
  92672. private _mesh;
  92673. /**
  92674. * Removes the fallback from the bound mesh.
  92675. */
  92676. unBindMesh(): void;
  92677. /**
  92678. * Adds a fallback on the specified property.
  92679. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92680. * @param define The name of the define in the shader
  92681. */
  92682. addFallback(rank: number, define: string): void;
  92683. /**
  92684. * Sets the mesh to use CPU skinning when needing to fallback.
  92685. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92686. * @param mesh The mesh to use the fallbacks.
  92687. */
  92688. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92689. /**
  92690. * Checks to see if more fallbacks are still availible.
  92691. */
  92692. readonly isMoreFallbacks: boolean;
  92693. /**
  92694. * Removes the defines that should be removed when falling back.
  92695. * @param currentDefines defines the current define statements for the shader.
  92696. * @param effect defines the current effect we try to compile
  92697. * @returns The resulting defines with defines of the current rank removed.
  92698. */
  92699. reduce(currentDefines: string, effect: Effect): string;
  92700. }
  92701. /**
  92702. * Options to be used when creating an effect.
  92703. */
  92704. export class EffectCreationOptions {
  92705. /**
  92706. * Atrributes that will be used in the shader.
  92707. */
  92708. attributes: string[];
  92709. /**
  92710. * Uniform varible names that will be set in the shader.
  92711. */
  92712. uniformsNames: string[];
  92713. /**
  92714. * Uniform buffer varible names that will be set in the shader.
  92715. */
  92716. uniformBuffersNames: string[];
  92717. /**
  92718. * Sampler texture variable names that will be set in the shader.
  92719. */
  92720. samplers: string[];
  92721. /**
  92722. * Define statements that will be set in the shader.
  92723. */
  92724. defines: any;
  92725. /**
  92726. * Possible fallbacks for this effect to improve performance when needed.
  92727. */
  92728. fallbacks: Nullable<EffectFallbacks>;
  92729. /**
  92730. * Callback that will be called when the shader is compiled.
  92731. */
  92732. onCompiled: Nullable<(effect: Effect) => void>;
  92733. /**
  92734. * Callback that will be called if an error occurs during shader compilation.
  92735. */
  92736. onError: Nullable<(effect: Effect, errors: string) => void>;
  92737. /**
  92738. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92739. */
  92740. indexParameters: any;
  92741. /**
  92742. * Max number of lights that can be used in the shader.
  92743. */
  92744. maxSimultaneousLights: number;
  92745. /**
  92746. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92747. */
  92748. transformFeedbackVaryings: Nullable<string[]>;
  92749. }
  92750. /**
  92751. * Effect containing vertex and fragment shader that can be executed on an object.
  92752. */
  92753. export class Effect implements IDisposable {
  92754. /**
  92755. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92756. */
  92757. static ShadersRepository: string;
  92758. /**
  92759. * Name of the effect.
  92760. */
  92761. name: any;
  92762. /**
  92763. * String container all the define statements that should be set on the shader.
  92764. */
  92765. defines: string;
  92766. /**
  92767. * Callback that will be called when the shader is compiled.
  92768. */
  92769. onCompiled: Nullable<(effect: Effect) => void>;
  92770. /**
  92771. * Callback that will be called if an error occurs during shader compilation.
  92772. */
  92773. onError: Nullable<(effect: Effect, errors: string) => void>;
  92774. /**
  92775. * Callback that will be called when effect is bound.
  92776. */
  92777. onBind: Nullable<(effect: Effect) => void>;
  92778. /**
  92779. * Unique ID of the effect.
  92780. */
  92781. uniqueId: number;
  92782. /**
  92783. * Observable that will be called when the shader is compiled.
  92784. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92785. */
  92786. onCompileObservable: Observable<Effect>;
  92787. /**
  92788. * Observable that will be called if an error occurs during shader compilation.
  92789. */
  92790. onErrorObservable: Observable<Effect>;
  92791. /** @hidden */
  92792. _onBindObservable: Nullable<Observable<Effect>>;
  92793. /**
  92794. * Observable that will be called when effect is bound.
  92795. */
  92796. readonly onBindObservable: Observable<Effect>;
  92797. /** @hidden */
  92798. _bonesComputationForcedToCPU: boolean;
  92799. private static _uniqueIdSeed;
  92800. private _engine;
  92801. private _uniformBuffersNames;
  92802. private _uniformsNames;
  92803. private _samplerList;
  92804. private _samplers;
  92805. private _isReady;
  92806. private _compilationError;
  92807. private _attributesNames;
  92808. private _attributes;
  92809. private _uniforms;
  92810. /**
  92811. * Key for the effect.
  92812. * @hidden
  92813. */
  92814. _key: string;
  92815. private _indexParameters;
  92816. private _fallbacks;
  92817. private _vertexSourceCode;
  92818. private _fragmentSourceCode;
  92819. private _vertexSourceCodeOverride;
  92820. private _fragmentSourceCodeOverride;
  92821. private _transformFeedbackVaryings;
  92822. /**
  92823. * Compiled shader to webGL program.
  92824. * @hidden
  92825. */
  92826. _pipelineContext: Nullable<IPipelineContext>;
  92827. private _valueCache;
  92828. private static _baseCache;
  92829. /**
  92830. * Instantiates an effect.
  92831. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92832. * @param baseName Name of the effect.
  92833. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92834. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92835. * @param samplers List of sampler variables that will be passed to the shader.
  92836. * @param engine Engine to be used to render the effect
  92837. * @param defines Define statements to be added to the shader.
  92838. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92839. * @param onCompiled Callback that will be called when the shader is compiled.
  92840. * @param onError Callback that will be called if an error occurs during shader compilation.
  92841. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92842. */
  92843. 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);
  92844. private _useFinalCode;
  92845. /**
  92846. * Unique key for this effect
  92847. */
  92848. readonly key: string;
  92849. /**
  92850. * If the effect has been compiled and prepared.
  92851. * @returns if the effect is compiled and prepared.
  92852. */
  92853. isReady(): boolean;
  92854. /**
  92855. * The engine the effect was initialized with.
  92856. * @returns the engine.
  92857. */
  92858. getEngine(): Engine;
  92859. /**
  92860. * The pipeline context for this effect
  92861. * @returns the associated pipeline context
  92862. */
  92863. getPipelineContext(): Nullable<IPipelineContext>;
  92864. /**
  92865. * The set of names of attribute variables for the shader.
  92866. * @returns An array of attribute names.
  92867. */
  92868. getAttributesNames(): string[];
  92869. /**
  92870. * Returns the attribute at the given index.
  92871. * @param index The index of the attribute.
  92872. * @returns The location of the attribute.
  92873. */
  92874. getAttributeLocation(index: number): number;
  92875. /**
  92876. * Returns the attribute based on the name of the variable.
  92877. * @param name of the attribute to look up.
  92878. * @returns the attribute location.
  92879. */
  92880. getAttributeLocationByName(name: string): number;
  92881. /**
  92882. * The number of attributes.
  92883. * @returns the numnber of attributes.
  92884. */
  92885. getAttributesCount(): number;
  92886. /**
  92887. * Gets the index of a uniform variable.
  92888. * @param uniformName of the uniform to look up.
  92889. * @returns the index.
  92890. */
  92891. getUniformIndex(uniformName: string): number;
  92892. /**
  92893. * Returns the attribute based on the name of the variable.
  92894. * @param uniformName of the uniform to look up.
  92895. * @returns the location of the uniform.
  92896. */
  92897. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92898. /**
  92899. * Returns an array of sampler variable names
  92900. * @returns The array of sampler variable neames.
  92901. */
  92902. getSamplers(): string[];
  92903. /**
  92904. * The error from the last compilation.
  92905. * @returns the error string.
  92906. */
  92907. getCompilationError(): string;
  92908. /**
  92909. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92910. * @param func The callback to be used.
  92911. */
  92912. executeWhenCompiled(func: (effect: Effect) => void): void;
  92913. private _checkIsReady;
  92914. /** @hidden */
  92915. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92916. /** @hidden */
  92917. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92918. /** @hidden */
  92919. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92920. /**
  92921. * Recompiles the webGL program
  92922. * @param vertexSourceCode The source code for the vertex shader.
  92923. * @param fragmentSourceCode The source code for the fragment shader.
  92924. * @param onCompiled Callback called when completed.
  92925. * @param onError Callback called on error.
  92926. * @hidden
  92927. */
  92928. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92929. /**
  92930. * Prepares the effect
  92931. * @hidden
  92932. */
  92933. _prepareEffect(): void;
  92934. /**
  92935. * Checks if the effect is supported. (Must be called after compilation)
  92936. */
  92937. readonly isSupported: boolean;
  92938. /**
  92939. * Binds a texture to the engine to be used as output of the shader.
  92940. * @param channel Name of the output variable.
  92941. * @param texture Texture to bind.
  92942. * @hidden
  92943. */
  92944. _bindTexture(channel: string, texture: InternalTexture): void;
  92945. /**
  92946. * Sets a texture on the engine to be used in the shader.
  92947. * @param channel Name of the sampler variable.
  92948. * @param texture Texture to set.
  92949. */
  92950. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92951. /**
  92952. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92953. * @param channel Name of the sampler variable.
  92954. * @param texture Texture to set.
  92955. */
  92956. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92957. /**
  92958. * Sets an array of textures on the engine to be used in the shader.
  92959. * @param channel Name of the variable.
  92960. * @param textures Textures to set.
  92961. */
  92962. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92963. /**
  92964. * 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)
  92965. * @param channel Name of the sampler variable.
  92966. * @param postProcess Post process to get the input texture from.
  92967. */
  92968. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92969. /**
  92970. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92971. * 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)
  92972. * @param channel Name of the sampler variable.
  92973. * @param postProcess Post process to get the output texture from.
  92974. */
  92975. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92976. /** @hidden */
  92977. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92978. /** @hidden */
  92979. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92980. /** @hidden */
  92981. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92982. /** @hidden */
  92983. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92984. /**
  92985. * Binds a buffer to a uniform.
  92986. * @param buffer Buffer to bind.
  92987. * @param name Name of the uniform variable to bind to.
  92988. */
  92989. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92990. /**
  92991. * Binds block to a uniform.
  92992. * @param blockName Name of the block to bind.
  92993. * @param index Index to bind.
  92994. */
  92995. bindUniformBlock(blockName: string, index: number): void;
  92996. /**
  92997. * Sets an interger value on a uniform variable.
  92998. * @param uniformName Name of the variable.
  92999. * @param value Value to be set.
  93000. * @returns this effect.
  93001. */
  93002. setInt(uniformName: string, value: number): Effect;
  93003. /**
  93004. * Sets an int array on a uniform variable.
  93005. * @param uniformName Name of the variable.
  93006. * @param array array to be set.
  93007. * @returns this effect.
  93008. */
  93009. setIntArray(uniformName: string, array: Int32Array): Effect;
  93010. /**
  93011. * 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)
  93012. * @param uniformName Name of the variable.
  93013. * @param array array to be set.
  93014. * @returns this effect.
  93015. */
  93016. setIntArray2(uniformName: string, array: Int32Array): Effect;
  93017. /**
  93018. * 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)
  93019. * @param uniformName Name of the variable.
  93020. * @param array array to be set.
  93021. * @returns this effect.
  93022. */
  93023. setIntArray3(uniformName: string, array: Int32Array): Effect;
  93024. /**
  93025. * 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)
  93026. * @param uniformName Name of the variable.
  93027. * @param array array to be set.
  93028. * @returns this effect.
  93029. */
  93030. setIntArray4(uniformName: string, array: Int32Array): Effect;
  93031. /**
  93032. * Sets an float array on a uniform variable.
  93033. * @param uniformName Name of the variable.
  93034. * @param array array to be set.
  93035. * @returns this effect.
  93036. */
  93037. setFloatArray(uniformName: string, array: Float32Array): Effect;
  93038. /**
  93039. * 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)
  93040. * @param uniformName Name of the variable.
  93041. * @param array array to be set.
  93042. * @returns this effect.
  93043. */
  93044. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  93045. /**
  93046. * 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)
  93047. * @param uniformName Name of the variable.
  93048. * @param array array to be set.
  93049. * @returns this effect.
  93050. */
  93051. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  93052. /**
  93053. * 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)
  93054. * @param uniformName Name of the variable.
  93055. * @param array array to be set.
  93056. * @returns this effect.
  93057. */
  93058. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  93059. /**
  93060. * Sets an array on a uniform variable.
  93061. * @param uniformName Name of the variable.
  93062. * @param array array to be set.
  93063. * @returns this effect.
  93064. */
  93065. setArray(uniformName: string, array: number[]): Effect;
  93066. /**
  93067. * 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)
  93068. * @param uniformName Name of the variable.
  93069. * @param array array to be set.
  93070. * @returns this effect.
  93071. */
  93072. setArray2(uniformName: string, array: number[]): Effect;
  93073. /**
  93074. * 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)
  93075. * @param uniformName Name of the variable.
  93076. * @param array array to be set.
  93077. * @returns this effect.
  93078. */
  93079. setArray3(uniformName: string, array: number[]): Effect;
  93080. /**
  93081. * 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)
  93082. * @param uniformName Name of the variable.
  93083. * @param array array to be set.
  93084. * @returns this effect.
  93085. */
  93086. setArray4(uniformName: string, array: number[]): Effect;
  93087. /**
  93088. * Sets matrices on a uniform variable.
  93089. * @param uniformName Name of the variable.
  93090. * @param matrices matrices to be set.
  93091. * @returns this effect.
  93092. */
  93093. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  93094. /**
  93095. * Sets matrix on a uniform variable.
  93096. * @param uniformName Name of the variable.
  93097. * @param matrix matrix to be set.
  93098. * @returns this effect.
  93099. */
  93100. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  93101. /**
  93102. * 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)
  93103. * @param uniformName Name of the variable.
  93104. * @param matrix matrix to be set.
  93105. * @returns this effect.
  93106. */
  93107. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  93108. /**
  93109. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  93110. * @param uniformName Name of the variable.
  93111. * @param matrix matrix to be set.
  93112. * @returns this effect.
  93113. */
  93114. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  93115. /**
  93116. * Sets a float on a uniform variable.
  93117. * @param uniformName Name of the variable.
  93118. * @param value value to be set.
  93119. * @returns this effect.
  93120. */
  93121. setFloat(uniformName: string, value: number): Effect;
  93122. /**
  93123. * Sets a boolean on a uniform variable.
  93124. * @param uniformName Name of the variable.
  93125. * @param bool value to be set.
  93126. * @returns this effect.
  93127. */
  93128. setBool(uniformName: string, bool: boolean): Effect;
  93129. /**
  93130. * Sets a Vector2 on a uniform variable.
  93131. * @param uniformName Name of the variable.
  93132. * @param vector2 vector2 to be set.
  93133. * @returns this effect.
  93134. */
  93135. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  93136. /**
  93137. * Sets a float2 on a uniform variable.
  93138. * @param uniformName Name of the variable.
  93139. * @param x First float in float2.
  93140. * @param y Second float in float2.
  93141. * @returns this effect.
  93142. */
  93143. setFloat2(uniformName: string, x: number, y: number): Effect;
  93144. /**
  93145. * Sets a Vector3 on a uniform variable.
  93146. * @param uniformName Name of the variable.
  93147. * @param vector3 Value to be set.
  93148. * @returns this effect.
  93149. */
  93150. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  93151. /**
  93152. * Sets a float3 on a uniform variable.
  93153. * @param uniformName Name of the variable.
  93154. * @param x First float in float3.
  93155. * @param y Second float in float3.
  93156. * @param z Third float in float3.
  93157. * @returns this effect.
  93158. */
  93159. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  93160. /**
  93161. * Sets a Vector4 on a uniform variable.
  93162. * @param uniformName Name of the variable.
  93163. * @param vector4 Value to be set.
  93164. * @returns this effect.
  93165. */
  93166. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  93167. /**
  93168. * Sets a float4 on a uniform variable.
  93169. * @param uniformName Name of the variable.
  93170. * @param x First float in float4.
  93171. * @param y Second float in float4.
  93172. * @param z Third float in float4.
  93173. * @param w Fourth float in float4.
  93174. * @returns this effect.
  93175. */
  93176. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  93177. /**
  93178. * Sets a Color3 on a uniform variable.
  93179. * @param uniformName Name of the variable.
  93180. * @param color3 Value to be set.
  93181. * @returns this effect.
  93182. */
  93183. setColor3(uniformName: string, color3: IColor3Like): Effect;
  93184. /**
  93185. * Sets a Color4 on a uniform variable.
  93186. * @param uniformName Name of the variable.
  93187. * @param color3 Value to be set.
  93188. * @param alpha Alpha value to be set.
  93189. * @returns this effect.
  93190. */
  93191. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  93192. /**
  93193. * Sets a Color4 on a uniform variable
  93194. * @param uniformName defines the name of the variable
  93195. * @param color4 defines the value to be set
  93196. * @returns this effect.
  93197. */
  93198. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93199. /** Release all associated resources */
  93200. dispose(): void;
  93201. /**
  93202. * This function will add a new shader to the shader store
  93203. * @param name the name of the shader
  93204. * @param pixelShader optional pixel shader content
  93205. * @param vertexShader optional vertex shader content
  93206. */
  93207. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93208. /**
  93209. * Store of each shader (The can be looked up using effect.key)
  93210. */
  93211. static ShadersStore: {
  93212. [key: string]: string;
  93213. };
  93214. /**
  93215. * Store of each included file for a shader (The can be looked up using effect.key)
  93216. */
  93217. static IncludesShadersStore: {
  93218. [key: string]: string;
  93219. };
  93220. /**
  93221. * Resets the cache of effects.
  93222. */
  93223. static ResetCache(): void;
  93224. }
  93225. }
  93226. declare module BABYLON {
  93227. /**
  93228. * Uniform buffer objects.
  93229. *
  93230. * Handles blocks of uniform on the GPU.
  93231. *
  93232. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93233. *
  93234. * For more information, please refer to :
  93235. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93236. */
  93237. export class UniformBuffer {
  93238. private _engine;
  93239. private _buffer;
  93240. private _data;
  93241. private _bufferData;
  93242. private _dynamic?;
  93243. private _uniformLocations;
  93244. private _uniformSizes;
  93245. private _uniformLocationPointer;
  93246. private _needSync;
  93247. private _noUBO;
  93248. private _currentEffect;
  93249. private static _MAX_UNIFORM_SIZE;
  93250. private static _tempBuffer;
  93251. /**
  93252. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93253. * This is dynamic to allow compat with webgl 1 and 2.
  93254. * You will need to pass the name of the uniform as well as the value.
  93255. */
  93256. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93257. /**
  93258. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93259. * This is dynamic to allow compat with webgl 1 and 2.
  93260. * You will need to pass the name of the uniform as well as the value.
  93261. */
  93262. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93263. /**
  93264. * Lambda to Update a single float in a uniform buffer.
  93265. * This is dynamic to allow compat with webgl 1 and 2.
  93266. * You will need to pass the name of the uniform as well as the value.
  93267. */
  93268. updateFloat: (name: string, x: number) => void;
  93269. /**
  93270. * Lambda to Update a vec2 of float in a uniform buffer.
  93271. * This is dynamic to allow compat with webgl 1 and 2.
  93272. * You will need to pass the name of the uniform as well as the value.
  93273. */
  93274. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93275. /**
  93276. * Lambda to Update a vec3 of float in a uniform buffer.
  93277. * This is dynamic to allow compat with webgl 1 and 2.
  93278. * You will need to pass the name of the uniform as well as the value.
  93279. */
  93280. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93281. /**
  93282. * Lambda to Update a vec4 of float in a uniform buffer.
  93283. * This is dynamic to allow compat with webgl 1 and 2.
  93284. * You will need to pass the name of the uniform as well as the value.
  93285. */
  93286. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93287. /**
  93288. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93289. * This is dynamic to allow compat with webgl 1 and 2.
  93290. * You will need to pass the name of the uniform as well as the value.
  93291. */
  93292. updateMatrix: (name: string, mat: Matrix) => void;
  93293. /**
  93294. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93295. * This is dynamic to allow compat with webgl 1 and 2.
  93296. * You will need to pass the name of the uniform as well as the value.
  93297. */
  93298. updateVector3: (name: string, vector: Vector3) => void;
  93299. /**
  93300. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93301. * This is dynamic to allow compat with webgl 1 and 2.
  93302. * You will need to pass the name of the uniform as well as the value.
  93303. */
  93304. updateVector4: (name: string, vector: Vector4) => void;
  93305. /**
  93306. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93307. * This is dynamic to allow compat with webgl 1 and 2.
  93308. * You will need to pass the name of the uniform as well as the value.
  93309. */
  93310. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93311. /**
  93312. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93313. * This is dynamic to allow compat with webgl 1 and 2.
  93314. * You will need to pass the name of the uniform as well as the value.
  93315. */
  93316. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93317. /**
  93318. * Instantiates a new Uniform buffer objects.
  93319. *
  93320. * Handles blocks of uniform on the GPU.
  93321. *
  93322. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93323. *
  93324. * For more information, please refer to :
  93325. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93326. * @param engine Define the engine the buffer is associated with
  93327. * @param data Define the data contained in the buffer
  93328. * @param dynamic Define if the buffer is updatable
  93329. */
  93330. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93331. /**
  93332. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93333. * or just falling back on setUniformXXX calls.
  93334. */
  93335. readonly useUbo: boolean;
  93336. /**
  93337. * Indicates if the WebGL underlying uniform buffer is in sync
  93338. * with the javascript cache data.
  93339. */
  93340. readonly isSync: boolean;
  93341. /**
  93342. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93343. * Also, a dynamic UniformBuffer will disable cache verification and always
  93344. * update the underlying WebGL uniform buffer to the GPU.
  93345. * @returns if Dynamic, otherwise false
  93346. */
  93347. isDynamic(): boolean;
  93348. /**
  93349. * The data cache on JS side.
  93350. * @returns the underlying data as a float array
  93351. */
  93352. getData(): Float32Array;
  93353. /**
  93354. * The underlying WebGL Uniform buffer.
  93355. * @returns the webgl buffer
  93356. */
  93357. getBuffer(): Nullable<DataBuffer>;
  93358. /**
  93359. * std140 layout specifies how to align data within an UBO structure.
  93360. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93361. * for specs.
  93362. */
  93363. private _fillAlignment;
  93364. /**
  93365. * Adds an uniform in the buffer.
  93366. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93367. * for the layout to be correct !
  93368. * @param name Name of the uniform, as used in the uniform block in the shader.
  93369. * @param size Data size, or data directly.
  93370. */
  93371. addUniform(name: string, size: number | number[]): void;
  93372. /**
  93373. * Adds a Matrix 4x4 to the uniform buffer.
  93374. * @param name Name of the uniform, as used in the uniform block in the shader.
  93375. * @param mat A 4x4 matrix.
  93376. */
  93377. addMatrix(name: string, mat: Matrix): void;
  93378. /**
  93379. * Adds a vec2 to the uniform buffer.
  93380. * @param name Name of the uniform, as used in the uniform block in the shader.
  93381. * @param x Define the x component value of the vec2
  93382. * @param y Define the y component value of the vec2
  93383. */
  93384. addFloat2(name: string, x: number, y: number): void;
  93385. /**
  93386. * Adds a vec3 to the uniform buffer.
  93387. * @param name Name of the uniform, as used in the uniform block in the shader.
  93388. * @param x Define the x component value of the vec3
  93389. * @param y Define the y component value of the vec3
  93390. * @param z Define the z component value of the vec3
  93391. */
  93392. addFloat3(name: string, x: number, y: number, z: number): void;
  93393. /**
  93394. * Adds a vec3 to the uniform buffer.
  93395. * @param name Name of the uniform, as used in the uniform block in the shader.
  93396. * @param color Define the vec3 from a Color
  93397. */
  93398. addColor3(name: string, color: Color3): void;
  93399. /**
  93400. * Adds a vec4 to the uniform buffer.
  93401. * @param name Name of the uniform, as used in the uniform block in the shader.
  93402. * @param color Define the rgb components from a Color
  93403. * @param alpha Define the a component of the vec4
  93404. */
  93405. addColor4(name: string, color: Color3, alpha: number): void;
  93406. /**
  93407. * Adds a vec3 to the uniform buffer.
  93408. * @param name Name of the uniform, as used in the uniform block in the shader.
  93409. * @param vector Define the vec3 components from a Vector
  93410. */
  93411. addVector3(name: string, vector: Vector3): void;
  93412. /**
  93413. * Adds a Matrix 3x3 to the uniform buffer.
  93414. * @param name Name of the uniform, as used in the uniform block in the shader.
  93415. */
  93416. addMatrix3x3(name: string): void;
  93417. /**
  93418. * Adds a Matrix 2x2 to the uniform buffer.
  93419. * @param name Name of the uniform, as used in the uniform block in the shader.
  93420. */
  93421. addMatrix2x2(name: string): void;
  93422. /**
  93423. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93424. */
  93425. create(): void;
  93426. /** @hidden */
  93427. _rebuild(): void;
  93428. /**
  93429. * Updates the WebGL Uniform Buffer on the GPU.
  93430. * If the `dynamic` flag is set to true, no cache comparison is done.
  93431. * Otherwise, the buffer will be updated only if the cache differs.
  93432. */
  93433. update(): void;
  93434. /**
  93435. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93436. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93437. * @param data Define the flattened data
  93438. * @param size Define the size of the data.
  93439. */
  93440. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93441. private _valueCache;
  93442. private _cacheMatrix;
  93443. private _updateMatrix3x3ForUniform;
  93444. private _updateMatrix3x3ForEffect;
  93445. private _updateMatrix2x2ForEffect;
  93446. private _updateMatrix2x2ForUniform;
  93447. private _updateFloatForEffect;
  93448. private _updateFloatForUniform;
  93449. private _updateFloat2ForEffect;
  93450. private _updateFloat2ForUniform;
  93451. private _updateFloat3ForEffect;
  93452. private _updateFloat3ForUniform;
  93453. private _updateFloat4ForEffect;
  93454. private _updateFloat4ForUniform;
  93455. private _updateMatrixForEffect;
  93456. private _updateMatrixForUniform;
  93457. private _updateVector3ForEffect;
  93458. private _updateVector3ForUniform;
  93459. private _updateVector4ForEffect;
  93460. private _updateVector4ForUniform;
  93461. private _updateColor3ForEffect;
  93462. private _updateColor3ForUniform;
  93463. private _updateColor4ForEffect;
  93464. private _updateColor4ForUniform;
  93465. /**
  93466. * Sets a sampler uniform on the effect.
  93467. * @param name Define the name of the sampler.
  93468. * @param texture Define the texture to set in the sampler
  93469. */
  93470. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93471. /**
  93472. * Directly updates the value of the uniform in the cache AND on the GPU.
  93473. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93474. * @param data Define the flattened data
  93475. */
  93476. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93477. /**
  93478. * Binds this uniform buffer to an effect.
  93479. * @param effect Define the effect to bind the buffer to
  93480. * @param name Name of the uniform block in the shader.
  93481. */
  93482. bindToEffect(effect: Effect, name: string): void;
  93483. /**
  93484. * Disposes the uniform buffer.
  93485. */
  93486. dispose(): void;
  93487. }
  93488. }
  93489. declare module BABYLON {
  93490. /**
  93491. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93492. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93493. */
  93494. export class Analyser {
  93495. /**
  93496. * Gets or sets the smoothing
  93497. * @ignorenaming
  93498. */
  93499. SMOOTHING: number;
  93500. /**
  93501. * Gets or sets the FFT table size
  93502. * @ignorenaming
  93503. */
  93504. FFT_SIZE: number;
  93505. /**
  93506. * Gets or sets the bar graph amplitude
  93507. * @ignorenaming
  93508. */
  93509. BARGRAPHAMPLITUDE: number;
  93510. /**
  93511. * Gets or sets the position of the debug canvas
  93512. * @ignorenaming
  93513. */
  93514. DEBUGCANVASPOS: {
  93515. x: number;
  93516. y: number;
  93517. };
  93518. /**
  93519. * Gets or sets the debug canvas size
  93520. * @ignorenaming
  93521. */
  93522. DEBUGCANVASSIZE: {
  93523. width: number;
  93524. height: number;
  93525. };
  93526. private _byteFreqs;
  93527. private _byteTime;
  93528. private _floatFreqs;
  93529. private _webAudioAnalyser;
  93530. private _debugCanvas;
  93531. private _debugCanvasContext;
  93532. private _scene;
  93533. private _registerFunc;
  93534. private _audioEngine;
  93535. /**
  93536. * Creates a new analyser
  93537. * @param scene defines hosting scene
  93538. */
  93539. constructor(scene: Scene);
  93540. /**
  93541. * Get the number of data values you will have to play with for the visualization
  93542. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93543. * @returns a number
  93544. */
  93545. getFrequencyBinCount(): number;
  93546. /**
  93547. * Gets the current frequency data as a byte array
  93548. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93549. * @returns a Uint8Array
  93550. */
  93551. getByteFrequencyData(): Uint8Array;
  93552. /**
  93553. * Gets the current waveform as a byte array
  93554. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93555. * @returns a Uint8Array
  93556. */
  93557. getByteTimeDomainData(): Uint8Array;
  93558. /**
  93559. * Gets the current frequency data as a float array
  93560. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93561. * @returns a Float32Array
  93562. */
  93563. getFloatFrequencyData(): Float32Array;
  93564. /**
  93565. * Renders the debug canvas
  93566. */
  93567. drawDebugCanvas(): void;
  93568. /**
  93569. * Stops rendering the debug canvas and removes it
  93570. */
  93571. stopDebugCanvas(): void;
  93572. /**
  93573. * Connects two audio nodes
  93574. * @param inputAudioNode defines first node to connect
  93575. * @param outputAudioNode defines second node to connect
  93576. */
  93577. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93578. /**
  93579. * Releases all associated resources
  93580. */
  93581. dispose(): void;
  93582. }
  93583. }
  93584. declare module BABYLON {
  93585. /**
  93586. * This represents an audio engine and it is responsible
  93587. * to play, synchronize and analyse sounds throughout the application.
  93588. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93589. */
  93590. export interface IAudioEngine extends IDisposable {
  93591. /**
  93592. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93593. */
  93594. readonly canUseWebAudio: boolean;
  93595. /**
  93596. * Gets the current AudioContext if available.
  93597. */
  93598. readonly audioContext: Nullable<AudioContext>;
  93599. /**
  93600. * The master gain node defines the global audio volume of your audio engine.
  93601. */
  93602. readonly masterGain: GainNode;
  93603. /**
  93604. * Gets whether or not mp3 are supported by your browser.
  93605. */
  93606. readonly isMP3supported: boolean;
  93607. /**
  93608. * Gets whether or not ogg are supported by your browser.
  93609. */
  93610. readonly isOGGsupported: boolean;
  93611. /**
  93612. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93613. * @ignoreNaming
  93614. */
  93615. WarnedWebAudioUnsupported: boolean;
  93616. /**
  93617. * Defines if the audio engine relies on a custom unlocked button.
  93618. * In this case, the embedded button will not be displayed.
  93619. */
  93620. useCustomUnlockedButton: boolean;
  93621. /**
  93622. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93623. */
  93624. readonly unlocked: boolean;
  93625. /**
  93626. * Event raised when audio has been unlocked on the browser.
  93627. */
  93628. onAudioUnlockedObservable: Observable<AudioEngine>;
  93629. /**
  93630. * Event raised when audio has been locked on the browser.
  93631. */
  93632. onAudioLockedObservable: Observable<AudioEngine>;
  93633. /**
  93634. * Flags the audio engine in Locked state.
  93635. * This happens due to new browser policies preventing audio to autoplay.
  93636. */
  93637. lock(): void;
  93638. /**
  93639. * Unlocks the audio engine once a user action has been done on the dom.
  93640. * This is helpful to resume play once browser policies have been satisfied.
  93641. */
  93642. unlock(): void;
  93643. }
  93644. /**
  93645. * This represents the default audio engine used in babylon.
  93646. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93647. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93648. */
  93649. export class AudioEngine implements IAudioEngine {
  93650. private _audioContext;
  93651. private _audioContextInitialized;
  93652. private _muteButton;
  93653. private _hostElement;
  93654. /**
  93655. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93656. */
  93657. canUseWebAudio: boolean;
  93658. /**
  93659. * The master gain node defines the global audio volume of your audio engine.
  93660. */
  93661. masterGain: GainNode;
  93662. /**
  93663. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93664. * @ignoreNaming
  93665. */
  93666. WarnedWebAudioUnsupported: boolean;
  93667. /**
  93668. * Gets whether or not mp3 are supported by your browser.
  93669. */
  93670. isMP3supported: boolean;
  93671. /**
  93672. * Gets whether or not ogg are supported by your browser.
  93673. */
  93674. isOGGsupported: boolean;
  93675. /**
  93676. * Gets whether audio has been unlocked on the device.
  93677. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93678. * a user interaction has happened.
  93679. */
  93680. unlocked: boolean;
  93681. /**
  93682. * Defines if the audio engine relies on a custom unlocked button.
  93683. * In this case, the embedded button will not be displayed.
  93684. */
  93685. useCustomUnlockedButton: boolean;
  93686. /**
  93687. * Event raised when audio has been unlocked on the browser.
  93688. */
  93689. onAudioUnlockedObservable: Observable<AudioEngine>;
  93690. /**
  93691. * Event raised when audio has been locked on the browser.
  93692. */
  93693. onAudioLockedObservable: Observable<AudioEngine>;
  93694. /**
  93695. * Gets the current AudioContext if available.
  93696. */
  93697. readonly audioContext: Nullable<AudioContext>;
  93698. private _connectedAnalyser;
  93699. /**
  93700. * Instantiates a new audio engine.
  93701. *
  93702. * There should be only one per page as some browsers restrict the number
  93703. * of audio contexts you can create.
  93704. * @param hostElement defines the host element where to display the mute icon if necessary
  93705. */
  93706. constructor(hostElement?: Nullable<HTMLElement>);
  93707. /**
  93708. * Flags the audio engine in Locked state.
  93709. * This happens due to new browser policies preventing audio to autoplay.
  93710. */
  93711. lock(): void;
  93712. /**
  93713. * Unlocks the audio engine once a user action has been done on the dom.
  93714. * This is helpful to resume play once browser policies have been satisfied.
  93715. */
  93716. unlock(): void;
  93717. private _resumeAudioContext;
  93718. private _initializeAudioContext;
  93719. private _tryToRun;
  93720. private _triggerRunningState;
  93721. private _triggerSuspendedState;
  93722. private _displayMuteButton;
  93723. private _moveButtonToTopLeft;
  93724. private _onResize;
  93725. private _hideMuteButton;
  93726. /**
  93727. * Destroy and release the resources associated with the audio ccontext.
  93728. */
  93729. dispose(): void;
  93730. /**
  93731. * Gets the global volume sets on the master gain.
  93732. * @returns the global volume if set or -1 otherwise
  93733. */
  93734. getGlobalVolume(): number;
  93735. /**
  93736. * Sets the global volume of your experience (sets on the master gain).
  93737. * @param newVolume Defines the new global volume of the application
  93738. */
  93739. setGlobalVolume(newVolume: number): void;
  93740. /**
  93741. * Connect the audio engine to an audio analyser allowing some amazing
  93742. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93743. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93744. * @param analyser The analyser to connect to the engine
  93745. */
  93746. connectToAnalyser(analyser: Analyser): void;
  93747. }
  93748. }
  93749. declare module BABYLON {
  93750. /**
  93751. * Interface used to present a loading screen while loading a scene
  93752. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93753. */
  93754. export interface ILoadingScreen {
  93755. /**
  93756. * Function called to display the loading screen
  93757. */
  93758. displayLoadingUI: () => void;
  93759. /**
  93760. * Function called to hide the loading screen
  93761. */
  93762. hideLoadingUI: () => void;
  93763. /**
  93764. * Gets or sets the color to use for the background
  93765. */
  93766. loadingUIBackgroundColor: string;
  93767. /**
  93768. * Gets or sets the text to display while loading
  93769. */
  93770. loadingUIText: string;
  93771. }
  93772. /**
  93773. * Class used for the default loading screen
  93774. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93775. */
  93776. export class DefaultLoadingScreen implements ILoadingScreen {
  93777. private _renderingCanvas;
  93778. private _loadingText;
  93779. private _loadingDivBackgroundColor;
  93780. private _loadingDiv;
  93781. private _loadingTextDiv;
  93782. /** Gets or sets the logo url to use for the default loading screen */
  93783. static DefaultLogoUrl: string;
  93784. /** Gets or sets the spinner url to use for the default loading screen */
  93785. static DefaultSpinnerUrl: string;
  93786. /**
  93787. * Creates a new default loading screen
  93788. * @param _renderingCanvas defines the canvas used to render the scene
  93789. * @param _loadingText defines the default text to display
  93790. * @param _loadingDivBackgroundColor defines the default background color
  93791. */
  93792. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93793. /**
  93794. * Function called to display the loading screen
  93795. */
  93796. displayLoadingUI(): void;
  93797. /**
  93798. * Function called to hide the loading screen
  93799. */
  93800. hideLoadingUI(): void;
  93801. /**
  93802. * Gets or sets the text to display while loading
  93803. */
  93804. loadingUIText: string;
  93805. /**
  93806. * Gets or sets the color to use for the background
  93807. */
  93808. loadingUIBackgroundColor: string;
  93809. private _resizeLoadingUI;
  93810. }
  93811. }
  93812. declare module BABYLON {
  93813. /** @hidden */
  93814. export class WebGLPipelineContext implements IPipelineContext {
  93815. engine: Engine;
  93816. program: Nullable<WebGLProgram>;
  93817. context?: WebGLRenderingContext;
  93818. vertexShader?: WebGLShader;
  93819. fragmentShader?: WebGLShader;
  93820. isParallelCompiled: boolean;
  93821. onCompiled?: () => void;
  93822. transformFeedback?: WebGLTransformFeedback | null;
  93823. readonly isAsync: boolean;
  93824. readonly isReady: boolean;
  93825. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93826. }
  93827. }
  93828. declare module BABYLON {
  93829. /** @hidden */
  93830. export class WebGLDataBuffer extends DataBuffer {
  93831. private _buffer;
  93832. constructor(resource: WebGLBuffer);
  93833. readonly underlyingResource: any;
  93834. }
  93835. }
  93836. declare module BABYLON {
  93837. /** @hidden */
  93838. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93839. attributeProcessor(attribute: string): string;
  93840. varyingProcessor(varying: string, isFragment: boolean): string;
  93841. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93842. }
  93843. }
  93844. declare module BABYLON {
  93845. /**
  93846. * This class is used to track a performance counter which is number based.
  93847. * The user has access to many properties which give statistics of different nature.
  93848. *
  93849. * The implementer can track two kinds of Performance Counter: time and count.
  93850. * 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.
  93851. * 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.
  93852. */
  93853. export class PerfCounter {
  93854. /**
  93855. * Gets or sets a global boolean to turn on and off all the counters
  93856. */
  93857. static Enabled: boolean;
  93858. /**
  93859. * Returns the smallest value ever
  93860. */
  93861. readonly min: number;
  93862. /**
  93863. * Returns the biggest value ever
  93864. */
  93865. readonly max: number;
  93866. /**
  93867. * Returns the average value since the performance counter is running
  93868. */
  93869. readonly average: number;
  93870. /**
  93871. * Returns the average value of the last second the counter was monitored
  93872. */
  93873. readonly lastSecAverage: number;
  93874. /**
  93875. * Returns the current value
  93876. */
  93877. readonly current: number;
  93878. /**
  93879. * Gets the accumulated total
  93880. */
  93881. readonly total: number;
  93882. /**
  93883. * Gets the total value count
  93884. */
  93885. readonly count: number;
  93886. /**
  93887. * Creates a new counter
  93888. */
  93889. constructor();
  93890. /**
  93891. * Call this method to start monitoring a new frame.
  93892. * 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.
  93893. */
  93894. fetchNewFrame(): void;
  93895. /**
  93896. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93897. * @param newCount the count value to add to the monitored count
  93898. * @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.
  93899. */
  93900. addCount(newCount: number, fetchResult: boolean): void;
  93901. /**
  93902. * Start monitoring this performance counter
  93903. */
  93904. beginMonitoring(): void;
  93905. /**
  93906. * Compute the time lapsed since the previous beginMonitoring() call.
  93907. * @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
  93908. */
  93909. endMonitoring(newFrame?: boolean): void;
  93910. private _fetchResult;
  93911. private _startMonitoringTime;
  93912. private _min;
  93913. private _max;
  93914. private _average;
  93915. private _current;
  93916. private _totalValueCount;
  93917. private _totalAccumulated;
  93918. private _lastSecAverage;
  93919. private _lastSecAccumulated;
  93920. private _lastSecTime;
  93921. private _lastSecValueCount;
  93922. }
  93923. }
  93924. declare module BABYLON {
  93925. /**
  93926. * Interface for any object that can request an animation frame
  93927. */
  93928. export interface ICustomAnimationFrameRequester {
  93929. /**
  93930. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93931. */
  93932. renderFunction?: Function;
  93933. /**
  93934. * Called to request the next frame to render to
  93935. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93936. */
  93937. requestAnimationFrame: Function;
  93938. /**
  93939. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93940. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93941. */
  93942. requestID?: number;
  93943. }
  93944. }
  93945. declare module BABYLON {
  93946. /**
  93947. * Settings for finer control over video usage
  93948. */
  93949. export interface VideoTextureSettings {
  93950. /**
  93951. * Applies `autoplay` to video, if specified
  93952. */
  93953. autoPlay?: boolean;
  93954. /**
  93955. * Applies `loop` to video, if specified
  93956. */
  93957. loop?: boolean;
  93958. /**
  93959. * Automatically updates internal texture from video at every frame in the render loop
  93960. */
  93961. autoUpdateTexture: boolean;
  93962. /**
  93963. * Image src displayed during the video loading or until the user interacts with the video.
  93964. */
  93965. poster?: string;
  93966. }
  93967. /**
  93968. * If you want to display a video in your scene, this is the special texture for that.
  93969. * This special texture works similar to other textures, with the exception of a few parameters.
  93970. * @see https://doc.babylonjs.com/how_to/video_texture
  93971. */
  93972. export class VideoTexture extends Texture {
  93973. /**
  93974. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93975. */
  93976. readonly autoUpdateTexture: boolean;
  93977. /**
  93978. * The video instance used by the texture internally
  93979. */
  93980. readonly video: HTMLVideoElement;
  93981. private _onUserActionRequestedObservable;
  93982. /**
  93983. * Event triggerd when a dom action is required by the user to play the video.
  93984. * This happens due to recent changes in browser policies preventing video to auto start.
  93985. */
  93986. readonly onUserActionRequestedObservable: Observable<Texture>;
  93987. private _generateMipMaps;
  93988. private _engine;
  93989. private _stillImageCaptured;
  93990. private _displayingPosterTexture;
  93991. private _settings;
  93992. private _createInternalTextureOnEvent;
  93993. /**
  93994. * Creates a video texture.
  93995. * If you want to display a video in your scene, this is the special texture for that.
  93996. * This special texture works similar to other textures, with the exception of a few parameters.
  93997. * @see https://doc.babylonjs.com/how_to/video_texture
  93998. * @param name optional name, will detect from video source, if not defined
  93999. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94000. * @param scene is obviously the current scene.
  94001. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  94002. * @param invertY is false by default but can be used to invert video on Y axis
  94003. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  94004. * @param settings allows finer control over video usage
  94005. */
  94006. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  94007. private _getName;
  94008. private _getVideo;
  94009. private _createInternalTexture;
  94010. private reset;
  94011. /**
  94012. * @hidden Internal method to initiate `update`.
  94013. */
  94014. _rebuild(): void;
  94015. /**
  94016. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  94017. */
  94018. update(): void;
  94019. /**
  94020. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  94021. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  94022. */
  94023. updateTexture(isVisible: boolean): void;
  94024. protected _updateInternalTexture: () => void;
  94025. /**
  94026. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  94027. * @param url New url.
  94028. */
  94029. updateURL(url: string): void;
  94030. /**
  94031. * Dispose the texture and release its associated resources.
  94032. */
  94033. dispose(): void;
  94034. /**
  94035. * Creates a video texture straight from a stream.
  94036. * @param scene Define the scene the texture should be created in
  94037. * @param stream Define the stream the texture should be created from
  94038. * @returns The created video texture as a promise
  94039. */
  94040. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  94041. /**
  94042. * Creates a video texture straight from your WebCam video feed.
  94043. * @param scene Define the scene the texture should be created in
  94044. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94045. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94046. * @returns The created video texture as a promise
  94047. */
  94048. static CreateFromWebCamAsync(scene: Scene, constraints: {
  94049. minWidth: number;
  94050. maxWidth: number;
  94051. minHeight: number;
  94052. maxHeight: number;
  94053. deviceId: string;
  94054. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  94055. /**
  94056. * Creates a video texture straight from your WebCam video feed.
  94057. * @param scene Define the scene the texture should be created in
  94058. * @param onReady Define a callback to triggered once the texture will be ready
  94059. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94060. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94061. */
  94062. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  94063. minWidth: number;
  94064. maxWidth: number;
  94065. minHeight: number;
  94066. maxHeight: number;
  94067. deviceId: string;
  94068. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  94069. }
  94070. }
  94071. declare module BABYLON {
  94072. /**
  94073. * Defines the interface used by objects containing a viewport (like a camera)
  94074. */
  94075. interface IViewportOwnerLike {
  94076. /**
  94077. * Gets or sets the viewport
  94078. */
  94079. viewport: IViewportLike;
  94080. }
  94081. /**
  94082. * Interface for attribute information associated with buffer instanciation
  94083. */
  94084. export class InstancingAttributeInfo {
  94085. /**
  94086. * Index/offset of the attribute in the vertex shader
  94087. */
  94088. index: number;
  94089. /**
  94090. * size of the attribute, 1, 2, 3 or 4
  94091. */
  94092. attributeSize: number;
  94093. /**
  94094. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  94095. * default is FLOAT
  94096. */
  94097. attribyteType: number;
  94098. /**
  94099. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  94100. */
  94101. normalized: boolean;
  94102. /**
  94103. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  94104. */
  94105. offset: number;
  94106. /**
  94107. * Name of the GLSL attribute, for debugging purpose only
  94108. */
  94109. attributeName: string;
  94110. }
  94111. /**
  94112. * Define options used to create a depth texture
  94113. */
  94114. export class DepthTextureCreationOptions {
  94115. /** Specifies whether or not a stencil should be allocated in the texture */
  94116. generateStencil?: boolean;
  94117. /** Specifies whether or not bilinear filtering is enable on the texture */
  94118. bilinearFiltering?: boolean;
  94119. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  94120. comparisonFunction?: number;
  94121. /** Specifies if the created texture is a cube texture */
  94122. isCube?: boolean;
  94123. }
  94124. /**
  94125. * Class used to describe the capabilities of the engine relatively to the current browser
  94126. */
  94127. export class EngineCapabilities {
  94128. /** Maximum textures units per fragment shader */
  94129. maxTexturesImageUnits: number;
  94130. /** Maximum texture units per vertex shader */
  94131. maxVertexTextureImageUnits: number;
  94132. /** Maximum textures units in the entire pipeline */
  94133. maxCombinedTexturesImageUnits: number;
  94134. /** Maximum texture size */
  94135. maxTextureSize: number;
  94136. /** Maximum cube texture size */
  94137. maxCubemapTextureSize: number;
  94138. /** Maximum render texture size */
  94139. maxRenderTextureSize: number;
  94140. /** Maximum number of vertex attributes */
  94141. maxVertexAttribs: number;
  94142. /** Maximum number of varyings */
  94143. maxVaryingVectors: number;
  94144. /** Maximum number of uniforms per vertex shader */
  94145. maxVertexUniformVectors: number;
  94146. /** Maximum number of uniforms per fragment shader */
  94147. maxFragmentUniformVectors: number;
  94148. /** Defines if standard derivates (dx/dy) are supported */
  94149. standardDerivatives: boolean;
  94150. /** Defines if s3tc texture compression is supported */
  94151. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  94152. /** Defines if pvrtc texture compression is supported */
  94153. pvrtc: any;
  94154. /** Defines if etc1 texture compression is supported */
  94155. etc1: any;
  94156. /** Defines if etc2 texture compression is supported */
  94157. etc2: any;
  94158. /** Defines if astc texture compression is supported */
  94159. astc: any;
  94160. /** Defines if float textures are supported */
  94161. textureFloat: boolean;
  94162. /** Defines if vertex array objects are supported */
  94163. vertexArrayObject: boolean;
  94164. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  94165. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  94166. /** Gets the maximum level of anisotropy supported */
  94167. maxAnisotropy: number;
  94168. /** Defines if instancing is supported */
  94169. instancedArrays: boolean;
  94170. /** Defines if 32 bits indices are supported */
  94171. uintIndices: boolean;
  94172. /** Defines if high precision shaders are supported */
  94173. highPrecisionShaderSupported: boolean;
  94174. /** Defines if depth reading in the fragment shader is supported */
  94175. fragmentDepthSupported: boolean;
  94176. /** Defines if float texture linear filtering is supported*/
  94177. textureFloatLinearFiltering: boolean;
  94178. /** Defines if rendering to float textures is supported */
  94179. textureFloatRender: boolean;
  94180. /** Defines if half float textures are supported*/
  94181. textureHalfFloat: boolean;
  94182. /** Defines if half float texture linear filtering is supported*/
  94183. textureHalfFloatLinearFiltering: boolean;
  94184. /** Defines if rendering to half float textures is supported */
  94185. textureHalfFloatRender: boolean;
  94186. /** Defines if textureLOD shader command is supported */
  94187. textureLOD: boolean;
  94188. /** Defines if draw buffers extension is supported */
  94189. drawBuffersExtension: boolean;
  94190. /** Defines if depth textures are supported */
  94191. depthTextureExtension: boolean;
  94192. /** Defines if float color buffer are supported */
  94193. colorBufferFloat: boolean;
  94194. /** Gets disjoint timer query extension (null if not supported) */
  94195. timerQuery: EXT_disjoint_timer_query;
  94196. /** Defines if timestamp can be used with timer query */
  94197. canUseTimestampForTimerQuery: boolean;
  94198. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94199. multiview: any;
  94200. /** Function used to let the system compiles shaders in background */
  94201. parallelShaderCompile: {
  94202. COMPLETION_STATUS_KHR: number;
  94203. };
  94204. /** Max number of texture samples for MSAA */
  94205. maxMSAASamples: number;
  94206. }
  94207. /** Interface defining initialization parameters for Engine class */
  94208. export interface EngineOptions extends WebGLContextAttributes {
  94209. /**
  94210. * Defines if the engine should no exceed a specified device ratio
  94211. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94212. */
  94213. limitDeviceRatio?: number;
  94214. /**
  94215. * Defines if webvr should be enabled automatically
  94216. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94217. */
  94218. autoEnableWebVR?: boolean;
  94219. /**
  94220. * Defines if webgl2 should be turned off even if supported
  94221. * @see http://doc.babylonjs.com/features/webgl2
  94222. */
  94223. disableWebGL2Support?: boolean;
  94224. /**
  94225. * Defines if webaudio should be initialized as well
  94226. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94227. */
  94228. audioEngine?: boolean;
  94229. /**
  94230. * Defines if animations should run using a deterministic lock step
  94231. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94232. */
  94233. deterministicLockstep?: boolean;
  94234. /** Defines the maximum steps to use with deterministic lock step mode */
  94235. lockstepMaxSteps?: number;
  94236. /**
  94237. * Defines that engine should ignore context lost events
  94238. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94239. */
  94240. doNotHandleContextLost?: boolean;
  94241. /**
  94242. * Defines that engine should ignore modifying touch action attribute and style
  94243. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94244. */
  94245. doNotHandleTouchAction?: boolean;
  94246. /**
  94247. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94248. */
  94249. useHighPrecisionFloats?: boolean;
  94250. }
  94251. /**
  94252. * Defines the interface used by display changed events
  94253. */
  94254. export interface IDisplayChangedEventArgs {
  94255. /** Gets the vrDisplay object (if any) */
  94256. vrDisplay: Nullable<any>;
  94257. /** Gets a boolean indicating if webVR is supported */
  94258. vrSupported: boolean;
  94259. }
  94260. /**
  94261. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94262. */
  94263. export class Engine {
  94264. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94265. static ExceptionList: ({
  94266. key: string;
  94267. capture: string;
  94268. captureConstraint: number;
  94269. targets: string[];
  94270. } | {
  94271. key: string;
  94272. capture: null;
  94273. captureConstraint: null;
  94274. targets: string[];
  94275. })[];
  94276. /** Gets the list of created engines */
  94277. static readonly Instances: Engine[];
  94278. /**
  94279. * Gets the latest created engine
  94280. */
  94281. static readonly LastCreatedEngine: Nullable<Engine>;
  94282. /**
  94283. * Gets the latest created scene
  94284. */
  94285. static readonly LastCreatedScene: Nullable<Scene>;
  94286. /**
  94287. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94288. * @param flag defines which part of the materials must be marked as dirty
  94289. * @param predicate defines a predicate used to filter which materials should be affected
  94290. */
  94291. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94292. /** @hidden */
  94293. static _TextureLoaders: IInternalTextureLoader[];
  94294. /** Defines that alpha blending is disabled */
  94295. static readonly ALPHA_DISABLE: number;
  94296. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94297. static readonly ALPHA_ADD: number;
  94298. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94299. static readonly ALPHA_COMBINE: number;
  94300. /** Defines that alpha blending to DEST - SRC * DEST */
  94301. static readonly ALPHA_SUBTRACT: number;
  94302. /** Defines that alpha blending to SRC * DEST */
  94303. static readonly ALPHA_MULTIPLY: number;
  94304. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94305. static readonly ALPHA_MAXIMIZED: number;
  94306. /** Defines that alpha blending to SRC + DEST */
  94307. static readonly ALPHA_ONEONE: number;
  94308. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94309. static readonly ALPHA_PREMULTIPLIED: number;
  94310. /**
  94311. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94312. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94313. */
  94314. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94315. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94316. static readonly ALPHA_INTERPOLATE: number;
  94317. /**
  94318. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94319. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94320. */
  94321. static readonly ALPHA_SCREENMODE: number;
  94322. /** Defines that the ressource is not delayed*/
  94323. static readonly DELAYLOADSTATE_NONE: number;
  94324. /** Defines that the ressource was successfully delay loaded */
  94325. static readonly DELAYLOADSTATE_LOADED: number;
  94326. /** Defines that the ressource is currently delay loading */
  94327. static readonly DELAYLOADSTATE_LOADING: number;
  94328. /** Defines that the ressource is delayed and has not started loading */
  94329. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94330. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94331. static readonly NEVER: number;
  94332. /** 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 */
  94333. static readonly ALWAYS: number;
  94334. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94335. static readonly LESS: number;
  94336. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94337. static readonly EQUAL: number;
  94338. /** 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 */
  94339. static readonly LEQUAL: number;
  94340. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94341. static readonly GREATER: number;
  94342. /** 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 */
  94343. static readonly GEQUAL: number;
  94344. /** 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 */
  94345. static readonly NOTEQUAL: number;
  94346. /** Passed to stencilOperation to specify that stencil value must be kept */
  94347. static readonly KEEP: number;
  94348. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94349. static readonly REPLACE: number;
  94350. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94351. static readonly INCR: number;
  94352. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94353. static readonly DECR: number;
  94354. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94355. static readonly INVERT: number;
  94356. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94357. static readonly INCR_WRAP: number;
  94358. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94359. static readonly DECR_WRAP: number;
  94360. /** Texture is not repeating outside of 0..1 UVs */
  94361. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94362. /** Texture is repeating outside of 0..1 UVs */
  94363. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94364. /** Texture is repeating and mirrored */
  94365. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94366. /** ALPHA */
  94367. static readonly TEXTUREFORMAT_ALPHA: number;
  94368. /** LUMINANCE */
  94369. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94370. /** LUMINANCE_ALPHA */
  94371. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94372. /** RGB */
  94373. static readonly TEXTUREFORMAT_RGB: number;
  94374. /** RGBA */
  94375. static readonly TEXTUREFORMAT_RGBA: number;
  94376. /** RED */
  94377. static readonly TEXTUREFORMAT_RED: number;
  94378. /** RED (2nd reference) */
  94379. static readonly TEXTUREFORMAT_R: number;
  94380. /** RG */
  94381. static readonly TEXTUREFORMAT_RG: number;
  94382. /** RED_INTEGER */
  94383. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94384. /** RED_INTEGER (2nd reference) */
  94385. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94386. /** RG_INTEGER */
  94387. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94388. /** RGB_INTEGER */
  94389. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94390. /** RGBA_INTEGER */
  94391. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94392. /** UNSIGNED_BYTE */
  94393. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94394. /** UNSIGNED_BYTE (2nd reference) */
  94395. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94396. /** FLOAT */
  94397. static readonly TEXTURETYPE_FLOAT: number;
  94398. /** HALF_FLOAT */
  94399. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94400. /** BYTE */
  94401. static readonly TEXTURETYPE_BYTE: number;
  94402. /** SHORT */
  94403. static readonly TEXTURETYPE_SHORT: number;
  94404. /** UNSIGNED_SHORT */
  94405. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94406. /** INT */
  94407. static readonly TEXTURETYPE_INT: number;
  94408. /** UNSIGNED_INT */
  94409. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94410. /** UNSIGNED_SHORT_4_4_4_4 */
  94411. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94412. /** UNSIGNED_SHORT_5_5_5_1 */
  94413. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94414. /** UNSIGNED_SHORT_5_6_5 */
  94415. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94416. /** UNSIGNED_INT_2_10_10_10_REV */
  94417. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94418. /** UNSIGNED_INT_24_8 */
  94419. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94420. /** UNSIGNED_INT_10F_11F_11F_REV */
  94421. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94422. /** UNSIGNED_INT_5_9_9_9_REV */
  94423. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94424. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94425. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94426. /** nearest is mag = nearest and min = nearest and mip = linear */
  94427. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94428. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94429. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94430. /** Trilinear is mag = linear and min = linear and mip = linear */
  94431. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94432. /** nearest is mag = nearest and min = nearest and mip = linear */
  94433. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94434. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94435. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94436. /** Trilinear is mag = linear and min = linear and mip = linear */
  94437. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94438. /** mag = nearest and min = nearest and mip = nearest */
  94439. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94440. /** mag = nearest and min = linear and mip = nearest */
  94441. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94442. /** mag = nearest and min = linear and mip = linear */
  94443. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94444. /** mag = nearest and min = linear and mip = none */
  94445. static readonly TEXTURE_NEAREST_LINEAR: number;
  94446. /** mag = nearest and min = nearest and mip = none */
  94447. static readonly TEXTURE_NEAREST_NEAREST: number;
  94448. /** mag = linear and min = nearest and mip = nearest */
  94449. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94450. /** mag = linear and min = nearest and mip = linear */
  94451. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94452. /** mag = linear and min = linear and mip = none */
  94453. static readonly TEXTURE_LINEAR_LINEAR: number;
  94454. /** mag = linear and min = nearest and mip = none */
  94455. static readonly TEXTURE_LINEAR_NEAREST: number;
  94456. /** Explicit coordinates mode */
  94457. static readonly TEXTURE_EXPLICIT_MODE: number;
  94458. /** Spherical coordinates mode */
  94459. static readonly TEXTURE_SPHERICAL_MODE: number;
  94460. /** Planar coordinates mode */
  94461. static readonly TEXTURE_PLANAR_MODE: number;
  94462. /** Cubic coordinates mode */
  94463. static readonly TEXTURE_CUBIC_MODE: number;
  94464. /** Projection coordinates mode */
  94465. static readonly TEXTURE_PROJECTION_MODE: number;
  94466. /** Skybox coordinates mode */
  94467. static readonly TEXTURE_SKYBOX_MODE: number;
  94468. /** Inverse Cubic coordinates mode */
  94469. static readonly TEXTURE_INVCUBIC_MODE: number;
  94470. /** Equirectangular coordinates mode */
  94471. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94472. /** Equirectangular Fixed coordinates mode */
  94473. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94474. /** Equirectangular Fixed Mirrored coordinates mode */
  94475. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94476. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94477. static readonly SCALEMODE_FLOOR: number;
  94478. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94479. static readonly SCALEMODE_NEAREST: number;
  94480. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94481. static readonly SCALEMODE_CEILING: number;
  94482. /**
  94483. * Returns the current npm package of the sdk
  94484. */
  94485. static readonly NpmPackage: string;
  94486. /**
  94487. * Returns the current version of the framework
  94488. */
  94489. static readonly Version: string;
  94490. /**
  94491. * Returns a string describing the current engine
  94492. */
  94493. readonly description: string;
  94494. /**
  94495. * Gets or sets the epsilon value used by collision engine
  94496. */
  94497. static CollisionsEpsilon: number;
  94498. /**
  94499. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94500. */
  94501. static ShadersRepository: string;
  94502. /**
  94503. * Method called to create the default loading screen.
  94504. * This can be overriden in your own app.
  94505. * @param canvas The rendering canvas element
  94506. * @returns The loading screen
  94507. */
  94508. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94509. /**
  94510. * Method called to create the default rescale post process on each engine.
  94511. */
  94512. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94513. /** @hidden */
  94514. _shaderProcessor: IShaderProcessor;
  94515. /**
  94516. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94517. */
  94518. forcePOTTextures: boolean;
  94519. /**
  94520. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94521. */
  94522. isFullscreen: boolean;
  94523. /**
  94524. * Gets a boolean indicating if the pointer is currently locked
  94525. */
  94526. isPointerLock: boolean;
  94527. /**
  94528. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94529. */
  94530. cullBackFaces: boolean;
  94531. /**
  94532. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94533. */
  94534. renderEvenInBackground: boolean;
  94535. /**
  94536. * Gets or sets a boolean indicating that cache can be kept between frames
  94537. */
  94538. preventCacheWipeBetweenFrames: boolean;
  94539. /**
  94540. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94541. **/
  94542. enableOfflineSupport: boolean;
  94543. /**
  94544. * 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)
  94545. **/
  94546. disableManifestCheck: boolean;
  94547. /**
  94548. * Gets the list of created scenes
  94549. */
  94550. scenes: Scene[];
  94551. /**
  94552. * Event raised when a new scene is created
  94553. */
  94554. onNewSceneAddedObservable: Observable<Scene>;
  94555. /**
  94556. * Gets the list of created postprocesses
  94557. */
  94558. postProcesses: PostProcess[];
  94559. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94560. validateShaderPrograms: boolean;
  94561. /**
  94562. * Observable event triggered each time the rendering canvas is resized
  94563. */
  94564. onResizeObservable: Observable<Engine>;
  94565. /**
  94566. * Observable event triggered each time the canvas loses focus
  94567. */
  94568. onCanvasBlurObservable: Observable<Engine>;
  94569. /**
  94570. * Observable event triggered each time the canvas gains focus
  94571. */
  94572. onCanvasFocusObservable: Observable<Engine>;
  94573. /**
  94574. * Observable event triggered each time the canvas receives pointerout event
  94575. */
  94576. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94577. /**
  94578. * Observable event triggered before each texture is initialized
  94579. */
  94580. onBeforeTextureInitObservable: Observable<Texture>;
  94581. /**
  94582. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94583. */
  94584. disableUniformBuffers: boolean;
  94585. /** @hidden */
  94586. _uniformBuffers: UniformBuffer[];
  94587. /**
  94588. * Gets a boolean indicating that the engine supports uniform buffers
  94589. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94590. */
  94591. readonly supportsUniformBuffers: boolean;
  94592. /**
  94593. * Observable raised when the engine begins a new frame
  94594. */
  94595. onBeginFrameObservable: Observable<Engine>;
  94596. /**
  94597. * If set, will be used to request the next animation frame for the render loop
  94598. */
  94599. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94600. /**
  94601. * Observable raised when the engine ends the current frame
  94602. */
  94603. onEndFrameObservable: Observable<Engine>;
  94604. /**
  94605. * Observable raised when the engine is about to compile a shader
  94606. */
  94607. onBeforeShaderCompilationObservable: Observable<Engine>;
  94608. /**
  94609. * Observable raised when the engine has jsut compiled a shader
  94610. */
  94611. onAfterShaderCompilationObservable: Observable<Engine>;
  94612. /** @hidden */
  94613. _gl: WebGLRenderingContext;
  94614. private _renderingCanvas;
  94615. private _windowIsBackground;
  94616. private _webGLVersion;
  94617. protected _highPrecisionShadersAllowed: boolean;
  94618. /** @hidden */
  94619. readonly _shouldUseHighPrecisionShader: boolean;
  94620. /**
  94621. * Gets a boolean indicating that only power of 2 textures are supported
  94622. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94623. */
  94624. readonly needPOTTextures: boolean;
  94625. /** @hidden */
  94626. _badOS: boolean;
  94627. /** @hidden */
  94628. _badDesktopOS: boolean;
  94629. /**
  94630. * Gets the audio engine
  94631. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94632. * @ignorenaming
  94633. */
  94634. static audioEngine: IAudioEngine;
  94635. /**
  94636. * Default AudioEngine factory responsible of creating the Audio Engine.
  94637. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94638. */
  94639. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94640. /**
  94641. * Default offline support factory responsible of creating a tool used to store data locally.
  94642. * By default, this will create a Database object if the workload has been embedded.
  94643. */
  94644. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94645. private _onFocus;
  94646. private _onBlur;
  94647. private _onCanvasPointerOut;
  94648. private _onCanvasBlur;
  94649. private _onCanvasFocus;
  94650. private _onFullscreenChange;
  94651. private _onPointerLockChange;
  94652. private _hardwareScalingLevel;
  94653. /** @hidden */
  94654. _caps: EngineCapabilities;
  94655. private _pointerLockRequested;
  94656. private _isStencilEnable;
  94657. private _colorWrite;
  94658. private _loadingScreen;
  94659. /** @hidden */
  94660. _drawCalls: PerfCounter;
  94661. private _glVersion;
  94662. private _glRenderer;
  94663. private _glVendor;
  94664. private _videoTextureSupported;
  94665. private _renderingQueueLaunched;
  94666. private _activeRenderLoops;
  94667. private _deterministicLockstep;
  94668. private _lockstepMaxSteps;
  94669. /**
  94670. * Observable signaled when a context lost event is raised
  94671. */
  94672. onContextLostObservable: Observable<Engine>;
  94673. /**
  94674. * Observable signaled when a context restored event is raised
  94675. */
  94676. onContextRestoredObservable: Observable<Engine>;
  94677. private _onContextLost;
  94678. private _onContextRestored;
  94679. private _contextWasLost;
  94680. /** @hidden */
  94681. _doNotHandleContextLost: boolean;
  94682. /**
  94683. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94684. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94685. */
  94686. doNotHandleContextLost: boolean;
  94687. private _performanceMonitor;
  94688. private _fps;
  94689. private _deltaTime;
  94690. /**
  94691. * Turn this value on if you want to pause FPS computation when in background
  94692. */
  94693. disablePerformanceMonitorInBackground: boolean;
  94694. /**
  94695. * Gets the performance monitor attached to this engine
  94696. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94697. */
  94698. readonly performanceMonitor: PerformanceMonitor;
  94699. /**
  94700. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94701. */
  94702. disableVertexArrayObjects: boolean;
  94703. /** @hidden */
  94704. protected _depthCullingState: _DepthCullingState;
  94705. /** @hidden */
  94706. protected _stencilState: _StencilState;
  94707. /** @hidden */
  94708. protected _alphaState: _AlphaState;
  94709. /** @hidden */
  94710. protected _alphaMode: number;
  94711. /** @hidden */
  94712. _internalTexturesCache: InternalTexture[];
  94713. /** @hidden */
  94714. protected _activeChannel: number;
  94715. private _currentTextureChannel;
  94716. /** @hidden */
  94717. protected _boundTexturesCache: {
  94718. [key: string]: Nullable<InternalTexture>;
  94719. };
  94720. /** @hidden */
  94721. protected _currentEffect: Nullable<Effect>;
  94722. /** @hidden */
  94723. protected _currentProgram: Nullable<WebGLProgram>;
  94724. private _compiledEffects;
  94725. private _vertexAttribArraysEnabled;
  94726. /** @hidden */
  94727. protected _cachedViewport: Nullable<IViewportLike>;
  94728. private _cachedVertexArrayObject;
  94729. /** @hidden */
  94730. protected _cachedVertexBuffers: any;
  94731. /** @hidden */
  94732. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94733. /** @hidden */
  94734. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94735. /** @hidden */
  94736. _currentRenderTarget: Nullable<InternalTexture>;
  94737. private _uintIndicesCurrentlySet;
  94738. private _currentBoundBuffer;
  94739. /** @hidden */
  94740. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94741. private _currentBufferPointers;
  94742. private _currentInstanceLocations;
  94743. private _currentInstanceBuffers;
  94744. private _textureUnits;
  94745. /** @hidden */
  94746. _workingCanvas: Nullable<HTMLCanvasElement>;
  94747. /** @hidden */
  94748. _workingContext: Nullable<CanvasRenderingContext2D>;
  94749. private _rescalePostProcess;
  94750. private _dummyFramebuffer;
  94751. private _externalData;
  94752. /** @hidden */
  94753. _bindedRenderFunction: any;
  94754. private _vaoRecordInProgress;
  94755. private _mustWipeVertexAttributes;
  94756. private _emptyTexture;
  94757. private _emptyCubeTexture;
  94758. private _emptyTexture3D;
  94759. /** @hidden */
  94760. _frameHandler: number;
  94761. private _nextFreeTextureSlots;
  94762. private _maxSimultaneousTextures;
  94763. private _activeRequests;
  94764. private _texturesSupported;
  94765. /** @hidden */
  94766. _textureFormatInUse: Nullable<string>;
  94767. /**
  94768. * Gets the list of texture formats supported
  94769. */
  94770. readonly texturesSupported: Array<string>;
  94771. /**
  94772. * Gets the list of texture formats in use
  94773. */
  94774. readonly textureFormatInUse: Nullable<string>;
  94775. /**
  94776. * Gets the current viewport
  94777. */
  94778. readonly currentViewport: Nullable<IViewportLike>;
  94779. /**
  94780. * Gets the default empty texture
  94781. */
  94782. readonly emptyTexture: InternalTexture;
  94783. /**
  94784. * Gets the default empty 3D texture
  94785. */
  94786. readonly emptyTexture3D: InternalTexture;
  94787. /**
  94788. * Gets the default empty cube texture
  94789. */
  94790. readonly emptyCubeTexture: InternalTexture;
  94791. /**
  94792. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94793. */
  94794. readonly premultipliedAlpha: boolean;
  94795. /**
  94796. * Creates a new engine
  94797. * @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
  94798. * @param antialias defines enable antialiasing (default: false)
  94799. * @param options defines further options to be sent to the getContext() function
  94800. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94801. */
  94802. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94803. /**
  94804. * Initializes a webVR display and starts listening to display change events
  94805. * The onVRDisplayChangedObservable will be notified upon these changes
  94806. * @returns The onVRDisplayChangedObservable
  94807. */
  94808. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94809. /** @hidden */
  94810. _prepareVRComponent(): void;
  94811. /** @hidden */
  94812. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94813. /** @hidden */
  94814. _submitVRFrame(): void;
  94815. /**
  94816. * Call this function to leave webVR mode
  94817. * Will do nothing if webVR is not supported or if there is no webVR device
  94818. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94819. */
  94820. disableVR(): void;
  94821. /**
  94822. * Gets a boolean indicating that the system is in VR mode and is presenting
  94823. * @returns true if VR mode is engaged
  94824. */
  94825. isVRPresenting(): boolean;
  94826. /** @hidden */
  94827. _requestVRFrame(): void;
  94828. private _disableTouchAction;
  94829. private _rebuildInternalTextures;
  94830. private _rebuildEffects;
  94831. /**
  94832. * Gets a boolean indicating if all created effects are ready
  94833. * @returns true if all effects are ready
  94834. */
  94835. areAllEffectsReady(): boolean;
  94836. private _rebuildBuffers;
  94837. private _initGLContext;
  94838. /**
  94839. * Gets version of the current webGL context
  94840. */
  94841. readonly webGLVersion: number;
  94842. /**
  94843. * Gets a string idenfifying the name of the class
  94844. * @returns "Engine" string
  94845. */
  94846. getClassName(): string;
  94847. /**
  94848. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94849. */
  94850. readonly isStencilEnable: boolean;
  94851. /** @hidden */
  94852. _prepareWorkingCanvas(): void;
  94853. /**
  94854. * Reset the texture cache to empty state
  94855. */
  94856. resetTextureCache(): void;
  94857. /**
  94858. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94859. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94860. * @returns true if engine is in deterministic lock step mode
  94861. */
  94862. isDeterministicLockStep(): boolean;
  94863. /**
  94864. * Gets the max steps when engine is running in deterministic lock step
  94865. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94866. * @returns the max steps
  94867. */
  94868. getLockstepMaxSteps(): number;
  94869. /**
  94870. * Gets an object containing information about the current webGL context
  94871. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94872. */
  94873. getGlInfo(): {
  94874. vendor: string;
  94875. renderer: string;
  94876. version: string;
  94877. };
  94878. /**
  94879. * Gets current aspect ratio
  94880. * @param viewportOwner defines the camera to use to get the aspect ratio
  94881. * @param useScreen defines if screen size must be used (or the current render target if any)
  94882. * @returns a number defining the aspect ratio
  94883. */
  94884. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94885. /**
  94886. * Gets current screen aspect ratio
  94887. * @returns a number defining the aspect ratio
  94888. */
  94889. getScreenAspectRatio(): number;
  94890. /**
  94891. * Gets the current render width
  94892. * @param useScreen defines if screen size must be used (or the current render target if any)
  94893. * @returns a number defining the current render width
  94894. */
  94895. getRenderWidth(useScreen?: boolean): number;
  94896. /**
  94897. * Gets the current render height
  94898. * @param useScreen defines if screen size must be used (or the current render target if any)
  94899. * @returns a number defining the current render height
  94900. */
  94901. getRenderHeight(useScreen?: boolean): number;
  94902. /**
  94903. * Gets the HTML canvas attached with the current webGL context
  94904. * @returns a HTML canvas
  94905. */
  94906. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94907. /**
  94908. * Gets host window
  94909. * @returns the host window object
  94910. */
  94911. getHostWindow(): Window;
  94912. /**
  94913. * Gets host document
  94914. * @returns the host document object
  94915. */
  94916. getHostDocument(): Document;
  94917. /**
  94918. * Gets the client rect of the HTML canvas attached with the current webGL context
  94919. * @returns a client rectanglee
  94920. */
  94921. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94922. /**
  94923. * Defines the hardware scaling level.
  94924. * By default the hardware scaling level is computed from the window device ratio.
  94925. * 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.
  94926. * @param level defines the level to use
  94927. */
  94928. setHardwareScalingLevel(level: number): void;
  94929. /**
  94930. * Gets the current hardware scaling level.
  94931. * By default the hardware scaling level is computed from the window device ratio.
  94932. * 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.
  94933. * @returns a number indicating the current hardware scaling level
  94934. */
  94935. getHardwareScalingLevel(): number;
  94936. /**
  94937. * Gets the list of loaded textures
  94938. * @returns an array containing all loaded textures
  94939. */
  94940. getLoadedTexturesCache(): InternalTexture[];
  94941. /**
  94942. * Gets the object containing all engine capabilities
  94943. * @returns the EngineCapabilities object
  94944. */
  94945. getCaps(): EngineCapabilities;
  94946. /**
  94947. * Gets the current depth function
  94948. * @returns a number defining the depth function
  94949. */
  94950. getDepthFunction(): Nullable<number>;
  94951. /**
  94952. * Sets the current depth function
  94953. * @param depthFunc defines the function to use
  94954. */
  94955. setDepthFunction(depthFunc: number): void;
  94956. /**
  94957. * Sets the current depth function to GREATER
  94958. */
  94959. setDepthFunctionToGreater(): void;
  94960. /**
  94961. * Sets the current depth function to GEQUAL
  94962. */
  94963. setDepthFunctionToGreaterOrEqual(): void;
  94964. /**
  94965. * Sets the current depth function to LESS
  94966. */
  94967. setDepthFunctionToLess(): void;
  94968. private _cachedStencilBuffer;
  94969. private _cachedStencilFunction;
  94970. private _cachedStencilMask;
  94971. private _cachedStencilOperationPass;
  94972. private _cachedStencilOperationFail;
  94973. private _cachedStencilOperationDepthFail;
  94974. private _cachedStencilReference;
  94975. /**
  94976. * Caches the the state of the stencil buffer
  94977. */
  94978. cacheStencilState(): void;
  94979. /**
  94980. * Restores the state of the stencil buffer
  94981. */
  94982. restoreStencilState(): void;
  94983. /**
  94984. * Sets the current depth function to LEQUAL
  94985. */
  94986. setDepthFunctionToLessOrEqual(): void;
  94987. /**
  94988. * Gets a boolean indicating if stencil buffer is enabled
  94989. * @returns the current stencil buffer state
  94990. */
  94991. getStencilBuffer(): boolean;
  94992. /**
  94993. * Enable or disable the stencil buffer
  94994. * @param enable defines if the stencil buffer must be enabled or disabled
  94995. */
  94996. setStencilBuffer(enable: boolean): void;
  94997. /**
  94998. * Gets the current stencil mask
  94999. * @returns a number defining the new stencil mask to use
  95000. */
  95001. getStencilMask(): number;
  95002. /**
  95003. * Sets the current stencil mask
  95004. * @param mask defines the new stencil mask to use
  95005. */
  95006. setStencilMask(mask: number): void;
  95007. /**
  95008. * Gets the current stencil function
  95009. * @returns a number defining the stencil function to use
  95010. */
  95011. getStencilFunction(): number;
  95012. /**
  95013. * Gets the current stencil reference value
  95014. * @returns a number defining the stencil reference value to use
  95015. */
  95016. getStencilFunctionReference(): number;
  95017. /**
  95018. * Gets the current stencil mask
  95019. * @returns a number defining the stencil mask to use
  95020. */
  95021. getStencilFunctionMask(): number;
  95022. /**
  95023. * Sets the current stencil function
  95024. * @param stencilFunc defines the new stencil function to use
  95025. */
  95026. setStencilFunction(stencilFunc: number): void;
  95027. /**
  95028. * Sets the current stencil reference
  95029. * @param reference defines the new stencil reference to use
  95030. */
  95031. setStencilFunctionReference(reference: number): void;
  95032. /**
  95033. * Sets the current stencil mask
  95034. * @param mask defines the new stencil mask to use
  95035. */
  95036. setStencilFunctionMask(mask: number): void;
  95037. /**
  95038. * Gets the current stencil operation when stencil fails
  95039. * @returns a number defining stencil operation to use when stencil fails
  95040. */
  95041. getStencilOperationFail(): number;
  95042. /**
  95043. * Gets the current stencil operation when depth fails
  95044. * @returns a number defining stencil operation to use when depth fails
  95045. */
  95046. getStencilOperationDepthFail(): number;
  95047. /**
  95048. * Gets the current stencil operation when stencil passes
  95049. * @returns a number defining stencil operation to use when stencil passes
  95050. */
  95051. getStencilOperationPass(): number;
  95052. /**
  95053. * Sets the stencil operation to use when stencil fails
  95054. * @param operation defines the stencil operation to use when stencil fails
  95055. */
  95056. setStencilOperationFail(operation: number): void;
  95057. /**
  95058. * Sets the stencil operation to use when depth fails
  95059. * @param operation defines the stencil operation to use when depth fails
  95060. */
  95061. setStencilOperationDepthFail(operation: number): void;
  95062. /**
  95063. * Sets the stencil operation to use when stencil passes
  95064. * @param operation defines the stencil operation to use when stencil passes
  95065. */
  95066. setStencilOperationPass(operation: number): void;
  95067. /**
  95068. * Sets a boolean indicating if the dithering state is enabled or disabled
  95069. * @param value defines the dithering state
  95070. */
  95071. setDitheringState(value: boolean): void;
  95072. /**
  95073. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  95074. * @param value defines the rasterizer state
  95075. */
  95076. setRasterizerState(value: boolean): void;
  95077. /**
  95078. * stop executing a render loop function and remove it from the execution array
  95079. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  95080. */
  95081. stopRenderLoop(renderFunction?: () => void): void;
  95082. /** @hidden */
  95083. _renderLoop(): void;
  95084. /**
  95085. * Register and execute a render loop. The engine can have more than one render function
  95086. * @param renderFunction defines the function to continuously execute
  95087. */
  95088. runRenderLoop(renderFunction: () => void): void;
  95089. /**
  95090. * Toggle full screen mode
  95091. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95092. */
  95093. switchFullscreen(requestPointerLock: boolean): void;
  95094. /**
  95095. * Enters full screen mode
  95096. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95097. */
  95098. enterFullscreen(requestPointerLock: boolean): void;
  95099. /**
  95100. * Exits full screen mode
  95101. */
  95102. exitFullscreen(): void;
  95103. /**
  95104. * Enters Pointerlock mode
  95105. */
  95106. enterPointerlock(): void;
  95107. /**
  95108. * Exits Pointerlock mode
  95109. */
  95110. exitPointerlock(): void;
  95111. /**
  95112. * Clear the current render buffer or the current render target (if any is set up)
  95113. * @param color defines the color to use
  95114. * @param backBuffer defines if the back buffer must be cleared
  95115. * @param depth defines if the depth buffer must be cleared
  95116. * @param stencil defines if the stencil buffer must be cleared
  95117. */
  95118. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  95119. /**
  95120. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  95121. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95122. * @param y defines the y-coordinate of the corner of the clear rectangle
  95123. * @param width defines the width of the clear rectangle
  95124. * @param height defines the height of the clear rectangle
  95125. * @param clearColor defines the clear color
  95126. */
  95127. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  95128. /**
  95129. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  95130. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95131. * @param y defines the y-coordinate of the corner of the clear rectangle
  95132. * @param width defines the width of the clear rectangle
  95133. * @param height defines the height of the clear rectangle
  95134. */
  95135. enableScissor(x: number, y: number, width: number, height: number): void;
  95136. /**
  95137. * Disable previously set scissor test rectangle
  95138. */
  95139. disableScissor(): void;
  95140. private _viewportCached;
  95141. /** @hidden */
  95142. _viewport(x: number, y: number, width: number, height: number): void;
  95143. /**
  95144. * Set the WebGL's viewport
  95145. * @param viewport defines the viewport element to be used
  95146. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  95147. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  95148. */
  95149. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  95150. /**
  95151. * Directly set the WebGL Viewport
  95152. * @param x defines the x coordinate of the viewport (in screen space)
  95153. * @param y defines the y coordinate of the viewport (in screen space)
  95154. * @param width defines the width of the viewport (in screen space)
  95155. * @param height defines the height of the viewport (in screen space)
  95156. * @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
  95157. */
  95158. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  95159. /**
  95160. * Begin a new frame
  95161. */
  95162. beginFrame(): void;
  95163. /**
  95164. * Enf the current frame
  95165. */
  95166. endFrame(): void;
  95167. /**
  95168. * Resize the view according to the canvas' size
  95169. */
  95170. resize(): void;
  95171. /**
  95172. * Force a specific size of the canvas
  95173. * @param width defines the new canvas' width
  95174. * @param height defines the new canvas' height
  95175. */
  95176. setSize(width: number, height: number): void;
  95177. /**
  95178. * Binds the frame buffer to the specified texture.
  95179. * @param texture The texture to render to or null for the default canvas
  95180. * @param faceIndex The face of the texture to render to in case of cube texture
  95181. * @param requiredWidth The width of the target to render to
  95182. * @param requiredHeight The height of the target to render to
  95183. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  95184. * @param depthStencilTexture The depth stencil texture to use to render
  95185. * @param lodLevel defines le lod level to bind to the frame buffer
  95186. */
  95187. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  95188. /** @hidden */
  95189. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  95190. /**
  95191. * Unbind the current render target texture from the webGL context
  95192. * @param texture defines the render target texture to unbind
  95193. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  95194. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  95195. */
  95196. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95197. /**
  95198. * Force the mipmap generation for the given render target texture
  95199. * @param texture defines the render target texture to use
  95200. */
  95201. generateMipMapsForCubemap(texture: InternalTexture): void;
  95202. /**
  95203. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95204. */
  95205. flushFramebuffer(): void;
  95206. /**
  95207. * Unbind the current render target and bind the default framebuffer
  95208. */
  95209. restoreDefaultFramebuffer(): void;
  95210. /**
  95211. * Create an uniform buffer
  95212. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95213. * @param elements defines the content of the uniform buffer
  95214. * @returns the webGL uniform buffer
  95215. */
  95216. createUniformBuffer(elements: FloatArray): DataBuffer;
  95217. /**
  95218. * Create a dynamic uniform buffer
  95219. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95220. * @param elements defines the content of the uniform buffer
  95221. * @returns the webGL uniform buffer
  95222. */
  95223. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95224. /**
  95225. * Update an existing uniform buffer
  95226. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95227. * @param uniformBuffer defines the target uniform buffer
  95228. * @param elements defines the content to update
  95229. * @param offset defines the offset in the uniform buffer where update should start
  95230. * @param count defines the size of the data to update
  95231. */
  95232. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95233. private _resetVertexBufferBinding;
  95234. /**
  95235. * Creates a vertex buffer
  95236. * @param data the data for the vertex buffer
  95237. * @returns the new WebGL static buffer
  95238. */
  95239. createVertexBuffer(data: DataArray): DataBuffer;
  95240. /**
  95241. * Creates a dynamic vertex buffer
  95242. * @param data the data for the dynamic vertex buffer
  95243. * @returns the new WebGL dynamic buffer
  95244. */
  95245. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95246. /**
  95247. * Update a dynamic index buffer
  95248. * @param indexBuffer defines the target index buffer
  95249. * @param indices defines the data to update
  95250. * @param offset defines the offset in the target index buffer where update should start
  95251. */
  95252. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95253. /**
  95254. * Updates a dynamic vertex buffer.
  95255. * @param vertexBuffer the vertex buffer to update
  95256. * @param data the data used to update the vertex buffer
  95257. * @param byteOffset the byte offset of the data
  95258. * @param byteLength the byte length of the data
  95259. */
  95260. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95261. private _resetIndexBufferBinding;
  95262. /**
  95263. * Creates a new index buffer
  95264. * @param indices defines the content of the index buffer
  95265. * @param updatable defines if the index buffer must be updatable
  95266. * @returns a new webGL buffer
  95267. */
  95268. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95269. /**
  95270. * Bind a webGL buffer to the webGL context
  95271. * @param buffer defines the buffer to bind
  95272. */
  95273. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95274. /**
  95275. * Bind an uniform buffer to the current webGL context
  95276. * @param buffer defines the buffer to bind
  95277. */
  95278. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95279. /**
  95280. * Bind a buffer to the current webGL context at a given location
  95281. * @param buffer defines the buffer to bind
  95282. * @param location defines the index where to bind the buffer
  95283. */
  95284. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95285. /**
  95286. * Bind a specific block at a given index in a specific shader program
  95287. * @param pipelineContext defines the pipeline context to use
  95288. * @param blockName defines the block name
  95289. * @param index defines the index where to bind the block
  95290. */
  95291. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95292. private bindIndexBuffer;
  95293. private bindBuffer;
  95294. /**
  95295. * update the bound buffer with the given data
  95296. * @param data defines the data to update
  95297. */
  95298. updateArrayBuffer(data: Float32Array): void;
  95299. private _vertexAttribPointer;
  95300. private _bindIndexBufferWithCache;
  95301. private _bindVertexBuffersAttributes;
  95302. /**
  95303. * Records a vertex array object
  95304. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95305. * @param vertexBuffers defines the list of vertex buffers to store
  95306. * @param indexBuffer defines the index buffer to store
  95307. * @param effect defines the effect to store
  95308. * @returns the new vertex array object
  95309. */
  95310. recordVertexArrayObject(vertexBuffers: {
  95311. [key: string]: VertexBuffer;
  95312. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95313. /**
  95314. * Bind a specific vertex array object
  95315. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95316. * @param vertexArrayObject defines the vertex array object to bind
  95317. * @param indexBuffer defines the index buffer to bind
  95318. */
  95319. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95320. /**
  95321. * Bind webGl buffers directly to the webGL context
  95322. * @param vertexBuffer defines the vertex buffer to bind
  95323. * @param indexBuffer defines the index buffer to bind
  95324. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95325. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95326. * @param effect defines the effect associated with the vertex buffer
  95327. */
  95328. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95329. private _unbindVertexArrayObject;
  95330. /**
  95331. * Bind a list of vertex buffers to the webGL context
  95332. * @param vertexBuffers defines the list of vertex buffers to bind
  95333. * @param indexBuffer defines the index buffer to bind
  95334. * @param effect defines the effect associated with the vertex buffers
  95335. */
  95336. bindBuffers(vertexBuffers: {
  95337. [key: string]: Nullable<VertexBuffer>;
  95338. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95339. /**
  95340. * Unbind all instance attributes
  95341. */
  95342. unbindInstanceAttributes(): void;
  95343. /**
  95344. * Release and free the memory of a vertex array object
  95345. * @param vao defines the vertex array object to delete
  95346. */
  95347. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95348. /** @hidden */
  95349. _releaseBuffer(buffer: DataBuffer): boolean;
  95350. /**
  95351. * Creates a webGL buffer to use with instanciation
  95352. * @param capacity defines the size of the buffer
  95353. * @returns the webGL buffer
  95354. */
  95355. createInstancesBuffer(capacity: number): DataBuffer;
  95356. /**
  95357. * Delete a webGL buffer used with instanciation
  95358. * @param buffer defines the webGL buffer to delete
  95359. */
  95360. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95361. /**
  95362. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95363. * @param instancesBuffer defines the webGL buffer to update and bind
  95364. * @param data defines the data to store in the buffer
  95365. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95366. */
  95367. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95368. /**
  95369. * Apply all cached states (depth, culling, stencil and alpha)
  95370. */
  95371. applyStates(): void;
  95372. /**
  95373. * Send a draw order
  95374. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95375. * @param indexStart defines the starting index
  95376. * @param indexCount defines the number of index to draw
  95377. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95378. */
  95379. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95380. /**
  95381. * Draw a list of points
  95382. * @param verticesStart defines the index of first vertex to draw
  95383. * @param verticesCount defines the count of vertices to draw
  95384. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95385. */
  95386. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95387. /**
  95388. * Draw a list of unindexed primitives
  95389. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95390. * @param verticesStart defines the index of first vertex to draw
  95391. * @param verticesCount defines the count of vertices to draw
  95392. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95393. */
  95394. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95395. /**
  95396. * Draw a list of indexed primitives
  95397. * @param fillMode defines the primitive to use
  95398. * @param indexStart defines the starting index
  95399. * @param indexCount defines the number of index to draw
  95400. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95401. */
  95402. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95403. /**
  95404. * Draw a list of unindexed primitives
  95405. * @param fillMode defines the primitive to use
  95406. * @param verticesStart defines the index of first vertex to draw
  95407. * @param verticesCount defines the count of vertices to draw
  95408. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95409. */
  95410. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95411. private _drawMode;
  95412. /** @hidden */
  95413. _releaseEffect(effect: Effect): void;
  95414. /** @hidden */
  95415. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95416. /**
  95417. * Create a new effect (used to store vertex/fragment shaders)
  95418. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95419. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95420. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95421. * @param samplers defines an array of string used to represent textures
  95422. * @param defines defines the string containing the defines to use to compile the shaders
  95423. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95424. * @param onCompiled defines a function to call when the effect creation is successful
  95425. * @param onError defines a function to call when the effect creation has failed
  95426. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95427. * @returns the new Effect
  95428. */
  95429. 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;
  95430. private _compileShader;
  95431. private _compileRawShader;
  95432. /**
  95433. * Directly creates a webGL program
  95434. * @param pipelineContext defines the pipeline context to attach to
  95435. * @param vertexCode defines the vertex shader code to use
  95436. * @param fragmentCode defines the fragment shader code to use
  95437. * @param context defines the webGL context to use (if not set, the current one will be used)
  95438. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95439. * @returns the new webGL program
  95440. */
  95441. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95442. /**
  95443. * Creates a webGL program
  95444. * @param pipelineContext defines the pipeline context to attach to
  95445. * @param vertexCode defines the vertex shader code to use
  95446. * @param fragmentCode defines the fragment shader code to use
  95447. * @param defines defines the string containing the defines to use to compile the shaders
  95448. * @param context defines the webGL context to use (if not set, the current one will be used)
  95449. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95450. * @returns the new webGL program
  95451. */
  95452. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95453. /**
  95454. * Creates a new pipeline context
  95455. * @returns the new pipeline
  95456. */
  95457. createPipelineContext(): WebGLPipelineContext;
  95458. private _createShaderProgram;
  95459. private _finalizePipelineContext;
  95460. /** @hidden */
  95461. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95462. /** @hidden */
  95463. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95464. /** @hidden */
  95465. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95466. /**
  95467. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95468. * @param pipelineContext defines the pipeline context to use
  95469. * @param uniformsNames defines the list of uniform names
  95470. * @returns an array of webGL uniform locations
  95471. */
  95472. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95473. /**
  95474. * Gets the lsit of active attributes for a given webGL program
  95475. * @param pipelineContext defines the pipeline context to use
  95476. * @param attributesNames defines the list of attribute names to get
  95477. * @returns an array of indices indicating the offset of each attribute
  95478. */
  95479. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95480. /**
  95481. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95482. * @param effect defines the effect to activate
  95483. */
  95484. enableEffect(effect: Nullable<Effect>): void;
  95485. /**
  95486. * Set the value of an uniform to an array of int32
  95487. * @param uniform defines the webGL uniform location where to store the value
  95488. * @param array defines the array of int32 to store
  95489. */
  95490. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95491. /**
  95492. * Set the value of an uniform to an array of int32 (stored as vec2)
  95493. * @param uniform defines the webGL uniform location where to store the value
  95494. * @param array defines the array of int32 to store
  95495. */
  95496. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95497. /**
  95498. * Set the value of an uniform to an array of int32 (stored as vec3)
  95499. * @param uniform defines the webGL uniform location where to store the value
  95500. * @param array defines the array of int32 to store
  95501. */
  95502. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95503. /**
  95504. * Set the value of an uniform to an array of int32 (stored as vec4)
  95505. * @param uniform defines the webGL uniform location where to store the value
  95506. * @param array defines the array of int32 to store
  95507. */
  95508. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95509. /**
  95510. * Set the value of an uniform to an array of float32
  95511. * @param uniform defines the webGL uniform location where to store the value
  95512. * @param array defines the array of float32 to store
  95513. */
  95514. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95515. /**
  95516. * Set the value of an uniform to an array of float32 (stored as vec2)
  95517. * @param uniform defines the webGL uniform location where to store the value
  95518. * @param array defines the array of float32 to store
  95519. */
  95520. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95521. /**
  95522. * Set the value of an uniform to an array of float32 (stored as vec3)
  95523. * @param uniform defines the webGL uniform location where to store the value
  95524. * @param array defines the array of float32 to store
  95525. */
  95526. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95527. /**
  95528. * Set the value of an uniform to an array of float32 (stored as vec4)
  95529. * @param uniform defines the webGL uniform location where to store the value
  95530. * @param array defines the array of float32 to store
  95531. */
  95532. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95533. /**
  95534. * Set the value of an uniform to an array of number
  95535. * @param uniform defines the webGL uniform location where to store the value
  95536. * @param array defines the array of number to store
  95537. */
  95538. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95539. /**
  95540. * Set the value of an uniform to an array of number (stored as vec2)
  95541. * @param uniform defines the webGL uniform location where to store the value
  95542. * @param array defines the array of number to store
  95543. */
  95544. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95545. /**
  95546. * Set the value of an uniform to an array of number (stored as vec3)
  95547. * @param uniform defines the webGL uniform location where to store the value
  95548. * @param array defines the array of number to store
  95549. */
  95550. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95551. /**
  95552. * Set the value of an uniform to an array of number (stored as vec4)
  95553. * @param uniform defines the webGL uniform location where to store the value
  95554. * @param array defines the array of number to store
  95555. */
  95556. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95557. /**
  95558. * Set the value of an uniform to an array of float32 (stored as matrices)
  95559. * @param uniform defines the webGL uniform location where to store the value
  95560. * @param matrices defines the array of float32 to store
  95561. */
  95562. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95563. /**
  95564. * Set the value of an uniform to a matrix (3x3)
  95565. * @param uniform defines the webGL uniform location where to store the value
  95566. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95567. */
  95568. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95569. /**
  95570. * Set the value of an uniform to a matrix (2x2)
  95571. * @param uniform defines the webGL uniform location where to store the value
  95572. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95573. */
  95574. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95575. /**
  95576. * Set the value of an uniform to a number (int)
  95577. * @param uniform defines the webGL uniform location where to store the value
  95578. * @param value defines the int number to store
  95579. */
  95580. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95581. /**
  95582. * Set the value of an uniform to a number (float)
  95583. * @param uniform defines the webGL uniform location where to store the value
  95584. * @param value defines the float number to store
  95585. */
  95586. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95587. /**
  95588. * Set the value of an uniform to a vec2
  95589. * @param uniform defines the webGL uniform location where to store the value
  95590. * @param x defines the 1st component of the value
  95591. * @param y defines the 2nd component of the value
  95592. */
  95593. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95594. /**
  95595. * Set the value of an uniform to a vec3
  95596. * @param uniform defines the webGL uniform location where to store the value
  95597. * @param x defines the 1st component of the value
  95598. * @param y defines the 2nd component of the value
  95599. * @param z defines the 3rd component of the value
  95600. */
  95601. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95602. /**
  95603. * Set the value of an uniform to a boolean
  95604. * @param uniform defines the webGL uniform location where to store the value
  95605. * @param bool defines the boolean to store
  95606. */
  95607. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95608. /**
  95609. * Set the value of an uniform to a vec4
  95610. * @param uniform defines the webGL uniform location where to store the value
  95611. * @param x defines the 1st component of the value
  95612. * @param y defines the 2nd component of the value
  95613. * @param z defines the 3rd component of the value
  95614. * @param w defines the 4th component of the value
  95615. */
  95616. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95617. /**
  95618. * Sets a Color4 on a uniform variable
  95619. * @param uniform defines the uniform location
  95620. * @param color4 defines the value to be set
  95621. */
  95622. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95623. /**
  95624. * Set various states to the webGL context
  95625. * @param culling defines backface culling state
  95626. * @param zOffset defines the value to apply to zOffset (0 by default)
  95627. * @param force defines if states must be applied even if cache is up to date
  95628. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95629. */
  95630. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95631. /**
  95632. * Set the z offset to apply to current rendering
  95633. * @param value defines the offset to apply
  95634. */
  95635. setZOffset(value: number): void;
  95636. /**
  95637. * Gets the current value of the zOffset
  95638. * @returns the current zOffset state
  95639. */
  95640. getZOffset(): number;
  95641. /**
  95642. * Enable or disable depth buffering
  95643. * @param enable defines the state to set
  95644. */
  95645. setDepthBuffer(enable: boolean): void;
  95646. /**
  95647. * Gets a boolean indicating if depth writing is enabled
  95648. * @returns the current depth writing state
  95649. */
  95650. getDepthWrite(): boolean;
  95651. /**
  95652. * Enable or disable depth writing
  95653. * @param enable defines the state to set
  95654. */
  95655. setDepthWrite(enable: boolean): void;
  95656. /**
  95657. * Enable or disable color writing
  95658. * @param enable defines the state to set
  95659. */
  95660. setColorWrite(enable: boolean): void;
  95661. /**
  95662. * Gets a boolean indicating if color writing is enabled
  95663. * @returns the current color writing state
  95664. */
  95665. getColorWrite(): boolean;
  95666. /**
  95667. * Sets alpha constants used by some alpha blending modes
  95668. * @param r defines the red component
  95669. * @param g defines the green component
  95670. * @param b defines the blue component
  95671. * @param a defines the alpha component
  95672. */
  95673. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95674. /**
  95675. * Sets the current alpha mode
  95676. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95677. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95678. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95679. */
  95680. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95681. /**
  95682. * Gets the current alpha mode
  95683. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95684. * @returns the current alpha mode
  95685. */
  95686. getAlphaMode(): number;
  95687. /**
  95688. * Clears the list of texture accessible through engine.
  95689. * This can help preventing texture load conflict due to name collision.
  95690. */
  95691. clearInternalTexturesCache(): void;
  95692. /**
  95693. * Force the entire cache to be cleared
  95694. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95695. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95696. */
  95697. wipeCaches(bruteForce?: boolean): void;
  95698. /**
  95699. * Set the compressed texture format to use, based on the formats you have, and the formats
  95700. * supported by the hardware / browser.
  95701. *
  95702. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95703. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95704. * to API arguments needed to compressed textures. This puts the burden on the container
  95705. * generator to house the arcane code for determining these for current & future formats.
  95706. *
  95707. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95708. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95709. *
  95710. * Note: The result of this call is not taken into account when a texture is base64.
  95711. *
  95712. * @param formatsAvailable defines the list of those format families you have created
  95713. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95714. *
  95715. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95716. * @returns The extension selected.
  95717. */
  95718. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95719. /** @hidden */
  95720. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95721. min: number;
  95722. mag: number;
  95723. };
  95724. /** @hidden */
  95725. _createTexture(): WebGLTexture;
  95726. /**
  95727. * Usually called from Texture.ts.
  95728. * Passed information to create a WebGLTexture
  95729. * @param urlArg defines a value which contains one of the following:
  95730. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95731. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95732. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95733. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95734. * @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)
  95735. * @param scene needed for loading to the correct scene
  95736. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95737. * @param onLoad optional callback to be called upon successful completion
  95738. * @param onError optional callback to be called upon failure
  95739. * @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
  95740. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95741. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95742. * @param forcedExtension defines the extension to use to pick the right loader
  95743. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95744. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95745. */
  95746. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95747. /**
  95748. * @hidden
  95749. * Rescales a texture
  95750. * @param source input texutre
  95751. * @param destination destination texture
  95752. * @param scene scene to use to render the resize
  95753. * @param internalFormat format to use when resizing
  95754. * @param onComplete callback to be called when resize has completed
  95755. */
  95756. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95757. private _unpackFlipYCached;
  95758. /**
  95759. * In case you are sharing the context with other applications, it might
  95760. * be interested to not cache the unpack flip y state to ensure a consistent
  95761. * value would be set.
  95762. */
  95763. enableUnpackFlipYCached: boolean;
  95764. /** @hidden */
  95765. _unpackFlipY(value: boolean): void;
  95766. /** @hidden */
  95767. _getUnpackAlignement(): number;
  95768. /**
  95769. * Creates a dynamic texture
  95770. * @param width defines the width of the texture
  95771. * @param height defines the height of the texture
  95772. * @param generateMipMaps defines if the engine should generate the mip levels
  95773. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95774. * @returns the dynamic texture inside an InternalTexture
  95775. */
  95776. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95777. /**
  95778. * Update the sampling mode of a given texture
  95779. * @param samplingMode defines the required sampling mode
  95780. * @param texture defines the texture to update
  95781. */
  95782. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95783. /**
  95784. * Update the content of a dynamic texture
  95785. * @param texture defines the texture to update
  95786. * @param canvas defines the canvas containing the source
  95787. * @param invertY defines if data must be stored with Y axis inverted
  95788. * @param premulAlpha defines if alpha is stored as premultiplied
  95789. * @param format defines the format of the data
  95790. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95791. */
  95792. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95793. /**
  95794. * Update a video texture
  95795. * @param texture defines the texture to update
  95796. * @param video defines the video element to use
  95797. * @param invertY defines if data must be stored with Y axis inverted
  95798. */
  95799. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95800. /**
  95801. * Updates a depth texture Comparison Mode and Function.
  95802. * If the comparison Function is equal to 0, the mode will be set to none.
  95803. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95804. * @param texture The texture to set the comparison function for
  95805. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95806. */
  95807. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95808. /** @hidden */
  95809. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95810. width: number;
  95811. height: number;
  95812. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95813. /**
  95814. * Creates a depth stencil texture.
  95815. * This is only available in WebGL 2 or with the depth texture extension available.
  95816. * @param size The size of face edge in the texture.
  95817. * @param options The options defining the texture.
  95818. * @returns The texture
  95819. */
  95820. createDepthStencilTexture(size: number | {
  95821. width: number;
  95822. height: number;
  95823. }, options: DepthTextureCreationOptions): InternalTexture;
  95824. /**
  95825. * Creates a depth stencil texture.
  95826. * This is only available in WebGL 2 or with the depth texture extension available.
  95827. * @param size The size of face edge in the texture.
  95828. * @param options The options defining the texture.
  95829. * @returns The texture
  95830. */
  95831. private _createDepthStencilTexture;
  95832. /**
  95833. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95834. * @param renderTarget The render target to set the frame buffer for
  95835. */
  95836. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95837. /**
  95838. * Creates a new render target texture
  95839. * @param size defines the size of the texture
  95840. * @param options defines the options used to create the texture
  95841. * @returns a new render target texture stored in an InternalTexture
  95842. */
  95843. createRenderTargetTexture(size: number | {
  95844. width: number;
  95845. height: number;
  95846. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95847. /** @hidden */
  95848. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95849. /**
  95850. * Updates the sample count of a render target texture
  95851. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95852. * @param texture defines the texture to update
  95853. * @param samples defines the sample count to set
  95854. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95855. */
  95856. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95857. /** @hidden */
  95858. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95859. /** @hidden */
  95860. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95861. /** @hidden */
  95862. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95863. /** @hidden */
  95864. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95865. /**
  95866. * @hidden
  95867. */
  95868. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95869. private _prepareWebGLTextureContinuation;
  95870. private _prepareWebGLTexture;
  95871. /** @hidden */
  95872. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95873. /** @hidden */
  95874. _releaseFramebufferObjects(texture: InternalTexture): void;
  95875. /** @hidden */
  95876. _releaseTexture(texture: InternalTexture): void;
  95877. private setProgram;
  95878. private _boundUniforms;
  95879. /**
  95880. * Binds an effect to the webGL context
  95881. * @param effect defines the effect to bind
  95882. */
  95883. bindSamplers(effect: Effect): void;
  95884. private _activateCurrentTexture;
  95885. /** @hidden */
  95886. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95887. /** @hidden */
  95888. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95889. /**
  95890. * Sets a texture to the webGL context from a postprocess
  95891. * @param channel defines the channel to use
  95892. * @param postProcess defines the source postprocess
  95893. */
  95894. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95895. /**
  95896. * Binds the output of the passed in post process to the texture channel specified
  95897. * @param channel The channel the texture should be bound to
  95898. * @param postProcess The post process which's output should be bound
  95899. */
  95900. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95901. /**
  95902. * Unbind all textures from the webGL context
  95903. */
  95904. unbindAllTextures(): void;
  95905. /**
  95906. * Sets a texture to the according uniform.
  95907. * @param channel The texture channel
  95908. * @param uniform The uniform to set
  95909. * @param texture The texture to apply
  95910. */
  95911. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95912. /**
  95913. * Sets a depth stencil texture from a render target to the according uniform.
  95914. * @param channel The texture channel
  95915. * @param uniform The uniform to set
  95916. * @param texture The render target texture containing the depth stencil texture to apply
  95917. */
  95918. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95919. private _bindSamplerUniformToChannel;
  95920. private _getTextureWrapMode;
  95921. private _setTexture;
  95922. /**
  95923. * Sets an array of texture to the webGL context
  95924. * @param channel defines the channel where the texture array must be set
  95925. * @param uniform defines the associated uniform location
  95926. * @param textures defines the array of textures to bind
  95927. */
  95928. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95929. /** @hidden */
  95930. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95931. private _setTextureParameterFloat;
  95932. private _setTextureParameterInteger;
  95933. /**
  95934. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95935. * @param x defines the x coordinate of the rectangle where pixels must be read
  95936. * @param y defines the y coordinate of the rectangle where pixels must be read
  95937. * @param width defines the width of the rectangle where pixels must be read
  95938. * @param height defines the height of the rectangle where pixels must be read
  95939. * @returns a Uint8Array containing RGBA colors
  95940. */
  95941. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95942. /**
  95943. * Add an externaly attached data from its key.
  95944. * This method call will fail and return false, if such key already exists.
  95945. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95946. * @param key the unique key that identifies the data
  95947. * @param data the data object to associate to the key for this Engine instance
  95948. * @return true if no such key were already present and the data was added successfully, false otherwise
  95949. */
  95950. addExternalData<T>(key: string, data: T): boolean;
  95951. /**
  95952. * Get an externaly attached data from its key
  95953. * @param key the unique key that identifies the data
  95954. * @return the associated data, if present (can be null), or undefined if not present
  95955. */
  95956. getExternalData<T>(key: string): T;
  95957. /**
  95958. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95959. * @param key the unique key that identifies the data
  95960. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95961. * @return the associated data, can be null if the factory returned null.
  95962. */
  95963. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95964. /**
  95965. * Remove an externaly attached data from the Engine instance
  95966. * @param key the unique key that identifies the data
  95967. * @return true if the data was successfully removed, false if it doesn't exist
  95968. */
  95969. removeExternalData(key: string): boolean;
  95970. /**
  95971. * Unbind all vertex attributes from the webGL context
  95972. */
  95973. unbindAllAttributes(): void;
  95974. /**
  95975. * 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
  95976. */
  95977. releaseEffects(): void;
  95978. /**
  95979. * Dispose and release all associated resources
  95980. */
  95981. dispose(): void;
  95982. /**
  95983. * Display the loading screen
  95984. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95985. */
  95986. displayLoadingUI(): void;
  95987. /**
  95988. * Hide the loading screen
  95989. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95990. */
  95991. hideLoadingUI(): void;
  95992. /**
  95993. * Gets the current loading screen object
  95994. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95995. */
  95996. /**
  95997. * Sets the current loading screen object
  95998. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95999. */
  96000. loadingScreen: ILoadingScreen;
  96001. /**
  96002. * Sets the current loading screen text
  96003. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96004. */
  96005. loadingUIText: string;
  96006. /**
  96007. * Sets the current loading screen background color
  96008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96009. */
  96010. loadingUIBackgroundColor: string;
  96011. /**
  96012. * Attach a new callback raised when context lost event is fired
  96013. * @param callback defines the callback to call
  96014. */
  96015. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96016. /**
  96017. * Attach a new callback raised when context restored event is fired
  96018. * @param callback defines the callback to call
  96019. */
  96020. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96021. /**
  96022. * Gets the source code of the vertex shader associated with a specific webGL program
  96023. * @param program defines the program to use
  96024. * @returns a string containing the source code of the vertex shader associated with the program
  96025. */
  96026. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  96027. /**
  96028. * Gets the source code of the fragment shader associated with a specific webGL program
  96029. * @param program defines the program to use
  96030. * @returns a string containing the source code of the fragment shader associated with the program
  96031. */
  96032. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  96033. /**
  96034. * Get the current error code of the webGL context
  96035. * @returns the error code
  96036. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  96037. */
  96038. getError(): number;
  96039. /**
  96040. * Gets the current framerate
  96041. * @returns a number representing the framerate
  96042. */
  96043. getFps(): number;
  96044. /**
  96045. * Gets the time spent between current and previous frame
  96046. * @returns a number representing the delta time in ms
  96047. */
  96048. getDeltaTime(): number;
  96049. private _measureFps;
  96050. /** @hidden */
  96051. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  96052. private _canRenderToFloatFramebuffer;
  96053. private _canRenderToHalfFloatFramebuffer;
  96054. private _canRenderToFramebuffer;
  96055. /** @hidden */
  96056. _getWebGLTextureType(type: number): number;
  96057. /** @hidden */
  96058. _getInternalFormat(format: number): number;
  96059. /** @hidden */
  96060. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  96061. /** @hidden */
  96062. _getRGBAMultiSampleBufferFormat(type: number): number;
  96063. /** @hidden */
  96064. _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;
  96065. /** @hidden */
  96066. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  96067. /**
  96068. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  96069. * @returns true if the engine can be created
  96070. * @ignorenaming
  96071. */
  96072. static isSupported(): boolean;
  96073. /**
  96074. * Find the next highest power of two.
  96075. * @param x Number to start search from.
  96076. * @return Next highest power of two.
  96077. */
  96078. static CeilingPOT(x: number): number;
  96079. /**
  96080. * Find the next lowest power of two.
  96081. * @param x Number to start search from.
  96082. * @return Next lowest power of two.
  96083. */
  96084. static FloorPOT(x: number): number;
  96085. /**
  96086. * Find the nearest power of two.
  96087. * @param x Number to start search from.
  96088. * @return Next nearest power of two.
  96089. */
  96090. static NearestPOT(x: number): number;
  96091. /**
  96092. * Get the closest exponent of two
  96093. * @param value defines the value to approximate
  96094. * @param max defines the maximum value to return
  96095. * @param mode defines how to define the closest value
  96096. * @returns closest exponent of two of the given value
  96097. */
  96098. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  96099. /**
  96100. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  96101. * @param func - the function to be called
  96102. * @param requester - the object that will request the next frame. Falls back to window.
  96103. * @returns frame number
  96104. */
  96105. static QueueNewFrame(func: () => void, requester?: any): number;
  96106. /**
  96107. * Ask the browser to promote the current element to pointerlock mode
  96108. * @param element defines the DOM element to promote
  96109. */
  96110. static _RequestPointerlock(element: HTMLElement): void;
  96111. /**
  96112. * Asks the browser to exit pointerlock mode
  96113. */
  96114. static _ExitPointerlock(): void;
  96115. /**
  96116. * Ask the browser to promote the current element to fullscreen rendering mode
  96117. * @param element defines the DOM element to promote
  96118. */
  96119. static _RequestFullscreen(element: HTMLElement): void;
  96120. /**
  96121. * Asks the browser to exit fullscreen mode
  96122. */
  96123. static _ExitFullscreen(): void;
  96124. }
  96125. }
  96126. declare module BABYLON {
  96127. /**
  96128. * The engine store class is responsible to hold all the instances of Engine and Scene created
  96129. * during the life time of the application.
  96130. */
  96131. export class EngineStore {
  96132. /** Gets the list of created engines */
  96133. static Instances: Engine[];
  96134. /** @hidden */
  96135. static _LastCreatedScene: Nullable<Scene>;
  96136. /**
  96137. * Gets the latest created engine
  96138. */
  96139. static readonly LastCreatedEngine: Nullable<Engine>;
  96140. /**
  96141. * Gets the latest created scene
  96142. */
  96143. static readonly LastCreatedScene: Nullable<Scene>;
  96144. /**
  96145. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96146. * @ignorenaming
  96147. */
  96148. static UseFallbackTexture: boolean;
  96149. /**
  96150. * Texture content used if a texture cannot loaded
  96151. * @ignorenaming
  96152. */
  96153. static FallbackTexture: string;
  96154. }
  96155. }
  96156. declare module BABYLON {
  96157. /**
  96158. * Helper class that provides a small promise polyfill
  96159. */
  96160. export class PromisePolyfill {
  96161. /**
  96162. * Static function used to check if the polyfill is required
  96163. * If this is the case then the function will inject the polyfill to window.Promise
  96164. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  96165. */
  96166. static Apply(force?: boolean): void;
  96167. }
  96168. }
  96169. declare module BABYLON {
  96170. /**
  96171. * Interface for screenshot methods with describe argument called `size` as object with options
  96172. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  96173. */
  96174. export interface IScreenshotSize {
  96175. /**
  96176. * number in pixels for canvas height
  96177. */
  96178. height?: number;
  96179. /**
  96180. * multiplier allowing render at a higher or lower resolution
  96181. * If value is defined then height and width will be ignored and taken from camera
  96182. */
  96183. precision?: number;
  96184. /**
  96185. * number in pixels for canvas width
  96186. */
  96187. width?: number;
  96188. }
  96189. }
  96190. declare module BABYLON {
  96191. interface IColor4Like {
  96192. r: float;
  96193. g: float;
  96194. b: float;
  96195. a: float;
  96196. }
  96197. /**
  96198. * Class containing a set of static utilities functions
  96199. */
  96200. export class Tools {
  96201. /**
  96202. * Gets or sets the base URL to use to load assets
  96203. */
  96204. static BaseUrl: string;
  96205. /**
  96206. * Enable/Disable Custom HTTP Request Headers globally.
  96207. * default = false
  96208. * @see CustomRequestHeaders
  96209. */
  96210. static UseCustomRequestHeaders: boolean;
  96211. /**
  96212. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96213. * i.e. when loading files, where the server/service expects an Authorization header
  96214. */
  96215. static CustomRequestHeaders: {
  96216. [key: string]: string;
  96217. };
  96218. /**
  96219. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96220. */
  96221. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96222. /**
  96223. * Default behaviour for cors in the application.
  96224. * It can be a string if the expected behavior is identical in the entire app.
  96225. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96226. */
  96227. static CorsBehavior: string | ((url: string | string[]) => string);
  96228. /**
  96229. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96230. * @ignorenaming
  96231. */
  96232. static UseFallbackTexture: boolean;
  96233. /**
  96234. * Use this object to register external classes like custom textures or material
  96235. * to allow the laoders to instantiate them
  96236. */
  96237. static RegisteredExternalClasses: {
  96238. [key: string]: Object;
  96239. };
  96240. /**
  96241. * Texture content used if a texture cannot loaded
  96242. * @ignorenaming
  96243. */
  96244. static fallbackTexture: string;
  96245. /**
  96246. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96247. * @param u defines the coordinate on X axis
  96248. * @param v defines the coordinate on Y axis
  96249. * @param width defines the width of the source data
  96250. * @param height defines the height of the source data
  96251. * @param pixels defines the source byte array
  96252. * @param color defines the output color
  96253. */
  96254. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96255. /**
  96256. * Interpolates between a and b via alpha
  96257. * @param a The lower value (returned when alpha = 0)
  96258. * @param b The upper value (returned when alpha = 1)
  96259. * @param alpha The interpolation-factor
  96260. * @return The mixed value
  96261. */
  96262. static Mix(a: number, b: number, alpha: number): number;
  96263. /**
  96264. * Tries to instantiate a new object from a given class name
  96265. * @param className defines the class name to instantiate
  96266. * @returns the new object or null if the system was not able to do the instantiation
  96267. */
  96268. static Instantiate(className: string): any;
  96269. /**
  96270. * Provides a slice function that will work even on IE
  96271. * @param data defines the array to slice
  96272. * @param start defines the start of the data (optional)
  96273. * @param end defines the end of the data (optional)
  96274. * @returns the new sliced array
  96275. */
  96276. static Slice<T>(data: T, start?: number, end?: number): T;
  96277. /**
  96278. * Polyfill for setImmediate
  96279. * @param action defines the action to execute after the current execution block
  96280. */
  96281. static SetImmediate(action: () => void): void;
  96282. /**
  96283. * Function indicating if a number is an exponent of 2
  96284. * @param value defines the value to test
  96285. * @returns true if the value is an exponent of 2
  96286. */
  96287. static IsExponentOfTwo(value: number): boolean;
  96288. private static _tmpFloatArray;
  96289. /**
  96290. * Returns the nearest 32-bit single precision float representation of a Number
  96291. * @param value A Number. If the parameter is of a different type, it will get converted
  96292. * to a number or to NaN if it cannot be converted
  96293. * @returns number
  96294. */
  96295. static FloatRound(value: number): number;
  96296. /**
  96297. * Extracts the filename from a path
  96298. * @param path defines the path to use
  96299. * @returns the filename
  96300. */
  96301. static GetFilename(path: string): string;
  96302. /**
  96303. * Extracts the "folder" part of a path (everything before the filename).
  96304. * @param uri The URI to extract the info from
  96305. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96306. * @returns The "folder" part of the path
  96307. */
  96308. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96309. /**
  96310. * Extracts text content from a DOM element hierarchy
  96311. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96312. */
  96313. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96314. /**
  96315. * Convert an angle in radians to degrees
  96316. * @param angle defines the angle to convert
  96317. * @returns the angle in degrees
  96318. */
  96319. static ToDegrees(angle: number): number;
  96320. /**
  96321. * Convert an angle in degrees to radians
  96322. * @param angle defines the angle to convert
  96323. * @returns the angle in radians
  96324. */
  96325. static ToRadians(angle: number): number;
  96326. /**
  96327. * Encode a buffer to a base64 string
  96328. * @param buffer defines the buffer to encode
  96329. * @returns the encoded string
  96330. */
  96331. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96332. /**
  96333. * Returns an array if obj is not an array
  96334. * @param obj defines the object to evaluate as an array
  96335. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96336. * @returns either obj directly if obj is an array or a new array containing obj
  96337. */
  96338. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96339. /**
  96340. * Gets the pointer prefix to use
  96341. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96342. */
  96343. static GetPointerPrefix(): string;
  96344. /**
  96345. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96346. * @param url define the url we are trying
  96347. * @param element define the dom element where to configure the cors policy
  96348. */
  96349. static SetCorsBehavior(url: string | string[], element: {
  96350. crossOrigin: string | null;
  96351. }): void;
  96352. /**
  96353. * Removes unwanted characters from an url
  96354. * @param url defines the url to clean
  96355. * @returns the cleaned url
  96356. */
  96357. static CleanUrl(url: string): string;
  96358. /**
  96359. * Gets or sets a function used to pre-process url before using them to load assets
  96360. */
  96361. static PreprocessUrl: (url: string) => string;
  96362. /**
  96363. * Loads an image as an HTMLImageElement.
  96364. * @param input url string, ArrayBuffer, or Blob to load
  96365. * @param onLoad callback called when the image successfully loads
  96366. * @param onError callback called when the image fails to load
  96367. * @param offlineProvider offline provider for caching
  96368. * @returns the HTMLImageElement of the loaded image
  96369. */
  96370. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96371. /**
  96372. * Loads a file
  96373. * @param url url string, ArrayBuffer, or Blob to load
  96374. * @param onSuccess callback called when the file successfully loads
  96375. * @param onProgress callback called while file is loading (if the server supports this mode)
  96376. * @param offlineProvider defines the offline provider for caching
  96377. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96378. * @param onError callback called when the file fails to load
  96379. * @returns a file request object
  96380. */
  96381. 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;
  96382. /**
  96383. * Loads a file from a url
  96384. * @param url the file url to load
  96385. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96386. */
  96387. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96388. /**
  96389. * Load a script (identified by an url). When the url returns, the
  96390. * content of this file is added into a new script element, attached to the DOM (body element)
  96391. * @param scriptUrl defines the url of the script to laod
  96392. * @param onSuccess defines the callback called when the script is loaded
  96393. * @param onError defines the callback to call if an error occurs
  96394. * @param scriptId defines the id of the script element
  96395. */
  96396. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96397. /**
  96398. * Load an asynchronous script (identified by an url). When the url returns, the
  96399. * content of this file is added into a new script element, attached to the DOM (body element)
  96400. * @param scriptUrl defines the url of the script to laod
  96401. * @param scriptId defines the id of the script element
  96402. * @returns a promise request object
  96403. */
  96404. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96405. /**
  96406. * Loads a file from a blob
  96407. * @param fileToLoad defines the blob to use
  96408. * @param callback defines the callback to call when data is loaded
  96409. * @param progressCallback defines the callback to call during loading process
  96410. * @returns a file request object
  96411. */
  96412. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96413. /**
  96414. * Loads a file
  96415. * @param fileToLoad defines the file to load
  96416. * @param callback defines the callback to call when data is loaded
  96417. * @param progressCallBack defines the callback to call during loading process
  96418. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96419. * @returns a file request object
  96420. */
  96421. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96422. /**
  96423. * Creates a data url from a given string content
  96424. * @param content defines the content to convert
  96425. * @returns the new data url link
  96426. */
  96427. static FileAsURL(content: string): string;
  96428. /**
  96429. * Format the given number to a specific decimal format
  96430. * @param value defines the number to format
  96431. * @param decimals defines the number of decimals to use
  96432. * @returns the formatted string
  96433. */
  96434. static Format(value: number, decimals?: number): string;
  96435. /**
  96436. * Tries to copy an object by duplicating every property
  96437. * @param source defines the source object
  96438. * @param destination defines the target object
  96439. * @param doNotCopyList defines a list of properties to avoid
  96440. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96441. */
  96442. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96443. /**
  96444. * Gets a boolean indicating if the given object has no own property
  96445. * @param obj defines the object to test
  96446. * @returns true if object has no own property
  96447. */
  96448. static IsEmpty(obj: any): boolean;
  96449. /**
  96450. * Function used to register events at window level
  96451. * @param windowElement defines the Window object to use
  96452. * @param events defines the events to register
  96453. */
  96454. static RegisterTopRootEvents(windowElement: Window, events: {
  96455. name: string;
  96456. handler: Nullable<(e: FocusEvent) => any>;
  96457. }[]): void;
  96458. /**
  96459. * Function used to unregister events from window level
  96460. * @param windowElement defines the Window object to use
  96461. * @param events defines the events to unregister
  96462. */
  96463. static UnregisterTopRootEvents(windowElement: Window, events: {
  96464. name: string;
  96465. handler: Nullable<(e: FocusEvent) => any>;
  96466. }[]): void;
  96467. /**
  96468. * @ignore
  96469. */
  96470. static _ScreenshotCanvas: HTMLCanvasElement;
  96471. /**
  96472. * Dumps the current bound framebuffer
  96473. * @param width defines the rendering width
  96474. * @param height defines the rendering height
  96475. * @param engine defines the hosting engine
  96476. * @param successCallback defines the callback triggered once the data are available
  96477. * @param mimeType defines the mime type of the result
  96478. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96479. */
  96480. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96481. /**
  96482. * Converts the canvas data to blob.
  96483. * This acts as a polyfill for browsers not supporting the to blob function.
  96484. * @param canvas Defines the canvas to extract the data from
  96485. * @param successCallback Defines the callback triggered once the data are available
  96486. * @param mimeType Defines the mime type of the result
  96487. */
  96488. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96489. /**
  96490. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96491. * @param successCallback defines the callback triggered once the data are available
  96492. * @param mimeType defines the mime type of the result
  96493. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96494. */
  96495. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96496. /**
  96497. * Downloads a blob in the browser
  96498. * @param blob defines the blob to download
  96499. * @param fileName defines the name of the downloaded file
  96500. */
  96501. static Download(blob: Blob, fileName: string): void;
  96502. /**
  96503. * Captures a screenshot of the current rendering
  96504. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96505. * @param engine defines the rendering engine
  96506. * @param camera defines the source camera
  96507. * @param size This parameter can be set to a single number or to an object with the
  96508. * following (optional) properties: precision, width, height. If a single number is passed,
  96509. * it will be used for both width and height. If an object is passed, the screenshot size
  96510. * will be derived from the parameters. The precision property is a multiplier allowing
  96511. * rendering at a higher or lower resolution
  96512. * @param successCallback defines the callback receives a single parameter which contains the
  96513. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96514. * src parameter of an <img> to display it
  96515. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96516. * Check your browser for supported MIME types
  96517. */
  96518. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96519. /**
  96520. * Captures a screenshot of the current rendering
  96521. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96522. * @param engine defines the rendering engine
  96523. * @param camera defines the source camera
  96524. * @param size This parameter can be set to a single number or to an object with the
  96525. * following (optional) properties: precision, width, height. If a single number is passed,
  96526. * it will be used for both width and height. If an object is passed, the screenshot size
  96527. * will be derived from the parameters. The precision property is a multiplier allowing
  96528. * rendering at a higher or lower resolution
  96529. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96530. * Check your browser for supported MIME types
  96531. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96532. * to the src parameter of an <img> to display it
  96533. */
  96534. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96535. /**
  96536. * Generates an image screenshot from the specified camera.
  96537. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96538. * @param engine The engine to use for rendering
  96539. * @param camera The camera to use for rendering
  96540. * @param size This parameter can be set to a single number or to an object with the
  96541. * following (optional) properties: precision, width, height. If a single number is passed,
  96542. * it will be used for both width and height. If an object is passed, the screenshot size
  96543. * will be derived from the parameters. The precision property is a multiplier allowing
  96544. * rendering at a higher or lower resolution
  96545. * @param successCallback The callback receives a single parameter which contains the
  96546. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96547. * src parameter of an <img> to display it
  96548. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96549. * Check your browser for supported MIME types
  96550. * @param samples Texture samples (default: 1)
  96551. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96552. * @param fileName A name for for the downloaded file.
  96553. */
  96554. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96555. /**
  96556. * Generates an image screenshot from the specified camera.
  96557. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96558. * @param engine The engine to use for rendering
  96559. * @param camera The camera to use for rendering
  96560. * @param size This parameter can be set to a single number or to an object with the
  96561. * following (optional) properties: precision, width, height. If a single number is passed,
  96562. * it will be used for both width and height. If an object is passed, the screenshot size
  96563. * will be derived from the parameters. The precision property is a multiplier allowing
  96564. * rendering at a higher or lower resolution
  96565. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96566. * Check your browser for supported MIME types
  96567. * @param samples Texture samples (default: 1)
  96568. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96569. * @param fileName A name for for the downloaded file.
  96570. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96571. * to the src parameter of an <img> to display it
  96572. */
  96573. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96574. /**
  96575. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96576. * Be aware Math.random() could cause collisions, but:
  96577. * "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"
  96578. * @returns a pseudo random id
  96579. */
  96580. static RandomId(): string;
  96581. /**
  96582. * Test if the given uri is a base64 string
  96583. * @param uri The uri to test
  96584. * @return True if the uri is a base64 string or false otherwise
  96585. */
  96586. static IsBase64(uri: string): boolean;
  96587. /**
  96588. * Decode the given base64 uri.
  96589. * @param uri The uri to decode
  96590. * @return The decoded base64 data.
  96591. */
  96592. static DecodeBase64(uri: string): ArrayBuffer;
  96593. /**
  96594. * Gets the absolute url.
  96595. * @param url the input url
  96596. * @return the absolute url
  96597. */
  96598. static GetAbsoluteUrl(url: string): string;
  96599. /**
  96600. * No log
  96601. */
  96602. static readonly NoneLogLevel: number;
  96603. /**
  96604. * Only message logs
  96605. */
  96606. static readonly MessageLogLevel: number;
  96607. /**
  96608. * Only warning logs
  96609. */
  96610. static readonly WarningLogLevel: number;
  96611. /**
  96612. * Only error logs
  96613. */
  96614. static readonly ErrorLogLevel: number;
  96615. /**
  96616. * All logs
  96617. */
  96618. static readonly AllLogLevel: number;
  96619. /**
  96620. * Gets a value indicating the number of loading errors
  96621. * @ignorenaming
  96622. */
  96623. static readonly errorsCount: number;
  96624. /**
  96625. * Callback called when a new log is added
  96626. */
  96627. static OnNewCacheEntry: (entry: string) => void;
  96628. /**
  96629. * Log a message to the console
  96630. * @param message defines the message to log
  96631. */
  96632. static Log(message: string): void;
  96633. /**
  96634. * Write a warning message to the console
  96635. * @param message defines the message to log
  96636. */
  96637. static Warn(message: string): void;
  96638. /**
  96639. * Write an error message to the console
  96640. * @param message defines the message to log
  96641. */
  96642. static Error(message: string): void;
  96643. /**
  96644. * Gets current log cache (list of logs)
  96645. */
  96646. static readonly LogCache: string;
  96647. /**
  96648. * Clears the log cache
  96649. */
  96650. static ClearLogCache(): void;
  96651. /**
  96652. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96653. */
  96654. static LogLevels: number;
  96655. /**
  96656. * Checks if the window object exists
  96657. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96658. */
  96659. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96660. /**
  96661. * No performance log
  96662. */
  96663. static readonly PerformanceNoneLogLevel: number;
  96664. /**
  96665. * Use user marks to log performance
  96666. */
  96667. static readonly PerformanceUserMarkLogLevel: number;
  96668. /**
  96669. * Log performance to the console
  96670. */
  96671. static readonly PerformanceConsoleLogLevel: number;
  96672. private static _performance;
  96673. /**
  96674. * Sets the current performance log level
  96675. */
  96676. static PerformanceLogLevel: number;
  96677. private static _StartPerformanceCounterDisabled;
  96678. private static _EndPerformanceCounterDisabled;
  96679. private static _StartUserMark;
  96680. private static _EndUserMark;
  96681. private static _StartPerformanceConsole;
  96682. private static _EndPerformanceConsole;
  96683. /**
  96684. * Starts a performance counter
  96685. */
  96686. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96687. /**
  96688. * Ends a specific performance coutner
  96689. */
  96690. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96691. /**
  96692. * Gets either window.performance.now() if supported or Date.now() else
  96693. */
  96694. static readonly Now: number;
  96695. /**
  96696. * This method will return the name of the class used to create the instance of the given object.
  96697. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96698. * @param object the object to get the class name from
  96699. * @param isType defines if the object is actually a type
  96700. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96701. */
  96702. static GetClassName(object: any, isType?: boolean): string;
  96703. /**
  96704. * Gets the first element of an array satisfying a given predicate
  96705. * @param array defines the array to browse
  96706. * @param predicate defines the predicate to use
  96707. * @returns null if not found or the element
  96708. */
  96709. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96710. /**
  96711. * This method will return the name of the full name of the class, including its owning module (if any).
  96712. * 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).
  96713. * @param object the object to get the class name from
  96714. * @param isType defines if the object is actually a type
  96715. * @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.
  96716. * @ignorenaming
  96717. */
  96718. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96719. /**
  96720. * Returns a promise that resolves after the given amount of time.
  96721. * @param delay Number of milliseconds to delay
  96722. * @returns Promise that resolves after the given amount of time
  96723. */
  96724. static DelayAsync(delay: number): Promise<void>;
  96725. }
  96726. /**
  96727. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96728. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96729. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96730. * @param name The name of the class, case should be preserved
  96731. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96732. */
  96733. export function className(name: string, module?: string): (target: Object) => void;
  96734. /**
  96735. * An implementation of a loop for asynchronous functions.
  96736. */
  96737. export class AsyncLoop {
  96738. /**
  96739. * Defines the number of iterations for the loop
  96740. */
  96741. iterations: number;
  96742. /**
  96743. * Defines the current index of the loop.
  96744. */
  96745. index: number;
  96746. private _done;
  96747. private _fn;
  96748. private _successCallback;
  96749. /**
  96750. * Constructor.
  96751. * @param iterations the number of iterations.
  96752. * @param func the function to run each iteration
  96753. * @param successCallback the callback that will be called upon succesful execution
  96754. * @param offset starting offset.
  96755. */
  96756. constructor(
  96757. /**
  96758. * Defines the number of iterations for the loop
  96759. */
  96760. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96761. /**
  96762. * Execute the next iteration. Must be called after the last iteration was finished.
  96763. */
  96764. executeNext(): void;
  96765. /**
  96766. * Break the loop and run the success callback.
  96767. */
  96768. breakLoop(): void;
  96769. /**
  96770. * Create and run an async loop.
  96771. * @param iterations the number of iterations.
  96772. * @param fn the function to run each iteration
  96773. * @param successCallback the callback that will be called upon succesful execution
  96774. * @param offset starting offset.
  96775. * @returns the created async loop object
  96776. */
  96777. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96778. /**
  96779. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96780. * @param iterations total number of iterations
  96781. * @param syncedIterations number of synchronous iterations in each async iteration.
  96782. * @param fn the function to call each iteration.
  96783. * @param callback a success call back that will be called when iterating stops.
  96784. * @param breakFunction a break condition (optional)
  96785. * @param timeout timeout settings for the setTimeout function. default - 0.
  96786. * @returns the created async loop object
  96787. */
  96788. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96789. }
  96790. }
  96791. declare module BABYLON {
  96792. /** @hidden */
  96793. export interface ICollisionCoordinator {
  96794. createCollider(): Collider;
  96795. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96796. init(scene: Scene): void;
  96797. }
  96798. /** @hidden */
  96799. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96800. private _scene;
  96801. private _scaledPosition;
  96802. private _scaledVelocity;
  96803. private _finalPosition;
  96804. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96805. createCollider(): Collider;
  96806. init(scene: Scene): void;
  96807. private _collideWithWorld;
  96808. }
  96809. }
  96810. declare module BABYLON {
  96811. /**
  96812. * Class used to manage all inputs for the scene.
  96813. */
  96814. export class InputManager {
  96815. /** The distance in pixel that you have to move to prevent some events */
  96816. static DragMovementThreshold: number;
  96817. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96818. static LongPressDelay: number;
  96819. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96820. static DoubleClickDelay: number;
  96821. /** If you need to check double click without raising a single click at first click, enable this flag */
  96822. static ExclusiveDoubleClickMode: boolean;
  96823. private _wheelEventName;
  96824. private _onPointerMove;
  96825. private _onPointerDown;
  96826. private _onPointerUp;
  96827. private _initClickEvent;
  96828. private _initActionManager;
  96829. private _delayedSimpleClick;
  96830. private _delayedSimpleClickTimeout;
  96831. private _previousDelayedSimpleClickTimeout;
  96832. private _meshPickProceed;
  96833. private _previousButtonPressed;
  96834. private _currentPickResult;
  96835. private _previousPickResult;
  96836. private _totalPointersPressed;
  96837. private _doubleClickOccured;
  96838. private _pointerOverMesh;
  96839. private _pickedDownMesh;
  96840. private _pickedUpMesh;
  96841. private _pointerX;
  96842. private _pointerY;
  96843. private _unTranslatedPointerX;
  96844. private _unTranslatedPointerY;
  96845. private _startingPointerPosition;
  96846. private _previousStartingPointerPosition;
  96847. private _startingPointerTime;
  96848. private _previousStartingPointerTime;
  96849. private _pointerCaptures;
  96850. private _onKeyDown;
  96851. private _onKeyUp;
  96852. private _onCanvasFocusObserver;
  96853. private _onCanvasBlurObserver;
  96854. private _scene;
  96855. /**
  96856. * Creates a new InputManager
  96857. * @param scene defines the hosting scene
  96858. */
  96859. constructor(scene: Scene);
  96860. /**
  96861. * Gets the mesh that is currently under the pointer
  96862. */
  96863. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96864. /**
  96865. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96866. */
  96867. readonly unTranslatedPointer: Vector2;
  96868. /**
  96869. * Gets or sets the current on-screen X position of the pointer
  96870. */
  96871. pointerX: number;
  96872. /**
  96873. * Gets or sets the current on-screen Y position of the pointer
  96874. */
  96875. pointerY: number;
  96876. private _updatePointerPosition;
  96877. private _processPointerMove;
  96878. private _setRayOnPointerInfo;
  96879. private _checkPrePointerObservable;
  96880. /**
  96881. * Use this method to simulate a pointer move on a mesh
  96882. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96883. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96884. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96885. */
  96886. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96887. /**
  96888. * Use this method to simulate a pointer down on a mesh
  96889. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96890. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96891. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96892. */
  96893. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96894. private _processPointerDown;
  96895. /** @hidden */
  96896. _isPointerSwiping(): boolean;
  96897. /**
  96898. * Use this method to simulate a pointer up on a mesh
  96899. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96900. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96901. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96902. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96903. */
  96904. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96905. private _processPointerUp;
  96906. /**
  96907. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96908. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96909. * @returns true if the pointer was captured
  96910. */
  96911. isPointerCaptured(pointerId?: number): boolean;
  96912. /**
  96913. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96914. * @param attachUp defines if you want to attach events to pointerup
  96915. * @param attachDown defines if you want to attach events to pointerdown
  96916. * @param attachMove defines if you want to attach events to pointermove
  96917. */
  96918. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96919. /**
  96920. * Detaches all event handlers
  96921. */
  96922. detachControl(): void;
  96923. /**
  96924. * Force the value of meshUnderPointer
  96925. * @param mesh defines the mesh to use
  96926. */
  96927. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96928. /**
  96929. * Gets the mesh under the pointer
  96930. * @returns a Mesh or null if no mesh is under the pointer
  96931. */
  96932. getPointerOverMesh(): Nullable<AbstractMesh>;
  96933. }
  96934. }
  96935. declare module BABYLON {
  96936. /**
  96937. * Helper class used to generate session unique ID
  96938. */
  96939. export class UniqueIdGenerator {
  96940. private static _UniqueIdCounter;
  96941. /**
  96942. * Gets an unique (relatively to the current scene) Id
  96943. */
  96944. static readonly UniqueId: number;
  96945. }
  96946. }
  96947. declare module BABYLON {
  96948. /**
  96949. * This class defines the direct association between an animation and a target
  96950. */
  96951. export class TargetedAnimation {
  96952. /**
  96953. * Animation to perform
  96954. */
  96955. animation: Animation;
  96956. /**
  96957. * Target to animate
  96958. */
  96959. target: any;
  96960. /**
  96961. * Serialize the object
  96962. * @returns the JSON object representing the current entity
  96963. */
  96964. serialize(): any;
  96965. }
  96966. /**
  96967. * Use this class to create coordinated animations on multiple targets
  96968. */
  96969. export class AnimationGroup implements IDisposable {
  96970. /** The name of the animation group */
  96971. name: string;
  96972. private _scene;
  96973. private _targetedAnimations;
  96974. private _animatables;
  96975. private _from;
  96976. private _to;
  96977. private _isStarted;
  96978. private _isPaused;
  96979. private _speedRatio;
  96980. private _loopAnimation;
  96981. /**
  96982. * Gets or sets the unique id of the node
  96983. */
  96984. uniqueId: number;
  96985. /**
  96986. * This observable will notify when one animation have ended
  96987. */
  96988. onAnimationEndObservable: Observable<TargetedAnimation>;
  96989. /**
  96990. * Observer raised when one animation loops
  96991. */
  96992. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96993. /**
  96994. * This observable will notify when all animations have ended.
  96995. */
  96996. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96997. /**
  96998. * This observable will notify when all animations have paused.
  96999. */
  97000. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  97001. /**
  97002. * This observable will notify when all animations are playing.
  97003. */
  97004. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  97005. /**
  97006. * Gets the first frame
  97007. */
  97008. readonly from: number;
  97009. /**
  97010. * Gets the last frame
  97011. */
  97012. readonly to: number;
  97013. /**
  97014. * Define if the animations are started
  97015. */
  97016. readonly isStarted: boolean;
  97017. /**
  97018. * Gets a value indicating that the current group is playing
  97019. */
  97020. readonly isPlaying: boolean;
  97021. /**
  97022. * Gets or sets the speed ratio to use for all animations
  97023. */
  97024. /**
  97025. * Gets or sets the speed ratio to use for all animations
  97026. */
  97027. speedRatio: number;
  97028. /**
  97029. * Gets or sets if all animations should loop or not
  97030. */
  97031. loopAnimation: boolean;
  97032. /**
  97033. * Gets the targeted animations for this animation group
  97034. */
  97035. readonly targetedAnimations: Array<TargetedAnimation>;
  97036. /**
  97037. * returning the list of animatables controlled by this animation group.
  97038. */
  97039. readonly animatables: Array<Animatable>;
  97040. /**
  97041. * Instantiates a new Animation Group.
  97042. * This helps managing several animations at once.
  97043. * @see http://doc.babylonjs.com/how_to/group
  97044. * @param name Defines the name of the group
  97045. * @param scene Defines the scene the group belongs to
  97046. */
  97047. constructor(
  97048. /** The name of the animation group */
  97049. name: string, scene?: Nullable<Scene>);
  97050. /**
  97051. * Add an animation (with its target) in the group
  97052. * @param animation defines the animation we want to add
  97053. * @param target defines the target of the animation
  97054. * @returns the TargetedAnimation object
  97055. */
  97056. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  97057. /**
  97058. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  97059. * It can add constant keys at begin or end
  97060. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  97061. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  97062. * @returns the animation group
  97063. */
  97064. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  97065. /**
  97066. * Start all animations on given targets
  97067. * @param loop defines if animations must loop
  97068. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  97069. * @param from defines the from key (optional)
  97070. * @param to defines the to key (optional)
  97071. * @returns the current animation group
  97072. */
  97073. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  97074. /**
  97075. * Pause all animations
  97076. * @returns the animation group
  97077. */
  97078. pause(): AnimationGroup;
  97079. /**
  97080. * Play all animations to initial state
  97081. * This function will start() the animations if they were not started or will restart() them if they were paused
  97082. * @param loop defines if animations must loop
  97083. * @returns the animation group
  97084. */
  97085. play(loop?: boolean): AnimationGroup;
  97086. /**
  97087. * Reset all animations to initial state
  97088. * @returns the animation group
  97089. */
  97090. reset(): AnimationGroup;
  97091. /**
  97092. * Restart animations from key 0
  97093. * @returns the animation group
  97094. */
  97095. restart(): AnimationGroup;
  97096. /**
  97097. * Stop all animations
  97098. * @returns the animation group
  97099. */
  97100. stop(): AnimationGroup;
  97101. /**
  97102. * Set animation weight for all animatables
  97103. * @param weight defines the weight to use
  97104. * @return the animationGroup
  97105. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97106. */
  97107. setWeightForAllAnimatables(weight: number): AnimationGroup;
  97108. /**
  97109. * Synchronize and normalize all animatables with a source animatable
  97110. * @param root defines the root animatable to synchronize with
  97111. * @return the animationGroup
  97112. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97113. */
  97114. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  97115. /**
  97116. * Goes to a specific frame in this animation group
  97117. * @param frame the frame number to go to
  97118. * @return the animationGroup
  97119. */
  97120. goToFrame(frame: number): AnimationGroup;
  97121. /**
  97122. * Dispose all associated resources
  97123. */
  97124. dispose(): void;
  97125. private _checkAnimationGroupEnded;
  97126. /**
  97127. * Clone the current animation group and returns a copy
  97128. * @param newName defines the name of the new group
  97129. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  97130. * @returns the new aniamtion group
  97131. */
  97132. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  97133. /**
  97134. * Serializes the animationGroup to an object
  97135. * @returns Serialized object
  97136. */
  97137. serialize(): any;
  97138. /**
  97139. * Returns a new AnimationGroup object parsed from the source provided.
  97140. * @param parsedAnimationGroup defines the source
  97141. * @param scene defines the scene that will receive the animationGroup
  97142. * @returns a new AnimationGroup
  97143. */
  97144. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  97145. /**
  97146. * Returns the string "AnimationGroup"
  97147. * @returns "AnimationGroup"
  97148. */
  97149. getClassName(): string;
  97150. /**
  97151. * Creates a detailled string about the object
  97152. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  97153. * @returns a string representing the object
  97154. */
  97155. toString(fullDetails?: boolean): string;
  97156. }
  97157. }
  97158. declare module BABYLON {
  97159. /**
  97160. * Define an interface for all classes that will hold resources
  97161. */
  97162. export interface IDisposable {
  97163. /**
  97164. * Releases all held resources
  97165. */
  97166. dispose(): void;
  97167. }
  97168. /** Interface defining initialization parameters for Scene class */
  97169. export interface SceneOptions {
  97170. /**
  97171. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  97172. * It will improve performance when the number of geometries becomes important.
  97173. */
  97174. useGeometryUniqueIdsMap?: boolean;
  97175. /**
  97176. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  97177. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97178. */
  97179. useMaterialMeshMap?: boolean;
  97180. /**
  97181. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  97182. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97183. */
  97184. useClonedMeshhMap?: boolean;
  97185. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  97186. virtual?: boolean;
  97187. }
  97188. /**
  97189. * Represents a scene to be rendered by the engine.
  97190. * @see http://doc.babylonjs.com/features/scene
  97191. */
  97192. export class Scene extends AbstractScene implements IAnimatable {
  97193. /** The fog is deactivated */
  97194. static readonly FOGMODE_NONE: number;
  97195. /** The fog density is following an exponential function */
  97196. static readonly FOGMODE_EXP: number;
  97197. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97198. static readonly FOGMODE_EXP2: number;
  97199. /** The fog density is following a linear function. */
  97200. static readonly FOGMODE_LINEAR: number;
  97201. /**
  97202. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97203. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97204. */
  97205. static MinDeltaTime: number;
  97206. /**
  97207. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97208. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97209. */
  97210. static MaxDeltaTime: number;
  97211. /**
  97212. * Factory used to create the default material.
  97213. * @param name The name of the material to create
  97214. * @param scene The scene to create the material for
  97215. * @returns The default material
  97216. */
  97217. static DefaultMaterialFactory(scene: Scene): Material;
  97218. /**
  97219. * Factory used to create the a collision coordinator.
  97220. * @returns The collision coordinator
  97221. */
  97222. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97223. /** @hidden */
  97224. _inputManager: InputManager;
  97225. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97226. cameraToUseForPointers: Nullable<Camera>;
  97227. /** @hidden */
  97228. readonly _isScene: boolean;
  97229. /**
  97230. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97231. */
  97232. autoClear: boolean;
  97233. /**
  97234. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97235. */
  97236. autoClearDepthAndStencil: boolean;
  97237. /**
  97238. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97239. */
  97240. clearColor: Color4;
  97241. /**
  97242. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97243. */
  97244. ambientColor: Color3;
  97245. /**
  97246. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97247. * It should only be one of the following (if not the default embedded one):
  97248. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97249. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97250. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97251. * The material properties need to be setup according to the type of texture in use.
  97252. */
  97253. environmentBRDFTexture: BaseTexture;
  97254. /** @hidden */
  97255. protected _environmentTexture: Nullable<BaseTexture>;
  97256. /**
  97257. * Texture used in all pbr material as the reflection texture.
  97258. * As in the majority of the scene they are the same (exception for multi room and so on),
  97259. * this is easier to reference from here than from all the materials.
  97260. */
  97261. /**
  97262. * Texture used in all pbr material as the reflection texture.
  97263. * As in the majority of the scene they are the same (exception for multi room and so on),
  97264. * this is easier to set here than in all the materials.
  97265. */
  97266. environmentTexture: Nullable<BaseTexture>;
  97267. /** @hidden */
  97268. protected _environmentIntensity: number;
  97269. /**
  97270. * Intensity of the environment in all pbr material.
  97271. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97272. * As in the majority of the scene they are the same (exception for multi room and so on),
  97273. * this is easier to reference from here than from all the materials.
  97274. */
  97275. /**
  97276. * Intensity of the environment in all pbr material.
  97277. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97278. * As in the majority of the scene they are the same (exception for multi room and so on),
  97279. * this is easier to set here than in all the materials.
  97280. */
  97281. environmentIntensity: number;
  97282. /** @hidden */
  97283. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97284. /**
  97285. * Default image processing configuration used either in the rendering
  97286. * Forward main pass or through the imageProcessingPostProcess if present.
  97287. * As in the majority of the scene they are the same (exception for multi camera),
  97288. * this is easier to reference from here than from all the materials and post process.
  97289. *
  97290. * No setter as we it is a shared configuration, you can set the values instead.
  97291. */
  97292. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97293. private _forceWireframe;
  97294. /**
  97295. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97296. */
  97297. forceWireframe: boolean;
  97298. private _forcePointsCloud;
  97299. /**
  97300. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97301. */
  97302. forcePointsCloud: boolean;
  97303. /**
  97304. * Gets or sets the active clipplane 1
  97305. */
  97306. clipPlane: Nullable<Plane>;
  97307. /**
  97308. * Gets or sets the active clipplane 2
  97309. */
  97310. clipPlane2: Nullable<Plane>;
  97311. /**
  97312. * Gets or sets the active clipplane 3
  97313. */
  97314. clipPlane3: Nullable<Plane>;
  97315. /**
  97316. * Gets or sets the active clipplane 4
  97317. */
  97318. clipPlane4: Nullable<Plane>;
  97319. /**
  97320. * Gets or sets a boolean indicating if animations are enabled
  97321. */
  97322. animationsEnabled: boolean;
  97323. private _animationPropertiesOverride;
  97324. /**
  97325. * Gets or sets the animation properties override
  97326. */
  97327. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97328. /**
  97329. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97330. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97331. */
  97332. useConstantAnimationDeltaTime: boolean;
  97333. /**
  97334. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97335. * Please note that it requires to run a ray cast through the scene on every frame
  97336. */
  97337. constantlyUpdateMeshUnderPointer: boolean;
  97338. /**
  97339. * Defines the HTML cursor to use when hovering over interactive elements
  97340. */
  97341. hoverCursor: string;
  97342. /**
  97343. * Defines the HTML default cursor to use (empty by default)
  97344. */
  97345. defaultCursor: string;
  97346. /**
  97347. * This is used to call preventDefault() on pointer down
  97348. * in order to block unwanted artifacts like system double clicks
  97349. */
  97350. preventDefaultOnPointerDown: boolean;
  97351. /**
  97352. * This is used to call preventDefault() on pointer up
  97353. * in order to block unwanted artifacts like system double clicks
  97354. */
  97355. preventDefaultOnPointerUp: boolean;
  97356. /**
  97357. * Gets or sets user defined metadata
  97358. */
  97359. metadata: any;
  97360. /**
  97361. * For internal use only. Please do not use.
  97362. */
  97363. reservedDataStore: any;
  97364. /**
  97365. * Gets the name of the plugin used to load this scene (null by default)
  97366. */
  97367. loadingPluginName: string;
  97368. /**
  97369. * Use this array to add regular expressions used to disable offline support for specific urls
  97370. */
  97371. disableOfflineSupportExceptionRules: RegExp[];
  97372. /**
  97373. * An event triggered when the scene is disposed.
  97374. */
  97375. onDisposeObservable: Observable<Scene>;
  97376. private _onDisposeObserver;
  97377. /** Sets a function to be executed when this scene is disposed. */
  97378. onDispose: () => void;
  97379. /**
  97380. * An event triggered before rendering the scene (right after animations and physics)
  97381. */
  97382. onBeforeRenderObservable: Observable<Scene>;
  97383. private _onBeforeRenderObserver;
  97384. /** Sets a function to be executed before rendering this scene */
  97385. beforeRender: Nullable<() => void>;
  97386. /**
  97387. * An event triggered after rendering the scene
  97388. */
  97389. onAfterRenderObservable: Observable<Scene>;
  97390. /**
  97391. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97392. */
  97393. onAfterRenderCameraObservable: Observable<Camera>;
  97394. private _onAfterRenderObserver;
  97395. /** Sets a function to be executed after rendering this scene */
  97396. afterRender: Nullable<() => void>;
  97397. /**
  97398. * An event triggered before animating the scene
  97399. */
  97400. onBeforeAnimationsObservable: Observable<Scene>;
  97401. /**
  97402. * An event triggered after animations processing
  97403. */
  97404. onAfterAnimationsObservable: Observable<Scene>;
  97405. /**
  97406. * An event triggered before draw calls are ready to be sent
  97407. */
  97408. onBeforeDrawPhaseObservable: Observable<Scene>;
  97409. /**
  97410. * An event triggered after draw calls have been sent
  97411. */
  97412. onAfterDrawPhaseObservable: Observable<Scene>;
  97413. /**
  97414. * An event triggered when the scene is ready
  97415. */
  97416. onReadyObservable: Observable<Scene>;
  97417. /**
  97418. * An event triggered before rendering a camera
  97419. */
  97420. onBeforeCameraRenderObservable: Observable<Camera>;
  97421. private _onBeforeCameraRenderObserver;
  97422. /** Sets a function to be executed before rendering a camera*/
  97423. beforeCameraRender: () => void;
  97424. /**
  97425. * An event triggered after rendering a camera
  97426. */
  97427. onAfterCameraRenderObservable: Observable<Camera>;
  97428. private _onAfterCameraRenderObserver;
  97429. /** Sets a function to be executed after rendering a camera*/
  97430. afterCameraRender: () => void;
  97431. /**
  97432. * An event triggered when active meshes evaluation is about to start
  97433. */
  97434. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97435. /**
  97436. * An event triggered when active meshes evaluation is done
  97437. */
  97438. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97439. /**
  97440. * An event triggered when particles rendering is about to start
  97441. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97442. */
  97443. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97444. /**
  97445. * An event triggered when particles rendering is done
  97446. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97447. */
  97448. onAfterParticlesRenderingObservable: Observable<Scene>;
  97449. /**
  97450. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97451. */
  97452. onDataLoadedObservable: Observable<Scene>;
  97453. /**
  97454. * An event triggered when a camera is created
  97455. */
  97456. onNewCameraAddedObservable: Observable<Camera>;
  97457. /**
  97458. * An event triggered when a camera is removed
  97459. */
  97460. onCameraRemovedObservable: Observable<Camera>;
  97461. /**
  97462. * An event triggered when a light is created
  97463. */
  97464. onNewLightAddedObservable: Observable<Light>;
  97465. /**
  97466. * An event triggered when a light is removed
  97467. */
  97468. onLightRemovedObservable: Observable<Light>;
  97469. /**
  97470. * An event triggered when a geometry is created
  97471. */
  97472. onNewGeometryAddedObservable: Observable<Geometry>;
  97473. /**
  97474. * An event triggered when a geometry is removed
  97475. */
  97476. onGeometryRemovedObservable: Observable<Geometry>;
  97477. /**
  97478. * An event triggered when a transform node is created
  97479. */
  97480. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97481. /**
  97482. * An event triggered when a transform node is removed
  97483. */
  97484. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97485. /**
  97486. * An event triggered when a mesh is created
  97487. */
  97488. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97489. /**
  97490. * An event triggered when a mesh is removed
  97491. */
  97492. onMeshRemovedObservable: Observable<AbstractMesh>;
  97493. /**
  97494. * An event triggered when a skeleton is created
  97495. */
  97496. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97497. /**
  97498. * An event triggered when a skeleton is removed
  97499. */
  97500. onSkeletonRemovedObservable: Observable<Skeleton>;
  97501. /**
  97502. * An event triggered when a material is created
  97503. */
  97504. onNewMaterialAddedObservable: Observable<Material>;
  97505. /**
  97506. * An event triggered when a material is removed
  97507. */
  97508. onMaterialRemovedObservable: Observable<Material>;
  97509. /**
  97510. * An event triggered when a texture is created
  97511. */
  97512. onNewTextureAddedObservable: Observable<BaseTexture>;
  97513. /**
  97514. * An event triggered when a texture is removed
  97515. */
  97516. onTextureRemovedObservable: Observable<BaseTexture>;
  97517. /**
  97518. * An event triggered when render targets are about to be rendered
  97519. * Can happen multiple times per frame.
  97520. */
  97521. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97522. /**
  97523. * An event triggered when render targets were rendered.
  97524. * Can happen multiple times per frame.
  97525. */
  97526. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97527. /**
  97528. * An event triggered before calculating deterministic simulation step
  97529. */
  97530. onBeforeStepObservable: Observable<Scene>;
  97531. /**
  97532. * An event triggered after calculating deterministic simulation step
  97533. */
  97534. onAfterStepObservable: Observable<Scene>;
  97535. /**
  97536. * An event triggered when the activeCamera property is updated
  97537. */
  97538. onActiveCameraChanged: Observable<Scene>;
  97539. /**
  97540. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97541. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97542. * 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)
  97543. */
  97544. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97545. /**
  97546. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97547. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97548. * 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)
  97549. */
  97550. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97551. /**
  97552. * This Observable will when a mesh has been imported into the scene.
  97553. */
  97554. onMeshImportedObservable: Observable<AbstractMesh>;
  97555. /**
  97556. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97557. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97558. */
  97559. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97560. /** @hidden */
  97561. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97562. /**
  97563. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97564. */
  97565. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97566. /**
  97567. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97568. */
  97569. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97570. /**
  97571. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97572. */
  97573. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97574. /** Callback called when a pointer move is detected */
  97575. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97576. /** Callback called when a pointer down is detected */
  97577. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97578. /** Callback called when a pointer up is detected */
  97579. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97580. /** Callback called when a pointer pick is detected */
  97581. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97582. /**
  97583. * 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).
  97584. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97585. */
  97586. onPrePointerObservable: Observable<PointerInfoPre>;
  97587. /**
  97588. * Observable event triggered each time an input event is received from the rendering canvas
  97589. */
  97590. onPointerObservable: Observable<PointerInfo>;
  97591. /**
  97592. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97593. */
  97594. readonly unTranslatedPointer: Vector2;
  97595. /**
  97596. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97597. */
  97598. static DragMovementThreshold: number;
  97599. /**
  97600. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97601. */
  97602. static LongPressDelay: number;
  97603. /**
  97604. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97605. */
  97606. static DoubleClickDelay: number;
  97607. /** If you need to check double click without raising a single click at first click, enable this flag */
  97608. static ExclusiveDoubleClickMode: boolean;
  97609. /** @hidden */
  97610. _mirroredCameraPosition: Nullable<Vector3>;
  97611. /**
  97612. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97613. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97614. */
  97615. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97616. /**
  97617. * Observable event triggered each time an keyboard event is received from the hosting window
  97618. */
  97619. onKeyboardObservable: Observable<KeyboardInfo>;
  97620. private _useRightHandedSystem;
  97621. /**
  97622. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97623. */
  97624. useRightHandedSystem: boolean;
  97625. private _timeAccumulator;
  97626. private _currentStepId;
  97627. private _currentInternalStep;
  97628. /**
  97629. * Sets the step Id used by deterministic lock step
  97630. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97631. * @param newStepId defines the step Id
  97632. */
  97633. setStepId(newStepId: number): void;
  97634. /**
  97635. * Gets the step Id used by deterministic lock step
  97636. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97637. * @returns the step Id
  97638. */
  97639. getStepId(): number;
  97640. /**
  97641. * Gets the internal step used by deterministic lock step
  97642. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97643. * @returns the internal step
  97644. */
  97645. getInternalStep(): number;
  97646. private _fogEnabled;
  97647. /**
  97648. * Gets or sets a boolean indicating if fog is enabled on this scene
  97649. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97650. * (Default is true)
  97651. */
  97652. fogEnabled: boolean;
  97653. private _fogMode;
  97654. /**
  97655. * Gets or sets the fog mode to use
  97656. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97657. * | mode | value |
  97658. * | --- | --- |
  97659. * | FOGMODE_NONE | 0 |
  97660. * | FOGMODE_EXP | 1 |
  97661. * | FOGMODE_EXP2 | 2 |
  97662. * | FOGMODE_LINEAR | 3 |
  97663. */
  97664. fogMode: number;
  97665. /**
  97666. * Gets or sets the fog color to use
  97667. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97668. * (Default is Color3(0.2, 0.2, 0.3))
  97669. */
  97670. fogColor: Color3;
  97671. /**
  97672. * Gets or sets the fog density to use
  97673. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97674. * (Default is 0.1)
  97675. */
  97676. fogDensity: number;
  97677. /**
  97678. * Gets or sets the fog start distance to use
  97679. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97680. * (Default is 0)
  97681. */
  97682. fogStart: number;
  97683. /**
  97684. * Gets or sets the fog end distance to use
  97685. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97686. * (Default is 1000)
  97687. */
  97688. fogEnd: number;
  97689. private _shadowsEnabled;
  97690. /**
  97691. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97692. */
  97693. shadowsEnabled: boolean;
  97694. private _lightsEnabled;
  97695. /**
  97696. * Gets or sets a boolean indicating if lights are enabled on this scene
  97697. */
  97698. lightsEnabled: boolean;
  97699. /** All of the active cameras added to this scene. */
  97700. activeCameras: Camera[];
  97701. /** @hidden */
  97702. _activeCamera: Nullable<Camera>;
  97703. /** Gets or sets the current active camera */
  97704. activeCamera: Nullable<Camera>;
  97705. private _defaultMaterial;
  97706. /** The default material used on meshes when no material is affected */
  97707. /** The default material used on meshes when no material is affected */
  97708. defaultMaterial: Material;
  97709. private _texturesEnabled;
  97710. /**
  97711. * Gets or sets a boolean indicating if textures are enabled on this scene
  97712. */
  97713. texturesEnabled: boolean;
  97714. /**
  97715. * Gets or sets a boolean indicating if particles are enabled on this scene
  97716. */
  97717. particlesEnabled: boolean;
  97718. /**
  97719. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97720. */
  97721. spritesEnabled: boolean;
  97722. private _skeletonsEnabled;
  97723. /**
  97724. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97725. */
  97726. skeletonsEnabled: boolean;
  97727. /**
  97728. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97729. */
  97730. lensFlaresEnabled: boolean;
  97731. /**
  97732. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97733. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97734. */
  97735. collisionsEnabled: boolean;
  97736. private _collisionCoordinator;
  97737. /** @hidden */
  97738. readonly collisionCoordinator: ICollisionCoordinator;
  97739. /**
  97740. * Defines the gravity applied to this scene (used only for collisions)
  97741. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97742. */
  97743. gravity: Vector3;
  97744. /**
  97745. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97746. */
  97747. postProcessesEnabled: boolean;
  97748. /**
  97749. * The list of postprocesses added to the scene
  97750. */
  97751. postProcesses: PostProcess[];
  97752. /**
  97753. * Gets the current postprocess manager
  97754. */
  97755. postProcessManager: PostProcessManager;
  97756. /**
  97757. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97758. */
  97759. renderTargetsEnabled: boolean;
  97760. /**
  97761. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97762. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97763. */
  97764. dumpNextRenderTargets: boolean;
  97765. /**
  97766. * The list of user defined render targets added to the scene
  97767. */
  97768. customRenderTargets: RenderTargetTexture[];
  97769. /**
  97770. * Defines if texture loading must be delayed
  97771. * If true, textures will only be loaded when they need to be rendered
  97772. */
  97773. useDelayedTextureLoading: boolean;
  97774. /**
  97775. * Gets the list of meshes imported to the scene through SceneLoader
  97776. */
  97777. importedMeshesFiles: String[];
  97778. /**
  97779. * Gets or sets a boolean indicating if probes are enabled on this scene
  97780. */
  97781. probesEnabled: boolean;
  97782. /**
  97783. * Gets or sets the current offline provider to use to store scene data
  97784. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97785. */
  97786. offlineProvider: IOfflineProvider;
  97787. /**
  97788. * Gets or sets the action manager associated with the scene
  97789. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97790. */
  97791. actionManager: AbstractActionManager;
  97792. private _meshesForIntersections;
  97793. /**
  97794. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97795. */
  97796. proceduralTexturesEnabled: boolean;
  97797. private _engine;
  97798. private _totalVertices;
  97799. /** @hidden */
  97800. _activeIndices: PerfCounter;
  97801. /** @hidden */
  97802. _activeParticles: PerfCounter;
  97803. /** @hidden */
  97804. _activeBones: PerfCounter;
  97805. private _animationRatio;
  97806. /** @hidden */
  97807. _animationTimeLast: number;
  97808. /** @hidden */
  97809. _animationTime: number;
  97810. /**
  97811. * Gets or sets a general scale for animation speed
  97812. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97813. */
  97814. animationTimeScale: number;
  97815. /** @hidden */
  97816. _cachedMaterial: Nullable<Material>;
  97817. /** @hidden */
  97818. _cachedEffect: Nullable<Effect>;
  97819. /** @hidden */
  97820. _cachedVisibility: Nullable<number>;
  97821. private _renderId;
  97822. private _frameId;
  97823. private _executeWhenReadyTimeoutId;
  97824. private _intermediateRendering;
  97825. private _viewUpdateFlag;
  97826. private _projectionUpdateFlag;
  97827. /** @hidden */
  97828. _toBeDisposed: Nullable<IDisposable>[];
  97829. private _activeRequests;
  97830. /** @hidden */
  97831. _pendingData: any[];
  97832. private _isDisposed;
  97833. /**
  97834. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97835. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97836. */
  97837. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97838. private _activeMeshes;
  97839. private _processedMaterials;
  97840. private _renderTargets;
  97841. /** @hidden */
  97842. _activeParticleSystems: SmartArray<IParticleSystem>;
  97843. private _activeSkeletons;
  97844. private _softwareSkinnedMeshes;
  97845. private _renderingManager;
  97846. /** @hidden */
  97847. _activeAnimatables: Animatable[];
  97848. private _transformMatrix;
  97849. private _sceneUbo;
  97850. /** @hidden */
  97851. _viewMatrix: Matrix;
  97852. private _projectionMatrix;
  97853. /** @hidden */
  97854. _forcedViewPosition: Nullable<Vector3>;
  97855. /** @hidden */
  97856. _frustumPlanes: Plane[];
  97857. /**
  97858. * Gets the list of frustum planes (built from the active camera)
  97859. */
  97860. readonly frustumPlanes: Plane[];
  97861. /**
  97862. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97863. * This is useful if there are more lights that the maximum simulteanous authorized
  97864. */
  97865. requireLightSorting: boolean;
  97866. /** @hidden */
  97867. readonly useMaterialMeshMap: boolean;
  97868. /** @hidden */
  97869. readonly useClonedMeshhMap: boolean;
  97870. private _externalData;
  97871. private _uid;
  97872. /**
  97873. * @hidden
  97874. * Backing store of defined scene components.
  97875. */
  97876. _components: ISceneComponent[];
  97877. /**
  97878. * @hidden
  97879. * Backing store of defined scene components.
  97880. */
  97881. _serializableComponents: ISceneSerializableComponent[];
  97882. /**
  97883. * List of components to register on the next registration step.
  97884. */
  97885. private _transientComponents;
  97886. /**
  97887. * Registers the transient components if needed.
  97888. */
  97889. private _registerTransientComponents;
  97890. /**
  97891. * @hidden
  97892. * Add a component to the scene.
  97893. * Note that the ccomponent could be registered on th next frame if this is called after
  97894. * the register component stage.
  97895. * @param component Defines the component to add to the scene
  97896. */
  97897. _addComponent(component: ISceneComponent): void;
  97898. /**
  97899. * @hidden
  97900. * Gets a component from the scene.
  97901. * @param name defines the name of the component to retrieve
  97902. * @returns the component or null if not present
  97903. */
  97904. _getComponent(name: string): Nullable<ISceneComponent>;
  97905. /**
  97906. * @hidden
  97907. * Defines the actions happening before camera updates.
  97908. */
  97909. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97910. /**
  97911. * @hidden
  97912. * Defines the actions happening before clear the canvas.
  97913. */
  97914. _beforeClearStage: Stage<SimpleStageAction>;
  97915. /**
  97916. * @hidden
  97917. * Defines the actions when collecting render targets for the frame.
  97918. */
  97919. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97920. /**
  97921. * @hidden
  97922. * Defines the actions happening for one camera in the frame.
  97923. */
  97924. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97925. /**
  97926. * @hidden
  97927. * Defines the actions happening during the per mesh ready checks.
  97928. */
  97929. _isReadyForMeshStage: Stage<MeshStageAction>;
  97930. /**
  97931. * @hidden
  97932. * Defines the actions happening before evaluate active mesh checks.
  97933. */
  97934. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97935. /**
  97936. * @hidden
  97937. * Defines the actions happening during the evaluate sub mesh checks.
  97938. */
  97939. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97940. /**
  97941. * @hidden
  97942. * Defines the actions happening during the active mesh stage.
  97943. */
  97944. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97945. /**
  97946. * @hidden
  97947. * Defines the actions happening during the per camera render target step.
  97948. */
  97949. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97950. /**
  97951. * @hidden
  97952. * Defines the actions happening just before the active camera is drawing.
  97953. */
  97954. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97955. /**
  97956. * @hidden
  97957. * Defines the actions happening just before a render target is drawing.
  97958. */
  97959. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97960. /**
  97961. * @hidden
  97962. * Defines the actions happening just before a rendering group is drawing.
  97963. */
  97964. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97965. /**
  97966. * @hidden
  97967. * Defines the actions happening just before a mesh is drawing.
  97968. */
  97969. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97970. /**
  97971. * @hidden
  97972. * Defines the actions happening just after a mesh has been drawn.
  97973. */
  97974. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97975. /**
  97976. * @hidden
  97977. * Defines the actions happening just after a rendering group has been drawn.
  97978. */
  97979. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97980. /**
  97981. * @hidden
  97982. * Defines the actions happening just after the active camera has been drawn.
  97983. */
  97984. _afterCameraDrawStage: Stage<CameraStageAction>;
  97985. /**
  97986. * @hidden
  97987. * Defines the actions happening just after a render target has been drawn.
  97988. */
  97989. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97990. /**
  97991. * @hidden
  97992. * Defines the actions happening just after rendering all cameras and computing intersections.
  97993. */
  97994. _afterRenderStage: Stage<SimpleStageAction>;
  97995. /**
  97996. * @hidden
  97997. * Defines the actions happening when a pointer move event happens.
  97998. */
  97999. _pointerMoveStage: Stage<PointerMoveStageAction>;
  98000. /**
  98001. * @hidden
  98002. * Defines the actions happening when a pointer down event happens.
  98003. */
  98004. _pointerDownStage: Stage<PointerUpDownStageAction>;
  98005. /**
  98006. * @hidden
  98007. * Defines the actions happening when a pointer up event happens.
  98008. */
  98009. _pointerUpStage: Stage<PointerUpDownStageAction>;
  98010. /**
  98011. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  98012. */
  98013. private geometriesByUniqueId;
  98014. /**
  98015. * Creates a new Scene
  98016. * @param engine defines the engine to use to render this scene
  98017. * @param options defines the scene options
  98018. */
  98019. constructor(engine: Engine, options?: SceneOptions);
  98020. /**
  98021. * Gets a string idenfifying the name of the class
  98022. * @returns "Scene" string
  98023. */
  98024. getClassName(): string;
  98025. private _defaultMeshCandidates;
  98026. /**
  98027. * @hidden
  98028. */
  98029. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  98030. private _defaultSubMeshCandidates;
  98031. /**
  98032. * @hidden
  98033. */
  98034. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  98035. /**
  98036. * Sets the default candidate providers for the scene.
  98037. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  98038. * and getCollidingSubMeshCandidates to their default function
  98039. */
  98040. setDefaultCandidateProviders(): void;
  98041. /**
  98042. * Gets the mesh that is currently under the pointer
  98043. */
  98044. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98045. /**
  98046. * Gets or sets the current on-screen X position of the pointer
  98047. */
  98048. pointerX: number;
  98049. /**
  98050. * Gets or sets the current on-screen Y position of the pointer
  98051. */
  98052. pointerY: number;
  98053. /**
  98054. * Gets the cached material (ie. the latest rendered one)
  98055. * @returns the cached material
  98056. */
  98057. getCachedMaterial(): Nullable<Material>;
  98058. /**
  98059. * Gets the cached effect (ie. the latest rendered one)
  98060. * @returns the cached effect
  98061. */
  98062. getCachedEffect(): Nullable<Effect>;
  98063. /**
  98064. * Gets the cached visibility state (ie. the latest rendered one)
  98065. * @returns the cached visibility state
  98066. */
  98067. getCachedVisibility(): Nullable<number>;
  98068. /**
  98069. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  98070. * @param material defines the current material
  98071. * @param effect defines the current effect
  98072. * @param visibility defines the current visibility state
  98073. * @returns true if one parameter is not cached
  98074. */
  98075. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  98076. /**
  98077. * Gets the engine associated with the scene
  98078. * @returns an Engine
  98079. */
  98080. getEngine(): Engine;
  98081. /**
  98082. * Gets the total number of vertices rendered per frame
  98083. * @returns the total number of vertices rendered per frame
  98084. */
  98085. getTotalVertices(): number;
  98086. /**
  98087. * Gets the performance counter for total vertices
  98088. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98089. */
  98090. readonly totalVerticesPerfCounter: PerfCounter;
  98091. /**
  98092. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  98093. * @returns the total number of active indices rendered per frame
  98094. */
  98095. getActiveIndices(): number;
  98096. /**
  98097. * Gets the performance counter for active indices
  98098. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98099. */
  98100. readonly totalActiveIndicesPerfCounter: PerfCounter;
  98101. /**
  98102. * Gets the total number of active particles rendered per frame
  98103. * @returns the total number of active particles rendered per frame
  98104. */
  98105. getActiveParticles(): number;
  98106. /**
  98107. * Gets the performance counter for active particles
  98108. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98109. */
  98110. readonly activeParticlesPerfCounter: PerfCounter;
  98111. /**
  98112. * Gets the total number of active bones rendered per frame
  98113. * @returns the total number of active bones rendered per frame
  98114. */
  98115. getActiveBones(): number;
  98116. /**
  98117. * Gets the performance counter for active bones
  98118. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98119. */
  98120. readonly activeBonesPerfCounter: PerfCounter;
  98121. /**
  98122. * Gets the array of active meshes
  98123. * @returns an array of AbstractMesh
  98124. */
  98125. getActiveMeshes(): SmartArray<AbstractMesh>;
  98126. /**
  98127. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  98128. * @returns a number
  98129. */
  98130. getAnimationRatio(): number;
  98131. /**
  98132. * Gets an unique Id for the current render phase
  98133. * @returns a number
  98134. */
  98135. getRenderId(): number;
  98136. /**
  98137. * Gets an unique Id for the current frame
  98138. * @returns a number
  98139. */
  98140. getFrameId(): number;
  98141. /** Call this function if you want to manually increment the render Id*/
  98142. incrementRenderId(): void;
  98143. private _createUbo;
  98144. /**
  98145. * Use this method to simulate a pointer move on a mesh
  98146. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98147. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98148. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98149. * @returns the current scene
  98150. */
  98151. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98152. /**
  98153. * Use this method to simulate a pointer down on a mesh
  98154. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98155. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98156. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98157. * @returns the current scene
  98158. */
  98159. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98160. /**
  98161. * Use this method to simulate a pointer up on a mesh
  98162. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98163. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98164. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98165. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98166. * @returns the current scene
  98167. */
  98168. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  98169. /**
  98170. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98171. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98172. * @returns true if the pointer was captured
  98173. */
  98174. isPointerCaptured(pointerId?: number): boolean;
  98175. /**
  98176. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98177. * @param attachUp defines if you want to attach events to pointerup
  98178. * @param attachDown defines if you want to attach events to pointerdown
  98179. * @param attachMove defines if you want to attach events to pointermove
  98180. */
  98181. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98182. /** Detaches all event handlers*/
  98183. detachControl(): void;
  98184. /**
  98185. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  98186. * Delay loaded resources are not taking in account
  98187. * @return true if all required resources are ready
  98188. */
  98189. isReady(): boolean;
  98190. /** Resets all cached information relative to material (including effect and visibility) */
  98191. resetCachedMaterial(): void;
  98192. /**
  98193. * Registers a function to be called before every frame render
  98194. * @param func defines the function to register
  98195. */
  98196. registerBeforeRender(func: () => void): void;
  98197. /**
  98198. * Unregisters a function called before every frame render
  98199. * @param func defines the function to unregister
  98200. */
  98201. unregisterBeforeRender(func: () => void): void;
  98202. /**
  98203. * Registers a function to be called after every frame render
  98204. * @param func defines the function to register
  98205. */
  98206. registerAfterRender(func: () => void): void;
  98207. /**
  98208. * Unregisters a function called after every frame render
  98209. * @param func defines the function to unregister
  98210. */
  98211. unregisterAfterRender(func: () => void): void;
  98212. private _executeOnceBeforeRender;
  98213. /**
  98214. * The provided function will run before render once and will be disposed afterwards.
  98215. * A timeout delay can be provided so that the function will be executed in N ms.
  98216. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98217. * @param func The function to be executed.
  98218. * @param timeout optional delay in ms
  98219. */
  98220. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98221. /** @hidden */
  98222. _addPendingData(data: any): void;
  98223. /** @hidden */
  98224. _removePendingData(data: any): void;
  98225. /**
  98226. * Returns the number of items waiting to be loaded
  98227. * @returns the number of items waiting to be loaded
  98228. */
  98229. getWaitingItemsCount(): number;
  98230. /**
  98231. * Returns a boolean indicating if the scene is still loading data
  98232. */
  98233. readonly isLoading: boolean;
  98234. /**
  98235. * Registers a function to be executed when the scene is ready
  98236. * @param {Function} func - the function to be executed
  98237. */
  98238. executeWhenReady(func: () => void): void;
  98239. /**
  98240. * Returns a promise that resolves when the scene is ready
  98241. * @returns A promise that resolves when the scene is ready
  98242. */
  98243. whenReadyAsync(): Promise<void>;
  98244. /** @hidden */
  98245. _checkIsReady(): void;
  98246. /**
  98247. * Gets all animatable attached to the scene
  98248. */
  98249. readonly animatables: Animatable[];
  98250. /**
  98251. * Resets the last animation time frame.
  98252. * Useful to override when animations start running when loading a scene for the first time.
  98253. */
  98254. resetLastAnimationTimeFrame(): void;
  98255. /**
  98256. * Gets the current view matrix
  98257. * @returns a Matrix
  98258. */
  98259. getViewMatrix(): Matrix;
  98260. /**
  98261. * Gets the current projection matrix
  98262. * @returns a Matrix
  98263. */
  98264. getProjectionMatrix(): Matrix;
  98265. /**
  98266. * Gets the current transform matrix
  98267. * @returns a Matrix made of View * Projection
  98268. */
  98269. getTransformMatrix(): Matrix;
  98270. /**
  98271. * Sets the current transform matrix
  98272. * @param viewL defines the View matrix to use
  98273. * @param projectionL defines the Projection matrix to use
  98274. * @param viewR defines the right View matrix to use (if provided)
  98275. * @param projectionR defines the right Projection matrix to use (if provided)
  98276. */
  98277. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98278. /**
  98279. * Gets the uniform buffer used to store scene data
  98280. * @returns a UniformBuffer
  98281. */
  98282. getSceneUniformBuffer(): UniformBuffer;
  98283. /**
  98284. * Gets an unique (relatively to the current scene) Id
  98285. * @returns an unique number for the scene
  98286. */
  98287. getUniqueId(): number;
  98288. /**
  98289. * Add a mesh to the list of scene's meshes
  98290. * @param newMesh defines the mesh to add
  98291. * @param recursive if all child meshes should also be added to the scene
  98292. */
  98293. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98294. /**
  98295. * Remove a mesh for the list of scene's meshes
  98296. * @param toRemove defines the mesh to remove
  98297. * @param recursive if all child meshes should also be removed from the scene
  98298. * @returns the index where the mesh was in the mesh list
  98299. */
  98300. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98301. /**
  98302. * Add a transform node to the list of scene's transform nodes
  98303. * @param newTransformNode defines the transform node to add
  98304. */
  98305. addTransformNode(newTransformNode: TransformNode): void;
  98306. /**
  98307. * Remove a transform node for the list of scene's transform nodes
  98308. * @param toRemove defines the transform node to remove
  98309. * @returns the index where the transform node was in the transform node list
  98310. */
  98311. removeTransformNode(toRemove: TransformNode): number;
  98312. /**
  98313. * Remove a skeleton for the list of scene's skeletons
  98314. * @param toRemove defines the skeleton to remove
  98315. * @returns the index where the skeleton was in the skeleton list
  98316. */
  98317. removeSkeleton(toRemove: Skeleton): number;
  98318. /**
  98319. * Remove a morph target for the list of scene's morph targets
  98320. * @param toRemove defines the morph target to remove
  98321. * @returns the index where the morph target was in the morph target list
  98322. */
  98323. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98324. /**
  98325. * Remove a light for the list of scene's lights
  98326. * @param toRemove defines the light to remove
  98327. * @returns the index where the light was in the light list
  98328. */
  98329. removeLight(toRemove: Light): number;
  98330. /**
  98331. * Remove a camera for the list of scene's cameras
  98332. * @param toRemove defines the camera to remove
  98333. * @returns the index where the camera was in the camera list
  98334. */
  98335. removeCamera(toRemove: Camera): number;
  98336. /**
  98337. * Remove a particle system for the list of scene's particle systems
  98338. * @param toRemove defines the particle system to remove
  98339. * @returns the index where the particle system was in the particle system list
  98340. */
  98341. removeParticleSystem(toRemove: IParticleSystem): number;
  98342. /**
  98343. * Remove a animation for the list of scene's animations
  98344. * @param toRemove defines the animation to remove
  98345. * @returns the index where the animation was in the animation list
  98346. */
  98347. removeAnimation(toRemove: Animation): number;
  98348. /**
  98349. * Will stop the animation of the given target
  98350. * @param target - the target
  98351. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98352. * @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)
  98353. */
  98354. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98355. /**
  98356. * Removes the given animation group from this scene.
  98357. * @param toRemove The animation group to remove
  98358. * @returns The index of the removed animation group
  98359. */
  98360. removeAnimationGroup(toRemove: AnimationGroup): number;
  98361. /**
  98362. * Removes the given multi-material from this scene.
  98363. * @param toRemove The multi-material to remove
  98364. * @returns The index of the removed multi-material
  98365. */
  98366. removeMultiMaterial(toRemove: MultiMaterial): number;
  98367. /**
  98368. * Removes the given material from this scene.
  98369. * @param toRemove The material to remove
  98370. * @returns The index of the removed material
  98371. */
  98372. removeMaterial(toRemove: Material): number;
  98373. /**
  98374. * Removes the given action manager from this scene.
  98375. * @param toRemove The action manager to remove
  98376. * @returns The index of the removed action manager
  98377. */
  98378. removeActionManager(toRemove: AbstractActionManager): number;
  98379. /**
  98380. * Removes the given texture from this scene.
  98381. * @param toRemove The texture to remove
  98382. * @returns The index of the removed texture
  98383. */
  98384. removeTexture(toRemove: BaseTexture): number;
  98385. /**
  98386. * Adds the given light to this scene
  98387. * @param newLight The light to add
  98388. */
  98389. addLight(newLight: Light): void;
  98390. /**
  98391. * Sorts the list list based on light priorities
  98392. */
  98393. sortLightsByPriority(): void;
  98394. /**
  98395. * Adds the given camera to this scene
  98396. * @param newCamera The camera to add
  98397. */
  98398. addCamera(newCamera: Camera): void;
  98399. /**
  98400. * Adds the given skeleton to this scene
  98401. * @param newSkeleton The skeleton to add
  98402. */
  98403. addSkeleton(newSkeleton: Skeleton): void;
  98404. /**
  98405. * Adds the given particle system to this scene
  98406. * @param newParticleSystem The particle system to add
  98407. */
  98408. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98409. /**
  98410. * Adds the given animation to this scene
  98411. * @param newAnimation The animation to add
  98412. */
  98413. addAnimation(newAnimation: Animation): void;
  98414. /**
  98415. * Adds the given animation group to this scene.
  98416. * @param newAnimationGroup The animation group to add
  98417. */
  98418. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98419. /**
  98420. * Adds the given multi-material to this scene
  98421. * @param newMultiMaterial The multi-material to add
  98422. */
  98423. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98424. /**
  98425. * Adds the given material to this scene
  98426. * @param newMaterial The material to add
  98427. */
  98428. addMaterial(newMaterial: Material): void;
  98429. /**
  98430. * Adds the given morph target to this scene
  98431. * @param newMorphTargetManager The morph target to add
  98432. */
  98433. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98434. /**
  98435. * Adds the given geometry to this scene
  98436. * @param newGeometry The geometry to add
  98437. */
  98438. addGeometry(newGeometry: Geometry): void;
  98439. /**
  98440. * Adds the given action manager to this scene
  98441. * @param newActionManager The action manager to add
  98442. */
  98443. addActionManager(newActionManager: AbstractActionManager): void;
  98444. /**
  98445. * Adds the given texture to this scene.
  98446. * @param newTexture The texture to add
  98447. */
  98448. addTexture(newTexture: BaseTexture): void;
  98449. /**
  98450. * Switch active camera
  98451. * @param newCamera defines the new active camera
  98452. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98453. */
  98454. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98455. /**
  98456. * sets the active camera of the scene using its ID
  98457. * @param id defines the camera's ID
  98458. * @return the new active camera or null if none found.
  98459. */
  98460. setActiveCameraByID(id: string): Nullable<Camera>;
  98461. /**
  98462. * sets the active camera of the scene using its name
  98463. * @param name defines the camera's name
  98464. * @returns the new active camera or null if none found.
  98465. */
  98466. setActiveCameraByName(name: string): Nullable<Camera>;
  98467. /**
  98468. * get an animation group using its name
  98469. * @param name defines the material's name
  98470. * @return the animation group or null if none found.
  98471. */
  98472. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98473. /**
  98474. * Get a material using its unique id
  98475. * @param uniqueId defines the material's unique id
  98476. * @return the material or null if none found.
  98477. */
  98478. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98479. /**
  98480. * get a material using its id
  98481. * @param id defines the material's ID
  98482. * @return the material or null if none found.
  98483. */
  98484. getMaterialByID(id: string): Nullable<Material>;
  98485. /**
  98486. * Gets a the last added material using a given id
  98487. * @param id defines the material's ID
  98488. * @return the last material with the given id or null if none found.
  98489. */
  98490. getLastMaterialByID(id: string): Nullable<Material>;
  98491. /**
  98492. * Gets a material using its name
  98493. * @param name defines the material's name
  98494. * @return the material or null if none found.
  98495. */
  98496. getMaterialByName(name: string): Nullable<Material>;
  98497. /**
  98498. * Get a texture using its unique id
  98499. * @param uniqueId defines the texture's unique id
  98500. * @return the texture or null if none found.
  98501. */
  98502. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98503. /**
  98504. * Gets a camera using its id
  98505. * @param id defines the id to look for
  98506. * @returns the camera or null if not found
  98507. */
  98508. getCameraByID(id: string): Nullable<Camera>;
  98509. /**
  98510. * Gets a camera using its unique id
  98511. * @param uniqueId defines the unique id to look for
  98512. * @returns the camera or null if not found
  98513. */
  98514. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98515. /**
  98516. * Gets a camera using its name
  98517. * @param name defines the camera's name
  98518. * @return the camera or null if none found.
  98519. */
  98520. getCameraByName(name: string): Nullable<Camera>;
  98521. /**
  98522. * Gets a bone using its id
  98523. * @param id defines the bone's id
  98524. * @return the bone or null if not found
  98525. */
  98526. getBoneByID(id: string): Nullable<Bone>;
  98527. /**
  98528. * Gets a bone using its id
  98529. * @param name defines the bone's name
  98530. * @return the bone or null if not found
  98531. */
  98532. getBoneByName(name: string): Nullable<Bone>;
  98533. /**
  98534. * Gets a light node using its name
  98535. * @param name defines the the light's name
  98536. * @return the light or null if none found.
  98537. */
  98538. getLightByName(name: string): Nullable<Light>;
  98539. /**
  98540. * Gets a light node using its id
  98541. * @param id defines the light's id
  98542. * @return the light or null if none found.
  98543. */
  98544. getLightByID(id: string): Nullable<Light>;
  98545. /**
  98546. * Gets a light node using its scene-generated unique ID
  98547. * @param uniqueId defines the light's unique id
  98548. * @return the light or null if none found.
  98549. */
  98550. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98551. /**
  98552. * Gets a particle system by id
  98553. * @param id defines the particle system id
  98554. * @return the corresponding system or null if none found
  98555. */
  98556. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98557. /**
  98558. * Gets a geometry using its ID
  98559. * @param id defines the geometry's id
  98560. * @return the geometry or null if none found.
  98561. */
  98562. getGeometryByID(id: string): Nullable<Geometry>;
  98563. private _getGeometryByUniqueID;
  98564. /**
  98565. * Add a new geometry to this scene
  98566. * @param geometry defines the geometry to be added to the scene.
  98567. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98568. * @return a boolean defining if the geometry was added or not
  98569. */
  98570. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98571. /**
  98572. * Removes an existing geometry
  98573. * @param geometry defines the geometry to be removed from the scene
  98574. * @return a boolean defining if the geometry was removed or not
  98575. */
  98576. removeGeometry(geometry: Geometry): boolean;
  98577. /**
  98578. * Gets the list of geometries attached to the scene
  98579. * @returns an array of Geometry
  98580. */
  98581. getGeometries(): Geometry[];
  98582. /**
  98583. * Gets the first added mesh found of a given ID
  98584. * @param id defines the id to search for
  98585. * @return the mesh found or null if not found at all
  98586. */
  98587. getMeshByID(id: string): Nullable<AbstractMesh>;
  98588. /**
  98589. * Gets a list of meshes using their id
  98590. * @param id defines the id to search for
  98591. * @returns a list of meshes
  98592. */
  98593. getMeshesByID(id: string): Array<AbstractMesh>;
  98594. /**
  98595. * Gets the first added transform node found of a given ID
  98596. * @param id defines the id to search for
  98597. * @return the found transform node or null if not found at all.
  98598. */
  98599. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98600. /**
  98601. * Gets a transform node with its auto-generated unique id
  98602. * @param uniqueId efines the unique id to search for
  98603. * @return the found transform node or null if not found at all.
  98604. */
  98605. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98606. /**
  98607. * Gets a list of transform nodes using their id
  98608. * @param id defines the id to search for
  98609. * @returns a list of transform nodes
  98610. */
  98611. getTransformNodesByID(id: string): Array<TransformNode>;
  98612. /**
  98613. * Gets a mesh with its auto-generated unique id
  98614. * @param uniqueId defines the unique id to search for
  98615. * @return the found mesh or null if not found at all.
  98616. */
  98617. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98618. /**
  98619. * Gets a the last added mesh using a given id
  98620. * @param id defines the id to search for
  98621. * @return the found mesh or null if not found at all.
  98622. */
  98623. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98624. /**
  98625. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98626. * @param id defines the id to search for
  98627. * @return the found node or null if not found at all
  98628. */
  98629. getLastEntryByID(id: string): Nullable<Node>;
  98630. /**
  98631. * Gets a node (Mesh, Camera, Light) using a given id
  98632. * @param id defines the id to search for
  98633. * @return the found node or null if not found at all
  98634. */
  98635. getNodeByID(id: string): Nullable<Node>;
  98636. /**
  98637. * Gets a node (Mesh, Camera, Light) using a given name
  98638. * @param name defines the name to search for
  98639. * @return the found node or null if not found at all.
  98640. */
  98641. getNodeByName(name: string): Nullable<Node>;
  98642. /**
  98643. * Gets a mesh using a given name
  98644. * @param name defines the name to search for
  98645. * @return the found mesh or null if not found at all.
  98646. */
  98647. getMeshByName(name: string): Nullable<AbstractMesh>;
  98648. /**
  98649. * Gets a transform node using a given name
  98650. * @param name defines the name to search for
  98651. * @return the found transform node or null if not found at all.
  98652. */
  98653. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98654. /**
  98655. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98656. * @param id defines the id to search for
  98657. * @return the found skeleton or null if not found at all.
  98658. */
  98659. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98660. /**
  98661. * Gets a skeleton using a given auto generated unique id
  98662. * @param uniqueId defines the unique id to search for
  98663. * @return the found skeleton or null if not found at all.
  98664. */
  98665. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98666. /**
  98667. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98668. * @param id defines the id to search for
  98669. * @return the found skeleton or null if not found at all.
  98670. */
  98671. getSkeletonById(id: string): Nullable<Skeleton>;
  98672. /**
  98673. * Gets a skeleton using a given name
  98674. * @param name defines the name to search for
  98675. * @return the found skeleton or null if not found at all.
  98676. */
  98677. getSkeletonByName(name: string): Nullable<Skeleton>;
  98678. /**
  98679. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98680. * @param id defines the id to search for
  98681. * @return the found morph target manager or null if not found at all.
  98682. */
  98683. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98684. /**
  98685. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98686. * @param id defines the id to search for
  98687. * @return the found morph target or null if not found at all.
  98688. */
  98689. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98690. /**
  98691. * Gets a boolean indicating if the given mesh is active
  98692. * @param mesh defines the mesh to look for
  98693. * @returns true if the mesh is in the active list
  98694. */
  98695. isActiveMesh(mesh: AbstractMesh): boolean;
  98696. /**
  98697. * Return a unique id as a string which can serve as an identifier for the scene
  98698. */
  98699. readonly uid: string;
  98700. /**
  98701. * Add an externaly attached data from its key.
  98702. * This method call will fail and return false, if such key already exists.
  98703. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98704. * @param key the unique key that identifies the data
  98705. * @param data the data object to associate to the key for this Engine instance
  98706. * @return true if no such key were already present and the data was added successfully, false otherwise
  98707. */
  98708. addExternalData<T>(key: string, data: T): boolean;
  98709. /**
  98710. * Get an externaly attached data from its key
  98711. * @param key the unique key that identifies the data
  98712. * @return the associated data, if present (can be null), or undefined if not present
  98713. */
  98714. getExternalData<T>(key: string): Nullable<T>;
  98715. /**
  98716. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98717. * @param key the unique key that identifies the data
  98718. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98719. * @return the associated data, can be null if the factory returned null.
  98720. */
  98721. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98722. /**
  98723. * Remove an externaly attached data from the Engine instance
  98724. * @param key the unique key that identifies the data
  98725. * @return true if the data was successfully removed, false if it doesn't exist
  98726. */
  98727. removeExternalData(key: string): boolean;
  98728. private _evaluateSubMesh;
  98729. /**
  98730. * Clear the processed materials smart array preventing retention point in material dispose.
  98731. */
  98732. freeProcessedMaterials(): void;
  98733. private _preventFreeActiveMeshesAndRenderingGroups;
  98734. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98735. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98736. * when disposing several meshes in a row or a hierarchy of meshes.
  98737. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98738. */
  98739. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98740. /**
  98741. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98742. */
  98743. freeActiveMeshes(): void;
  98744. /**
  98745. * Clear the info related to rendering groups preventing retention points during dispose.
  98746. */
  98747. freeRenderingGroups(): void;
  98748. /** @hidden */
  98749. _isInIntermediateRendering(): boolean;
  98750. /**
  98751. * Lambda returning the list of potentially active meshes.
  98752. */
  98753. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98754. /**
  98755. * Lambda returning the list of potentially active sub meshes.
  98756. */
  98757. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98758. /**
  98759. * Lambda returning the list of potentially intersecting sub meshes.
  98760. */
  98761. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98762. /**
  98763. * Lambda returning the list of potentially colliding sub meshes.
  98764. */
  98765. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98766. private _activeMeshesFrozen;
  98767. /**
  98768. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98769. * @returns the current scene
  98770. */
  98771. freezeActiveMeshes(): Scene;
  98772. /**
  98773. * Use this function to restart evaluating active meshes on every frame
  98774. * @returns the current scene
  98775. */
  98776. unfreezeActiveMeshes(): Scene;
  98777. private _evaluateActiveMeshes;
  98778. private _activeMesh;
  98779. /**
  98780. * Update the transform matrix to update from the current active camera
  98781. * @param force defines a boolean used to force the update even if cache is up to date
  98782. */
  98783. updateTransformMatrix(force?: boolean): void;
  98784. private _bindFrameBuffer;
  98785. /** @hidden */
  98786. _allowPostProcessClearColor: boolean;
  98787. /** @hidden */
  98788. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98789. private _processSubCameras;
  98790. private _checkIntersections;
  98791. /** @hidden */
  98792. _advancePhysicsEngineStep(step: number): void;
  98793. /**
  98794. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98795. */
  98796. getDeterministicFrameTime: () => number;
  98797. /** @hidden */
  98798. _animate(): void;
  98799. /** Execute all animations (for a frame) */
  98800. animate(): void;
  98801. /**
  98802. * Render the scene
  98803. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98804. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98805. */
  98806. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98807. /**
  98808. * Freeze all materials
  98809. * A frozen material will not be updatable but should be faster to render
  98810. */
  98811. freezeMaterials(): void;
  98812. /**
  98813. * Unfreeze all materials
  98814. * A frozen material will not be updatable but should be faster to render
  98815. */
  98816. unfreezeMaterials(): void;
  98817. /**
  98818. * Releases all held ressources
  98819. */
  98820. dispose(): void;
  98821. /**
  98822. * Gets if the scene is already disposed
  98823. */
  98824. readonly isDisposed: boolean;
  98825. /**
  98826. * Call this function to reduce memory footprint of the scene.
  98827. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98828. */
  98829. clearCachedVertexData(): void;
  98830. /**
  98831. * This function will remove the local cached buffer data from texture.
  98832. * It will save memory but will prevent the texture from being rebuilt
  98833. */
  98834. cleanCachedTextureBuffer(): void;
  98835. /**
  98836. * Get the world extend vectors with an optional filter
  98837. *
  98838. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98839. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98840. */
  98841. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98842. min: Vector3;
  98843. max: Vector3;
  98844. };
  98845. /**
  98846. * Creates a ray that can be used to pick in the scene
  98847. * @param x defines the x coordinate of the origin (on-screen)
  98848. * @param y defines the y coordinate of the origin (on-screen)
  98849. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98850. * @param camera defines the camera to use for the picking
  98851. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98852. * @returns a Ray
  98853. */
  98854. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98855. /**
  98856. * Creates a ray that can be used to pick in the scene
  98857. * @param x defines the x coordinate of the origin (on-screen)
  98858. * @param y defines the y coordinate of the origin (on-screen)
  98859. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98860. * @param result defines the ray where to store the picking ray
  98861. * @param camera defines the camera to use for the picking
  98862. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98863. * @returns the current scene
  98864. */
  98865. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98866. /**
  98867. * Creates a ray that can be used to pick in the scene
  98868. * @param x defines the x coordinate of the origin (on-screen)
  98869. * @param y defines the y coordinate of the origin (on-screen)
  98870. * @param camera defines the camera to use for the picking
  98871. * @returns a Ray
  98872. */
  98873. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98874. /**
  98875. * Creates a ray that can be used to pick in the scene
  98876. * @param x defines the x coordinate of the origin (on-screen)
  98877. * @param y defines the y coordinate of the origin (on-screen)
  98878. * @param result defines the ray where to store the picking ray
  98879. * @param camera defines the camera to use for the picking
  98880. * @returns the current scene
  98881. */
  98882. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98883. /** Launch a ray to try to pick a mesh in the scene
  98884. * @param x position on screen
  98885. * @param y position on screen
  98886. * @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
  98887. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98888. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98889. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98890. * @returns a PickingInfo
  98891. */
  98892. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98893. /** Use the given ray to pick a mesh in the scene
  98894. * @param ray The ray to use to pick meshes
  98895. * @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
  98896. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98897. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98898. * @returns a PickingInfo
  98899. */
  98900. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98901. /**
  98902. * Launch a ray to try to pick a mesh in the scene
  98903. * @param x X position on screen
  98904. * @param y Y position on screen
  98905. * @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
  98906. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98907. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98908. * @returns an array of PickingInfo
  98909. */
  98910. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98911. /**
  98912. * Launch a ray to try to pick a mesh in the scene
  98913. * @param ray Ray to use
  98914. * @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
  98915. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98916. * @returns an array of PickingInfo
  98917. */
  98918. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98919. /**
  98920. * Force the value of meshUnderPointer
  98921. * @param mesh defines the mesh to use
  98922. */
  98923. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98924. /**
  98925. * Gets the mesh under the pointer
  98926. * @returns a Mesh or null if no mesh is under the pointer
  98927. */
  98928. getPointerOverMesh(): Nullable<AbstractMesh>;
  98929. /** @hidden */
  98930. _rebuildGeometries(): void;
  98931. /** @hidden */
  98932. _rebuildTextures(): void;
  98933. private _getByTags;
  98934. /**
  98935. * Get a list of meshes by tags
  98936. * @param tagsQuery defines the tags query to use
  98937. * @param forEach defines a predicate used to filter results
  98938. * @returns an array of Mesh
  98939. */
  98940. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98941. /**
  98942. * Get a list of cameras by tags
  98943. * @param tagsQuery defines the tags query to use
  98944. * @param forEach defines a predicate used to filter results
  98945. * @returns an array of Camera
  98946. */
  98947. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98948. /**
  98949. * Get a list of lights by tags
  98950. * @param tagsQuery defines the tags query to use
  98951. * @param forEach defines a predicate used to filter results
  98952. * @returns an array of Light
  98953. */
  98954. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98955. /**
  98956. * Get a list of materials by tags
  98957. * @param tagsQuery defines the tags query to use
  98958. * @param forEach defines a predicate used to filter results
  98959. * @returns an array of Material
  98960. */
  98961. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98962. /**
  98963. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98964. * This allowed control for front to back rendering or reversly depending of the special needs.
  98965. *
  98966. * @param renderingGroupId The rendering group id corresponding to its index
  98967. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98968. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98969. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98970. */
  98971. 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;
  98972. /**
  98973. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98974. *
  98975. * @param renderingGroupId The rendering group id corresponding to its index
  98976. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98977. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98978. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98979. */
  98980. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98981. /**
  98982. * Gets the current auto clear configuration for one rendering group of the rendering
  98983. * manager.
  98984. * @param index the rendering group index to get the information for
  98985. * @returns The auto clear setup for the requested rendering group
  98986. */
  98987. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98988. private _blockMaterialDirtyMechanism;
  98989. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98990. blockMaterialDirtyMechanism: boolean;
  98991. /**
  98992. * Will flag all materials as dirty to trigger new shader compilation
  98993. * @param flag defines the flag used to specify which material part must be marked as dirty
  98994. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98995. */
  98996. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98997. /** @hidden */
  98998. _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;
  98999. /** @hidden */
  99000. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99001. }
  99002. }
  99003. declare module BABYLON {
  99004. /**
  99005. * Set of assets to keep when moving a scene into an asset container.
  99006. */
  99007. export class KeepAssets extends AbstractScene {
  99008. }
  99009. /**
  99010. * Container with a set of assets that can be added or removed from a scene.
  99011. */
  99012. export class AssetContainer extends AbstractScene {
  99013. /**
  99014. * The scene the AssetContainer belongs to.
  99015. */
  99016. scene: Scene;
  99017. /**
  99018. * Instantiates an AssetContainer.
  99019. * @param scene The scene the AssetContainer belongs to.
  99020. */
  99021. constructor(scene: Scene);
  99022. /**
  99023. * Adds all the assets from the container to the scene.
  99024. */
  99025. addAllToScene(): void;
  99026. /**
  99027. * Removes all the assets in the container from the scene
  99028. */
  99029. removeAllFromScene(): void;
  99030. /**
  99031. * Disposes all the assets in the container
  99032. */
  99033. dispose(): void;
  99034. private _moveAssets;
  99035. /**
  99036. * Removes all the assets contained in the scene and adds them to the container.
  99037. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  99038. */
  99039. moveAllFromScene(keepAssets?: KeepAssets): void;
  99040. /**
  99041. * 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.
  99042. * @returns the root mesh
  99043. */
  99044. createRootMesh(): Mesh;
  99045. }
  99046. }
  99047. declare module BABYLON {
  99048. /**
  99049. * Defines how the parser contract is defined.
  99050. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  99051. */
  99052. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  99053. /**
  99054. * Defines how the individual parser contract is defined.
  99055. * These parser can parse an individual asset
  99056. */
  99057. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  99058. /**
  99059. * Base class of the scene acting as a container for the different elements composing a scene.
  99060. * This class is dynamically extended by the different components of the scene increasing
  99061. * flexibility and reducing coupling
  99062. */
  99063. export abstract class AbstractScene {
  99064. /**
  99065. * Stores the list of available parsers in the application.
  99066. */
  99067. private static _BabylonFileParsers;
  99068. /**
  99069. * Stores the list of available individual parsers in the application.
  99070. */
  99071. private static _IndividualBabylonFileParsers;
  99072. /**
  99073. * Adds a parser in the list of available ones
  99074. * @param name Defines the name of the parser
  99075. * @param parser Defines the parser to add
  99076. */
  99077. static AddParser(name: string, parser: BabylonFileParser): void;
  99078. /**
  99079. * Gets a general parser from the list of avaialble ones
  99080. * @param name Defines the name of the parser
  99081. * @returns the requested parser or null
  99082. */
  99083. static GetParser(name: string): Nullable<BabylonFileParser>;
  99084. /**
  99085. * Adds n individual parser in the list of available ones
  99086. * @param name Defines the name of the parser
  99087. * @param parser Defines the parser to add
  99088. */
  99089. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  99090. /**
  99091. * Gets an individual parser from the list of avaialble ones
  99092. * @param name Defines the name of the parser
  99093. * @returns the requested parser or null
  99094. */
  99095. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  99096. /**
  99097. * Parser json data and populate both a scene and its associated container object
  99098. * @param jsonData Defines the data to parse
  99099. * @param scene Defines the scene to parse the data for
  99100. * @param container Defines the container attached to the parsing sequence
  99101. * @param rootUrl Defines the root url of the data
  99102. */
  99103. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  99104. /**
  99105. * Gets the list of root nodes (ie. nodes with no parent)
  99106. */
  99107. rootNodes: Node[];
  99108. /** All of the cameras added to this scene
  99109. * @see http://doc.babylonjs.com/babylon101/cameras
  99110. */
  99111. cameras: Camera[];
  99112. /**
  99113. * All of the lights added to this scene
  99114. * @see http://doc.babylonjs.com/babylon101/lights
  99115. */
  99116. lights: Light[];
  99117. /**
  99118. * All of the (abstract) meshes added to this scene
  99119. */
  99120. meshes: AbstractMesh[];
  99121. /**
  99122. * The list of skeletons added to the scene
  99123. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  99124. */
  99125. skeletons: Skeleton[];
  99126. /**
  99127. * All of the particle systems added to this scene
  99128. * @see http://doc.babylonjs.com/babylon101/particles
  99129. */
  99130. particleSystems: IParticleSystem[];
  99131. /**
  99132. * Gets a list of Animations associated with the scene
  99133. */
  99134. animations: Animation[];
  99135. /**
  99136. * All of the animation groups added to this scene
  99137. * @see http://doc.babylonjs.com/how_to/group
  99138. */
  99139. animationGroups: AnimationGroup[];
  99140. /**
  99141. * All of the multi-materials added to this scene
  99142. * @see http://doc.babylonjs.com/how_to/multi_materials
  99143. */
  99144. multiMaterials: MultiMaterial[];
  99145. /**
  99146. * All of the materials added to this scene
  99147. * In the context of a Scene, it is not supposed to be modified manually.
  99148. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  99149. * Note also that the order of the Material wihin the array is not significant and might change.
  99150. * @see http://doc.babylonjs.com/babylon101/materials
  99151. */
  99152. materials: Material[];
  99153. /**
  99154. * The list of morph target managers added to the scene
  99155. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  99156. */
  99157. morphTargetManagers: MorphTargetManager[];
  99158. /**
  99159. * The list of geometries used in the scene.
  99160. */
  99161. geometries: Geometry[];
  99162. /**
  99163. * All of the tranform nodes added to this scene
  99164. * In the context of a Scene, it is not supposed to be modified manually.
  99165. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  99166. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  99167. * @see http://doc.babylonjs.com/how_to/transformnode
  99168. */
  99169. transformNodes: TransformNode[];
  99170. /**
  99171. * ActionManagers available on the scene.
  99172. */
  99173. actionManagers: AbstractActionManager[];
  99174. /**
  99175. * Textures to keep.
  99176. */
  99177. textures: BaseTexture[];
  99178. /**
  99179. * Environment texture for the scene
  99180. */
  99181. environmentTexture: Nullable<BaseTexture>;
  99182. }
  99183. }
  99184. declare module BABYLON {
  99185. /**
  99186. * Interface used to define options for Sound class
  99187. */
  99188. export interface ISoundOptions {
  99189. /**
  99190. * Does the sound autoplay once loaded.
  99191. */
  99192. autoplay?: boolean;
  99193. /**
  99194. * Does the sound loop after it finishes playing once.
  99195. */
  99196. loop?: boolean;
  99197. /**
  99198. * Sound's volume
  99199. */
  99200. volume?: number;
  99201. /**
  99202. * Is it a spatial sound?
  99203. */
  99204. spatialSound?: boolean;
  99205. /**
  99206. * Maximum distance to hear that sound
  99207. */
  99208. maxDistance?: number;
  99209. /**
  99210. * Uses user defined attenuation function
  99211. */
  99212. useCustomAttenuation?: boolean;
  99213. /**
  99214. * Define the roll off factor of spatial sounds.
  99215. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99216. */
  99217. rolloffFactor?: number;
  99218. /**
  99219. * Define the reference distance the sound should be heard perfectly.
  99220. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99221. */
  99222. refDistance?: number;
  99223. /**
  99224. * Define the distance attenuation model the sound will follow.
  99225. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99226. */
  99227. distanceModel?: string;
  99228. /**
  99229. * Defines the playback speed (1 by default)
  99230. */
  99231. playbackRate?: number;
  99232. /**
  99233. * Defines if the sound is from a streaming source
  99234. */
  99235. streaming?: boolean;
  99236. /**
  99237. * Defines an optional length (in seconds) inside the sound file
  99238. */
  99239. length?: number;
  99240. /**
  99241. * Defines an optional offset (in seconds) inside the sound file
  99242. */
  99243. offset?: number;
  99244. /**
  99245. * If true, URLs will not be required to state the audio file codec to use.
  99246. */
  99247. skipCodecCheck?: boolean;
  99248. }
  99249. /**
  99250. * Defines a sound that can be played in the application.
  99251. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99252. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99253. */
  99254. export class Sound {
  99255. /**
  99256. * The name of the sound in the scene.
  99257. */
  99258. name: string;
  99259. /**
  99260. * Does the sound autoplay once loaded.
  99261. */
  99262. autoplay: boolean;
  99263. /**
  99264. * Does the sound loop after it finishes playing once.
  99265. */
  99266. loop: boolean;
  99267. /**
  99268. * Does the sound use a custom attenuation curve to simulate the falloff
  99269. * happening when the source gets further away from the camera.
  99270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99271. */
  99272. useCustomAttenuation: boolean;
  99273. /**
  99274. * The sound track id this sound belongs to.
  99275. */
  99276. soundTrackId: number;
  99277. /**
  99278. * Is this sound currently played.
  99279. */
  99280. isPlaying: boolean;
  99281. /**
  99282. * Is this sound currently paused.
  99283. */
  99284. isPaused: boolean;
  99285. /**
  99286. * Does this sound enables spatial sound.
  99287. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99288. */
  99289. spatialSound: boolean;
  99290. /**
  99291. * Define the reference distance the sound should be heard perfectly.
  99292. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99293. */
  99294. refDistance: number;
  99295. /**
  99296. * Define the roll off factor of spatial sounds.
  99297. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99298. */
  99299. rolloffFactor: number;
  99300. /**
  99301. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99302. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99303. */
  99304. maxDistance: number;
  99305. /**
  99306. * Define the distance attenuation model the sound will follow.
  99307. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99308. */
  99309. distanceModel: string;
  99310. /**
  99311. * @hidden
  99312. * Back Compat
  99313. **/
  99314. onended: () => any;
  99315. /**
  99316. * Observable event when the current playing sound finishes.
  99317. */
  99318. onEndedObservable: Observable<Sound>;
  99319. private _panningModel;
  99320. private _playbackRate;
  99321. private _streaming;
  99322. private _startTime;
  99323. private _startOffset;
  99324. private _position;
  99325. /** @hidden */
  99326. _positionInEmitterSpace: boolean;
  99327. private _localDirection;
  99328. private _volume;
  99329. private _isReadyToPlay;
  99330. private _isDirectional;
  99331. private _readyToPlayCallback;
  99332. private _audioBuffer;
  99333. private _soundSource;
  99334. private _streamingSource;
  99335. private _soundPanner;
  99336. private _soundGain;
  99337. private _inputAudioNode;
  99338. private _outputAudioNode;
  99339. private _coneInnerAngle;
  99340. private _coneOuterAngle;
  99341. private _coneOuterGain;
  99342. private _scene;
  99343. private _connectedTransformNode;
  99344. private _customAttenuationFunction;
  99345. private _registerFunc;
  99346. private _isOutputConnected;
  99347. private _htmlAudioElement;
  99348. private _urlType;
  99349. private _length?;
  99350. private _offset?;
  99351. /** @hidden */
  99352. static _SceneComponentInitialization: (scene: Scene) => void;
  99353. /**
  99354. * Create a sound and attach it to a scene
  99355. * @param name Name of your sound
  99356. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99357. * @param scene defines the scene the sound belongs to
  99358. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99359. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99360. */
  99361. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99362. /**
  99363. * Release the sound and its associated resources
  99364. */
  99365. dispose(): void;
  99366. /**
  99367. * Gets if the sounds is ready to be played or not.
  99368. * @returns true if ready, otherwise false
  99369. */
  99370. isReady(): boolean;
  99371. private _soundLoaded;
  99372. /**
  99373. * Sets the data of the sound from an audiobuffer
  99374. * @param audioBuffer The audioBuffer containing the data
  99375. */
  99376. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99377. /**
  99378. * Updates the current sounds options such as maxdistance, loop...
  99379. * @param options A JSON object containing values named as the object properties
  99380. */
  99381. updateOptions(options: ISoundOptions): void;
  99382. private _createSpatialParameters;
  99383. private _updateSpatialParameters;
  99384. /**
  99385. * Switch the panning model to HRTF:
  99386. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99387. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99388. */
  99389. switchPanningModelToHRTF(): void;
  99390. /**
  99391. * Switch the panning model to Equal Power:
  99392. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99393. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99394. */
  99395. switchPanningModelToEqualPower(): void;
  99396. private _switchPanningModel;
  99397. /**
  99398. * Connect this sound to a sound track audio node like gain...
  99399. * @param soundTrackAudioNode the sound track audio node to connect to
  99400. */
  99401. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99402. /**
  99403. * Transform this sound into a directional source
  99404. * @param coneInnerAngle Size of the inner cone in degree
  99405. * @param coneOuterAngle Size of the outer cone in degree
  99406. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99407. */
  99408. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99409. /**
  99410. * Gets or sets the inner angle for the directional cone.
  99411. */
  99412. /**
  99413. * Gets or sets the inner angle for the directional cone.
  99414. */
  99415. directionalConeInnerAngle: number;
  99416. /**
  99417. * Gets or sets the outer angle for the directional cone.
  99418. */
  99419. /**
  99420. * Gets or sets the outer angle for the directional cone.
  99421. */
  99422. directionalConeOuterAngle: number;
  99423. /**
  99424. * Sets the position of the emitter if spatial sound is enabled
  99425. * @param newPosition Defines the new posisiton
  99426. */
  99427. setPosition(newPosition: Vector3): void;
  99428. /**
  99429. * Sets the local direction of the emitter if spatial sound is enabled
  99430. * @param newLocalDirection Defines the new local direction
  99431. */
  99432. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99433. private _updateDirection;
  99434. /** @hidden */
  99435. updateDistanceFromListener(): void;
  99436. /**
  99437. * Sets a new custom attenuation function for the sound.
  99438. * @param callback Defines the function used for the attenuation
  99439. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99440. */
  99441. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99442. /**
  99443. * Play the sound
  99444. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99445. * @param offset (optional) Start the sound at a specific time in seconds
  99446. * @param length (optional) Sound duration (in seconds)
  99447. */
  99448. play(time?: number, offset?: number, length?: number): void;
  99449. private _onended;
  99450. /**
  99451. * Stop the sound
  99452. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99453. */
  99454. stop(time?: number): void;
  99455. /**
  99456. * Put the sound in pause
  99457. */
  99458. pause(): void;
  99459. /**
  99460. * Sets a dedicated volume for this sounds
  99461. * @param newVolume Define the new volume of the sound
  99462. * @param time Define time for gradual change to new volume
  99463. */
  99464. setVolume(newVolume: number, time?: number): void;
  99465. /**
  99466. * Set the sound play back rate
  99467. * @param newPlaybackRate Define the playback rate the sound should be played at
  99468. */
  99469. setPlaybackRate(newPlaybackRate: number): void;
  99470. /**
  99471. * Gets the volume of the sound.
  99472. * @returns the volume of the sound
  99473. */
  99474. getVolume(): number;
  99475. /**
  99476. * Attach the sound to a dedicated mesh
  99477. * @param transformNode The transform node to connect the sound with
  99478. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99479. */
  99480. attachToMesh(transformNode: TransformNode): void;
  99481. /**
  99482. * Detach the sound from the previously attached mesh
  99483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99484. */
  99485. detachFromMesh(): void;
  99486. private _onRegisterAfterWorldMatrixUpdate;
  99487. /**
  99488. * Clone the current sound in the scene.
  99489. * @returns the new sound clone
  99490. */
  99491. clone(): Nullable<Sound>;
  99492. /**
  99493. * Gets the current underlying audio buffer containing the data
  99494. * @returns the audio buffer
  99495. */
  99496. getAudioBuffer(): Nullable<AudioBuffer>;
  99497. /**
  99498. * Serializes the Sound in a JSON representation
  99499. * @returns the JSON representation of the sound
  99500. */
  99501. serialize(): any;
  99502. /**
  99503. * Parse a JSON representation of a sound to innstantiate in a given scene
  99504. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99505. * @param scene Define the scene the new parsed sound should be created in
  99506. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99507. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99508. * @returns the newly parsed sound
  99509. */
  99510. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99511. }
  99512. }
  99513. declare module BABYLON {
  99514. /**
  99515. * This defines an action helpful to play a defined sound on a triggered action.
  99516. */
  99517. export class PlaySoundAction extends Action {
  99518. private _sound;
  99519. /**
  99520. * Instantiate the action
  99521. * @param triggerOptions defines the trigger options
  99522. * @param sound defines the sound to play
  99523. * @param condition defines the trigger related conditions
  99524. */
  99525. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99526. /** @hidden */
  99527. _prepare(): void;
  99528. /**
  99529. * Execute the action and play the sound.
  99530. */
  99531. execute(): void;
  99532. /**
  99533. * Serializes the actions and its related information.
  99534. * @param parent defines the object to serialize in
  99535. * @returns the serialized object
  99536. */
  99537. serialize(parent: any): any;
  99538. }
  99539. /**
  99540. * This defines an action helpful to stop a defined sound on a triggered action.
  99541. */
  99542. export class StopSoundAction extends Action {
  99543. private _sound;
  99544. /**
  99545. * Instantiate the action
  99546. * @param triggerOptions defines the trigger options
  99547. * @param sound defines the sound to stop
  99548. * @param condition defines the trigger related conditions
  99549. */
  99550. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99551. /** @hidden */
  99552. _prepare(): void;
  99553. /**
  99554. * Execute the action and stop the sound.
  99555. */
  99556. execute(): void;
  99557. /**
  99558. * Serializes the actions and its related information.
  99559. * @param parent defines the object to serialize in
  99560. * @returns the serialized object
  99561. */
  99562. serialize(parent: any): any;
  99563. }
  99564. }
  99565. declare module BABYLON {
  99566. /**
  99567. * This defines an action responsible to change the value of a property
  99568. * by interpolating between its current value and the newly set one once triggered.
  99569. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99570. */
  99571. export class InterpolateValueAction extends Action {
  99572. /**
  99573. * Defines the path of the property where the value should be interpolated
  99574. */
  99575. propertyPath: string;
  99576. /**
  99577. * Defines the target value at the end of the interpolation.
  99578. */
  99579. value: any;
  99580. /**
  99581. * Defines the time it will take for the property to interpolate to the value.
  99582. */
  99583. duration: number;
  99584. /**
  99585. * Defines if the other scene animations should be stopped when the action has been triggered
  99586. */
  99587. stopOtherAnimations?: boolean;
  99588. /**
  99589. * Defines a callback raised once the interpolation animation has been done.
  99590. */
  99591. onInterpolationDone?: () => void;
  99592. /**
  99593. * Observable triggered once the interpolation animation has been done.
  99594. */
  99595. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99596. private _target;
  99597. private _effectiveTarget;
  99598. private _property;
  99599. /**
  99600. * Instantiate the action
  99601. * @param triggerOptions defines the trigger options
  99602. * @param target defines the object containing the value to interpolate
  99603. * @param propertyPath defines the path to the property in the target object
  99604. * @param value defines the target value at the end of the interpolation
  99605. * @param duration deines the time it will take for the property to interpolate to the value.
  99606. * @param condition defines the trigger related conditions
  99607. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99608. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99609. */
  99610. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99611. /** @hidden */
  99612. _prepare(): void;
  99613. /**
  99614. * Execute the action starts the value interpolation.
  99615. */
  99616. execute(): void;
  99617. /**
  99618. * Serializes the actions and its related information.
  99619. * @param parent defines the object to serialize in
  99620. * @returns the serialized object
  99621. */
  99622. serialize(parent: any): any;
  99623. }
  99624. }
  99625. declare module BABYLON {
  99626. /**
  99627. * Options allowed during the creation of a sound track.
  99628. */
  99629. export interface ISoundTrackOptions {
  99630. /**
  99631. * The volume the sound track should take during creation
  99632. */
  99633. volume?: number;
  99634. /**
  99635. * Define if the sound track is the main sound track of the scene
  99636. */
  99637. mainTrack?: boolean;
  99638. }
  99639. /**
  99640. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99641. * It will be also used in a future release to apply effects on a specific track.
  99642. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99643. */
  99644. export class SoundTrack {
  99645. /**
  99646. * The unique identifier of the sound track in the scene.
  99647. */
  99648. id: number;
  99649. /**
  99650. * The list of sounds included in the sound track.
  99651. */
  99652. soundCollection: Array<Sound>;
  99653. private _outputAudioNode;
  99654. private _scene;
  99655. private _isMainTrack;
  99656. private _connectedAnalyser;
  99657. private _options;
  99658. private _isInitialized;
  99659. /**
  99660. * Creates a new sound track.
  99661. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99662. * @param scene Define the scene the sound track belongs to
  99663. * @param options
  99664. */
  99665. constructor(scene: Scene, options?: ISoundTrackOptions);
  99666. private _initializeSoundTrackAudioGraph;
  99667. /**
  99668. * Release the sound track and its associated resources
  99669. */
  99670. dispose(): void;
  99671. /**
  99672. * Adds a sound to this sound track
  99673. * @param sound define the cound to add
  99674. * @ignoreNaming
  99675. */
  99676. AddSound(sound: Sound): void;
  99677. /**
  99678. * Removes a sound to this sound track
  99679. * @param sound define the cound to remove
  99680. * @ignoreNaming
  99681. */
  99682. RemoveSound(sound: Sound): void;
  99683. /**
  99684. * Set a global volume for the full sound track.
  99685. * @param newVolume Define the new volume of the sound track
  99686. */
  99687. setVolume(newVolume: number): void;
  99688. /**
  99689. * Switch the panning model to HRTF:
  99690. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99691. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99692. */
  99693. switchPanningModelToHRTF(): void;
  99694. /**
  99695. * Switch the panning model to Equal Power:
  99696. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99697. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99698. */
  99699. switchPanningModelToEqualPower(): void;
  99700. /**
  99701. * Connect the sound track to an audio analyser allowing some amazing
  99702. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99703. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99704. * @param analyser The analyser to connect to the engine
  99705. */
  99706. connectToAnalyser(analyser: Analyser): void;
  99707. }
  99708. }
  99709. declare module BABYLON {
  99710. interface AbstractScene {
  99711. /**
  99712. * The list of sounds used in the scene.
  99713. */
  99714. sounds: Nullable<Array<Sound>>;
  99715. }
  99716. interface Scene {
  99717. /**
  99718. * @hidden
  99719. * Backing field
  99720. */
  99721. _mainSoundTrack: SoundTrack;
  99722. /**
  99723. * The main sound track played by the scene.
  99724. * It cotains your primary collection of sounds.
  99725. */
  99726. mainSoundTrack: SoundTrack;
  99727. /**
  99728. * The list of sound tracks added to the scene
  99729. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99730. */
  99731. soundTracks: Nullable<Array<SoundTrack>>;
  99732. /**
  99733. * Gets a sound using a given name
  99734. * @param name defines the name to search for
  99735. * @return the found sound or null if not found at all.
  99736. */
  99737. getSoundByName(name: string): Nullable<Sound>;
  99738. /**
  99739. * Gets or sets if audio support is enabled
  99740. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99741. */
  99742. audioEnabled: boolean;
  99743. /**
  99744. * Gets or sets if audio will be output to headphones
  99745. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99746. */
  99747. headphone: boolean;
  99748. /**
  99749. * Gets or sets custom audio listener position provider
  99750. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99751. */
  99752. audioListenerPositionProvider: Nullable<() => Vector3>;
  99753. }
  99754. /**
  99755. * Defines the sound scene component responsible to manage any sounds
  99756. * in a given scene.
  99757. */
  99758. export class AudioSceneComponent implements ISceneSerializableComponent {
  99759. /**
  99760. * The component name helpfull to identify the component in the list of scene components.
  99761. */
  99762. readonly name: string;
  99763. /**
  99764. * The scene the component belongs to.
  99765. */
  99766. scene: Scene;
  99767. private _audioEnabled;
  99768. /**
  99769. * Gets whether audio is enabled or not.
  99770. * Please use related enable/disable method to switch state.
  99771. */
  99772. readonly audioEnabled: boolean;
  99773. private _headphone;
  99774. /**
  99775. * Gets whether audio is outputing to headphone or not.
  99776. * Please use the according Switch methods to change output.
  99777. */
  99778. readonly headphone: boolean;
  99779. private _audioListenerPositionProvider;
  99780. /**
  99781. * Gets the current audio listener position provider
  99782. */
  99783. /**
  99784. * Sets a custom listener position for all sounds in the scene
  99785. * By default, this is the position of the first active camera
  99786. */
  99787. audioListenerPositionProvider: Nullable<() => Vector3>;
  99788. /**
  99789. * Creates a new instance of the component for the given scene
  99790. * @param scene Defines the scene to register the component in
  99791. */
  99792. constructor(scene: Scene);
  99793. /**
  99794. * Registers the component in a given scene
  99795. */
  99796. register(): void;
  99797. /**
  99798. * Rebuilds the elements related to this component in case of
  99799. * context lost for instance.
  99800. */
  99801. rebuild(): void;
  99802. /**
  99803. * Serializes the component data to the specified json object
  99804. * @param serializationObject The object to serialize to
  99805. */
  99806. serialize(serializationObject: any): void;
  99807. /**
  99808. * Adds all the elements from the container to the scene
  99809. * @param container the container holding the elements
  99810. */
  99811. addFromContainer(container: AbstractScene): void;
  99812. /**
  99813. * Removes all the elements in the container from the scene
  99814. * @param container contains the elements to remove
  99815. * @param dispose if the removed element should be disposed (default: false)
  99816. */
  99817. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99818. /**
  99819. * Disposes the component and the associated ressources.
  99820. */
  99821. dispose(): void;
  99822. /**
  99823. * Disables audio in the associated scene.
  99824. */
  99825. disableAudio(): void;
  99826. /**
  99827. * Enables audio in the associated scene.
  99828. */
  99829. enableAudio(): void;
  99830. /**
  99831. * Switch audio to headphone output.
  99832. */
  99833. switchAudioModeForHeadphones(): void;
  99834. /**
  99835. * Switch audio to normal speakers.
  99836. */
  99837. switchAudioModeForNormalSpeakers(): void;
  99838. private _afterRender;
  99839. }
  99840. }
  99841. declare module BABYLON {
  99842. /**
  99843. * Wraps one or more Sound objects and selects one with random weight for playback.
  99844. */
  99845. export class WeightedSound {
  99846. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99847. loop: boolean;
  99848. private _coneInnerAngle;
  99849. private _coneOuterAngle;
  99850. private _volume;
  99851. /** A Sound is currently playing. */
  99852. isPlaying: boolean;
  99853. /** A Sound is currently paused. */
  99854. isPaused: boolean;
  99855. private _sounds;
  99856. private _weights;
  99857. private _currentIndex?;
  99858. /**
  99859. * Creates a new WeightedSound from the list of sounds given.
  99860. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99861. * @param sounds Array of Sounds that will be selected from.
  99862. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99863. */
  99864. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99865. /**
  99866. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99867. */
  99868. /**
  99869. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99870. */
  99871. directionalConeInnerAngle: number;
  99872. /**
  99873. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99874. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99875. */
  99876. /**
  99877. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99878. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99879. */
  99880. directionalConeOuterAngle: number;
  99881. /**
  99882. * Playback volume.
  99883. */
  99884. /**
  99885. * Playback volume.
  99886. */
  99887. volume: number;
  99888. private _onended;
  99889. /**
  99890. * Suspend playback
  99891. */
  99892. pause(): void;
  99893. /**
  99894. * Stop playback
  99895. */
  99896. stop(): void;
  99897. /**
  99898. * Start playback.
  99899. * @param startOffset Position the clip head at a specific time in seconds.
  99900. */
  99901. play(startOffset?: number): void;
  99902. }
  99903. }
  99904. declare module BABYLON {
  99905. /**
  99906. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99907. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99908. */
  99909. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99910. /**
  99911. * Gets the name of the behavior.
  99912. */
  99913. readonly name: string;
  99914. /**
  99915. * The easing function used by animations
  99916. */
  99917. static EasingFunction: BackEase;
  99918. /**
  99919. * The easing mode used by animations
  99920. */
  99921. static EasingMode: number;
  99922. /**
  99923. * The duration of the animation, in milliseconds
  99924. */
  99925. transitionDuration: number;
  99926. /**
  99927. * Length of the distance animated by the transition when lower radius is reached
  99928. */
  99929. lowerRadiusTransitionRange: number;
  99930. /**
  99931. * Length of the distance animated by the transition when upper radius is reached
  99932. */
  99933. upperRadiusTransitionRange: number;
  99934. private _autoTransitionRange;
  99935. /**
  99936. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99937. */
  99938. /**
  99939. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99940. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99941. */
  99942. autoTransitionRange: boolean;
  99943. private _attachedCamera;
  99944. private _onAfterCheckInputsObserver;
  99945. private _onMeshTargetChangedObserver;
  99946. /**
  99947. * Initializes the behavior.
  99948. */
  99949. init(): void;
  99950. /**
  99951. * Attaches the behavior to its arc rotate camera.
  99952. * @param camera Defines the camera to attach the behavior to
  99953. */
  99954. attach(camera: ArcRotateCamera): void;
  99955. /**
  99956. * Detaches the behavior from its current arc rotate camera.
  99957. */
  99958. detach(): void;
  99959. private _radiusIsAnimating;
  99960. private _radiusBounceTransition;
  99961. private _animatables;
  99962. private _cachedWheelPrecision;
  99963. /**
  99964. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99965. * @param radiusLimit The limit to check against.
  99966. * @return Bool to indicate if at limit.
  99967. */
  99968. private _isRadiusAtLimit;
  99969. /**
  99970. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99971. * @param radiusDelta The delta by which to animate to. Can be negative.
  99972. */
  99973. private _applyBoundRadiusAnimation;
  99974. /**
  99975. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99976. */
  99977. protected _clearAnimationLocks(): void;
  99978. /**
  99979. * Stops and removes all animations that have been applied to the camera
  99980. */
  99981. stopAllAnimations(): void;
  99982. }
  99983. }
  99984. declare module BABYLON {
  99985. /**
  99986. * 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.
  99987. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99988. */
  99989. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99990. /**
  99991. * Gets the name of the behavior.
  99992. */
  99993. readonly name: string;
  99994. private _mode;
  99995. private _radiusScale;
  99996. private _positionScale;
  99997. private _defaultElevation;
  99998. private _elevationReturnTime;
  99999. private _elevationReturnWaitTime;
  100000. private _zoomStopsAnimation;
  100001. private _framingTime;
  100002. /**
  100003. * The easing function used by animations
  100004. */
  100005. static EasingFunction: ExponentialEase;
  100006. /**
  100007. * The easing mode used by animations
  100008. */
  100009. static EasingMode: number;
  100010. /**
  100011. * Sets the current mode used by the behavior
  100012. */
  100013. /**
  100014. * Gets current mode used by the behavior.
  100015. */
  100016. mode: number;
  100017. /**
  100018. * Sets the scale applied to the radius (1 by default)
  100019. */
  100020. /**
  100021. * Gets the scale applied to the radius
  100022. */
  100023. radiusScale: number;
  100024. /**
  100025. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100026. */
  100027. /**
  100028. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100029. */
  100030. positionScale: number;
  100031. /**
  100032. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100033. * behaviour is triggered, in radians.
  100034. */
  100035. /**
  100036. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100037. * behaviour is triggered, in radians.
  100038. */
  100039. defaultElevation: number;
  100040. /**
  100041. * Sets the time (in milliseconds) taken to return to the default beta position.
  100042. * Negative value indicates camera should not return to default.
  100043. */
  100044. /**
  100045. * Gets the time (in milliseconds) taken to return to the default beta position.
  100046. * Negative value indicates camera should not return to default.
  100047. */
  100048. elevationReturnTime: number;
  100049. /**
  100050. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100051. */
  100052. /**
  100053. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100054. */
  100055. elevationReturnWaitTime: number;
  100056. /**
  100057. * Sets the flag that indicates if user zooming should stop animation.
  100058. */
  100059. /**
  100060. * Gets the flag that indicates if user zooming should stop animation.
  100061. */
  100062. zoomStopsAnimation: boolean;
  100063. /**
  100064. * Sets the transition time when framing the mesh, in milliseconds
  100065. */
  100066. /**
  100067. * Gets the transition time when framing the mesh, in milliseconds
  100068. */
  100069. framingTime: number;
  100070. /**
  100071. * Define if the behavior should automatically change the configured
  100072. * camera limits and sensibilities.
  100073. */
  100074. autoCorrectCameraLimitsAndSensibility: boolean;
  100075. private _onPrePointerObservableObserver;
  100076. private _onAfterCheckInputsObserver;
  100077. private _onMeshTargetChangedObserver;
  100078. private _attachedCamera;
  100079. private _isPointerDown;
  100080. private _lastInteractionTime;
  100081. /**
  100082. * Initializes the behavior.
  100083. */
  100084. init(): void;
  100085. /**
  100086. * Attaches the behavior to its arc rotate camera.
  100087. * @param camera Defines the camera to attach the behavior to
  100088. */
  100089. attach(camera: ArcRotateCamera): void;
  100090. /**
  100091. * Detaches the behavior from its current arc rotate camera.
  100092. */
  100093. detach(): void;
  100094. private _animatables;
  100095. private _betaIsAnimating;
  100096. private _betaTransition;
  100097. private _radiusTransition;
  100098. private _vectorTransition;
  100099. /**
  100100. * Targets the given mesh and updates zoom level accordingly.
  100101. * @param mesh The mesh to target.
  100102. * @param radius Optional. If a cached radius position already exists, overrides default.
  100103. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100104. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100105. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100106. */
  100107. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100108. /**
  100109. * Targets the given mesh with its children and updates zoom level accordingly.
  100110. * @param mesh The mesh to target.
  100111. * @param radius Optional. If a cached radius position already exists, overrides default.
  100112. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100113. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100114. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100115. */
  100116. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100117. /**
  100118. * Targets the given meshes with their children and updates zoom level accordingly.
  100119. * @param meshes The mesh to target.
  100120. * @param radius Optional. If a cached radius position already exists, overrides default.
  100121. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100122. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100123. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100124. */
  100125. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100126. /**
  100127. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  100128. * @param minimumWorld Determines the smaller position of the bounding box extend
  100129. * @param maximumWorld Determines the bigger position of the bounding box extend
  100130. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100131. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100132. */
  100133. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100134. /**
  100135. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  100136. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  100137. * frustum width.
  100138. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  100139. * to fully enclose the mesh in the viewing frustum.
  100140. */
  100141. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  100142. /**
  100143. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  100144. * is automatically returned to its default position (expected to be above ground plane).
  100145. */
  100146. private _maintainCameraAboveGround;
  100147. /**
  100148. * Returns the frustum slope based on the canvas ratio and camera FOV
  100149. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  100150. */
  100151. private _getFrustumSlope;
  100152. /**
  100153. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  100154. */
  100155. private _clearAnimationLocks;
  100156. /**
  100157. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100158. */
  100159. private _applyUserInteraction;
  100160. /**
  100161. * Stops and removes all animations that have been applied to the camera
  100162. */
  100163. stopAllAnimations(): void;
  100164. /**
  100165. * Gets a value indicating if the user is moving the camera
  100166. */
  100167. readonly isUserIsMoving: boolean;
  100168. /**
  100169. * The camera can move all the way towards the mesh.
  100170. */
  100171. static IgnoreBoundsSizeMode: number;
  100172. /**
  100173. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  100174. */
  100175. static FitFrustumSidesMode: number;
  100176. }
  100177. }
  100178. declare module BABYLON {
  100179. /**
  100180. * Base class for Camera Pointer Inputs.
  100181. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  100182. * for example usage.
  100183. */
  100184. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  100185. /**
  100186. * Defines the camera the input is attached to.
  100187. */
  100188. abstract camera: Camera;
  100189. /**
  100190. * Whether keyboard modifier keys are pressed at time of last mouse event.
  100191. */
  100192. protected _altKey: boolean;
  100193. protected _ctrlKey: boolean;
  100194. protected _metaKey: boolean;
  100195. protected _shiftKey: boolean;
  100196. /**
  100197. * Which mouse buttons were pressed at time of last mouse event.
  100198. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  100199. */
  100200. protected _buttonsPressed: number;
  100201. /**
  100202. * Defines the buttons associated with the input to handle camera move.
  100203. */
  100204. buttons: number[];
  100205. /**
  100206. * Attach the input controls to a specific dom element to get the input from.
  100207. * @param element Defines the element the controls should be listened from
  100208. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100209. */
  100210. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100211. /**
  100212. * Detach the current controls from the specified dom element.
  100213. * @param element Defines the element to stop listening the inputs from
  100214. */
  100215. detachControl(element: Nullable<HTMLElement>): void;
  100216. /**
  100217. * Gets the class name of the current input.
  100218. * @returns the class name
  100219. */
  100220. getClassName(): string;
  100221. /**
  100222. * Get the friendly name associated with the input class.
  100223. * @returns the input friendly name
  100224. */
  100225. getSimpleName(): string;
  100226. /**
  100227. * Called on pointer POINTERDOUBLETAP event.
  100228. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100229. */
  100230. protected onDoubleTap(type: string): void;
  100231. /**
  100232. * Called on pointer POINTERMOVE event if only a single touch is active.
  100233. * Override this method to provide functionality.
  100234. */
  100235. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100236. /**
  100237. * Called on pointer POINTERMOVE event if multiple touches are active.
  100238. * Override this method to provide functionality.
  100239. */
  100240. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100241. /**
  100242. * Called on JS contextmenu event.
  100243. * Override this method to provide functionality.
  100244. */
  100245. protected onContextMenu(evt: PointerEvent): void;
  100246. /**
  100247. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100248. * press.
  100249. * Override this method to provide functionality.
  100250. */
  100251. protected onButtonDown(evt: PointerEvent): void;
  100252. /**
  100253. * Called each time a new POINTERUP event occurs. Ie, for each button
  100254. * release.
  100255. * Override this method to provide functionality.
  100256. */
  100257. protected onButtonUp(evt: PointerEvent): void;
  100258. /**
  100259. * Called when window becomes inactive.
  100260. * Override this method to provide functionality.
  100261. */
  100262. protected onLostFocus(): void;
  100263. private _pointerInput;
  100264. private _observer;
  100265. private _onLostFocus;
  100266. private pointA;
  100267. private pointB;
  100268. }
  100269. }
  100270. declare module BABYLON {
  100271. /**
  100272. * Manage the pointers inputs to control an arc rotate camera.
  100273. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100274. */
  100275. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100276. /**
  100277. * Defines the camera the input is attached to.
  100278. */
  100279. camera: ArcRotateCamera;
  100280. /**
  100281. * Gets the class name of the current input.
  100282. * @returns the class name
  100283. */
  100284. getClassName(): string;
  100285. /**
  100286. * Defines the buttons associated with the input to handle camera move.
  100287. */
  100288. buttons: number[];
  100289. /**
  100290. * Defines the pointer angular sensibility along the X axis or how fast is
  100291. * the camera rotating.
  100292. */
  100293. angularSensibilityX: number;
  100294. /**
  100295. * Defines the pointer angular sensibility along the Y axis or how fast is
  100296. * the camera rotating.
  100297. */
  100298. angularSensibilityY: number;
  100299. /**
  100300. * Defines the pointer pinch precision or how fast is the camera zooming.
  100301. */
  100302. pinchPrecision: number;
  100303. /**
  100304. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100305. * from 0.
  100306. * It defines the percentage of current camera.radius to use as delta when
  100307. * pinch zoom is used.
  100308. */
  100309. pinchDeltaPercentage: number;
  100310. /**
  100311. * Defines the pointer panning sensibility or how fast is the camera moving.
  100312. */
  100313. panningSensibility: number;
  100314. /**
  100315. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100316. */
  100317. multiTouchPanning: boolean;
  100318. /**
  100319. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100320. * zoom (pinch) through multitouch.
  100321. */
  100322. multiTouchPanAndZoom: boolean;
  100323. /**
  100324. * Revers pinch action direction.
  100325. */
  100326. pinchInwards: boolean;
  100327. private _isPanClick;
  100328. private _twoFingerActivityCount;
  100329. private _isPinching;
  100330. /**
  100331. * Called on pointer POINTERMOVE event if only a single touch is active.
  100332. */
  100333. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100334. /**
  100335. * Called on pointer POINTERDOUBLETAP event.
  100336. */
  100337. protected onDoubleTap(type: string): void;
  100338. /**
  100339. * Called on pointer POINTERMOVE event if multiple touches are active.
  100340. */
  100341. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100342. /**
  100343. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100344. * press.
  100345. */
  100346. protected onButtonDown(evt: PointerEvent): void;
  100347. /**
  100348. * Called each time a new POINTERUP event occurs. Ie, for each button
  100349. * release.
  100350. */
  100351. protected onButtonUp(evt: PointerEvent): void;
  100352. /**
  100353. * Called when window becomes inactive.
  100354. */
  100355. protected onLostFocus(): void;
  100356. }
  100357. }
  100358. declare module BABYLON {
  100359. /**
  100360. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100361. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100362. */
  100363. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100364. /**
  100365. * Defines the camera the input is attached to.
  100366. */
  100367. camera: ArcRotateCamera;
  100368. /**
  100369. * Defines the list of key codes associated with the up action (increase alpha)
  100370. */
  100371. keysUp: number[];
  100372. /**
  100373. * Defines the list of key codes associated with the down action (decrease alpha)
  100374. */
  100375. keysDown: number[];
  100376. /**
  100377. * Defines the list of key codes associated with the left action (increase beta)
  100378. */
  100379. keysLeft: number[];
  100380. /**
  100381. * Defines the list of key codes associated with the right action (decrease beta)
  100382. */
  100383. keysRight: number[];
  100384. /**
  100385. * Defines the list of key codes associated with the reset action.
  100386. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100387. */
  100388. keysReset: number[];
  100389. /**
  100390. * Defines the panning sensibility of the inputs.
  100391. * (How fast is the camera paning)
  100392. */
  100393. panningSensibility: number;
  100394. /**
  100395. * Defines the zooming sensibility of the inputs.
  100396. * (How fast is the camera zooming)
  100397. */
  100398. zoomingSensibility: number;
  100399. /**
  100400. * Defines wether maintaining the alt key down switch the movement mode from
  100401. * orientation to zoom.
  100402. */
  100403. useAltToZoom: boolean;
  100404. /**
  100405. * Rotation speed of the camera
  100406. */
  100407. angularSpeed: number;
  100408. private _keys;
  100409. private _ctrlPressed;
  100410. private _altPressed;
  100411. private _onCanvasBlurObserver;
  100412. private _onKeyboardObserver;
  100413. private _engine;
  100414. private _scene;
  100415. /**
  100416. * Attach the input controls to a specific dom element to get the input from.
  100417. * @param element Defines the element the controls should be listened from
  100418. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100419. */
  100420. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100421. /**
  100422. * Detach the current controls from the specified dom element.
  100423. * @param element Defines the element to stop listening the inputs from
  100424. */
  100425. detachControl(element: Nullable<HTMLElement>): void;
  100426. /**
  100427. * Update the current camera state depending on the inputs that have been used this frame.
  100428. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100429. */
  100430. checkInputs(): void;
  100431. /**
  100432. * Gets the class name of the current intput.
  100433. * @returns the class name
  100434. */
  100435. getClassName(): string;
  100436. /**
  100437. * Get the friendly name associated with the input class.
  100438. * @returns the input friendly name
  100439. */
  100440. getSimpleName(): string;
  100441. }
  100442. }
  100443. declare module BABYLON {
  100444. /**
  100445. * Manage the mouse wheel inputs to control an arc rotate camera.
  100446. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100447. */
  100448. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100449. /**
  100450. * Defines the camera the input is attached to.
  100451. */
  100452. camera: ArcRotateCamera;
  100453. /**
  100454. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100455. */
  100456. wheelPrecision: number;
  100457. /**
  100458. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100459. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100460. */
  100461. wheelDeltaPercentage: number;
  100462. private _wheel;
  100463. private _observer;
  100464. private computeDeltaFromMouseWheelLegacyEvent;
  100465. /**
  100466. * Attach the input controls to a specific dom element to get the input from.
  100467. * @param element Defines the element the controls should be listened from
  100468. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100469. */
  100470. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100471. /**
  100472. * Detach the current controls from the specified dom element.
  100473. * @param element Defines the element to stop listening the inputs from
  100474. */
  100475. detachControl(element: Nullable<HTMLElement>): void;
  100476. /**
  100477. * Gets the class name of the current intput.
  100478. * @returns the class name
  100479. */
  100480. getClassName(): string;
  100481. /**
  100482. * Get the friendly name associated with the input class.
  100483. * @returns the input friendly name
  100484. */
  100485. getSimpleName(): string;
  100486. }
  100487. }
  100488. declare module BABYLON {
  100489. /**
  100490. * Default Inputs manager for the ArcRotateCamera.
  100491. * It groups all the default supported inputs for ease of use.
  100492. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100493. */
  100494. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100495. /**
  100496. * Instantiates a new ArcRotateCameraInputsManager.
  100497. * @param camera Defines the camera the inputs belong to
  100498. */
  100499. constructor(camera: ArcRotateCamera);
  100500. /**
  100501. * Add mouse wheel input support to the input manager.
  100502. * @returns the current input manager
  100503. */
  100504. addMouseWheel(): ArcRotateCameraInputsManager;
  100505. /**
  100506. * Add pointers input support to the input manager.
  100507. * @returns the current input manager
  100508. */
  100509. addPointers(): ArcRotateCameraInputsManager;
  100510. /**
  100511. * Add keyboard input support to the input manager.
  100512. * @returns the current input manager
  100513. */
  100514. addKeyboard(): ArcRotateCameraInputsManager;
  100515. }
  100516. }
  100517. declare module BABYLON {
  100518. /**
  100519. * This represents an orbital type of camera.
  100520. *
  100521. * 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.
  100522. * 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.
  100523. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100524. */
  100525. export class ArcRotateCamera extends TargetCamera {
  100526. /**
  100527. * Defines the rotation angle of the camera along the longitudinal axis.
  100528. */
  100529. alpha: number;
  100530. /**
  100531. * Defines the rotation angle of the camera along the latitudinal axis.
  100532. */
  100533. beta: number;
  100534. /**
  100535. * Defines the radius of the camera from it s target point.
  100536. */
  100537. radius: number;
  100538. protected _target: Vector3;
  100539. protected _targetHost: Nullable<AbstractMesh>;
  100540. /**
  100541. * Defines the target point of the camera.
  100542. * The camera looks towards it form the radius distance.
  100543. */
  100544. target: Vector3;
  100545. /**
  100546. * Define the current local position of the camera in the scene
  100547. */
  100548. position: Vector3;
  100549. protected _upVector: Vector3;
  100550. protected _upToYMatrix: Matrix;
  100551. protected _YToUpMatrix: Matrix;
  100552. /**
  100553. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100554. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100555. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100556. */
  100557. upVector: Vector3;
  100558. /**
  100559. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100560. */
  100561. setMatUp(): void;
  100562. /**
  100563. * Current inertia value on the longitudinal axis.
  100564. * The bigger this number the longer it will take for the camera to stop.
  100565. */
  100566. inertialAlphaOffset: number;
  100567. /**
  100568. * Current inertia value on the latitudinal axis.
  100569. * The bigger this number the longer it will take for the camera to stop.
  100570. */
  100571. inertialBetaOffset: number;
  100572. /**
  100573. * Current inertia value on the radius axis.
  100574. * The bigger this number the longer it will take for the camera to stop.
  100575. */
  100576. inertialRadiusOffset: number;
  100577. /**
  100578. * Minimum allowed angle on the longitudinal axis.
  100579. * This can help limiting how the Camera is able to move in the scene.
  100580. */
  100581. lowerAlphaLimit: Nullable<number>;
  100582. /**
  100583. * Maximum allowed angle on the longitudinal axis.
  100584. * This can help limiting how the Camera is able to move in the scene.
  100585. */
  100586. upperAlphaLimit: Nullable<number>;
  100587. /**
  100588. * Minimum allowed angle on the latitudinal axis.
  100589. * This can help limiting how the Camera is able to move in the scene.
  100590. */
  100591. lowerBetaLimit: number;
  100592. /**
  100593. * Maximum allowed angle on the latitudinal axis.
  100594. * This can help limiting how the Camera is able to move in the scene.
  100595. */
  100596. upperBetaLimit: number;
  100597. /**
  100598. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100599. * This can help limiting how the Camera is able to move in the scene.
  100600. */
  100601. lowerRadiusLimit: Nullable<number>;
  100602. /**
  100603. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100604. * This can help limiting how the Camera is able to move in the scene.
  100605. */
  100606. upperRadiusLimit: Nullable<number>;
  100607. /**
  100608. * Defines the current inertia value used during panning of the camera along the X axis.
  100609. */
  100610. inertialPanningX: number;
  100611. /**
  100612. * Defines the current inertia value used during panning of the camera along the Y axis.
  100613. */
  100614. inertialPanningY: number;
  100615. /**
  100616. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100617. * Basically if your fingers moves away from more than this distance you will be considered
  100618. * in pinch mode.
  100619. */
  100620. pinchToPanMaxDistance: number;
  100621. /**
  100622. * Defines the maximum distance the camera can pan.
  100623. * This could help keeping the cammera always in your scene.
  100624. */
  100625. panningDistanceLimit: Nullable<number>;
  100626. /**
  100627. * Defines the target of the camera before paning.
  100628. */
  100629. panningOriginTarget: Vector3;
  100630. /**
  100631. * Defines the value of the inertia used during panning.
  100632. * 0 would mean stop inertia and one would mean no decelleration at all.
  100633. */
  100634. panningInertia: number;
  100635. /**
  100636. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100637. */
  100638. angularSensibilityX: number;
  100639. /**
  100640. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100641. */
  100642. angularSensibilityY: number;
  100643. /**
  100644. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100645. */
  100646. pinchPrecision: number;
  100647. /**
  100648. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100649. * It will be used instead of pinchDeltaPrecision if different from 0.
  100650. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100651. */
  100652. pinchDeltaPercentage: number;
  100653. /**
  100654. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100655. */
  100656. panningSensibility: number;
  100657. /**
  100658. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100659. */
  100660. keysUp: number[];
  100661. /**
  100662. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100663. */
  100664. keysDown: number[];
  100665. /**
  100666. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100667. */
  100668. keysLeft: number[];
  100669. /**
  100670. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100671. */
  100672. keysRight: number[];
  100673. /**
  100674. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100675. */
  100676. wheelPrecision: number;
  100677. /**
  100678. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100679. * It will be used instead of pinchDeltaPrecision if different from 0.
  100680. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100681. */
  100682. wheelDeltaPercentage: number;
  100683. /**
  100684. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100685. */
  100686. zoomOnFactor: number;
  100687. /**
  100688. * Defines a screen offset for the camera position.
  100689. */
  100690. targetScreenOffset: Vector2;
  100691. /**
  100692. * Allows the camera to be completely reversed.
  100693. * If false the camera can not arrive upside down.
  100694. */
  100695. allowUpsideDown: boolean;
  100696. /**
  100697. * Define if double tap/click is used to restore the previously saved state of the camera.
  100698. */
  100699. useInputToRestoreState: boolean;
  100700. /** @hidden */
  100701. _viewMatrix: Matrix;
  100702. /** @hidden */
  100703. _useCtrlForPanning: boolean;
  100704. /** @hidden */
  100705. _panningMouseButton: number;
  100706. /**
  100707. * Defines the input associated to the camera.
  100708. */
  100709. inputs: ArcRotateCameraInputsManager;
  100710. /** @hidden */
  100711. _reset: () => void;
  100712. /**
  100713. * Defines the allowed panning axis.
  100714. */
  100715. panningAxis: Vector3;
  100716. protected _localDirection: Vector3;
  100717. protected _transformedDirection: Vector3;
  100718. private _bouncingBehavior;
  100719. /**
  100720. * Gets the bouncing behavior of the camera if it has been enabled.
  100721. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100722. */
  100723. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100724. /**
  100725. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100726. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100727. */
  100728. useBouncingBehavior: boolean;
  100729. private _framingBehavior;
  100730. /**
  100731. * Gets the framing behavior of the camera if it has been enabled.
  100732. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100733. */
  100734. readonly framingBehavior: Nullable<FramingBehavior>;
  100735. /**
  100736. * Defines if the framing behavior of the camera is enabled on the camera.
  100737. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100738. */
  100739. useFramingBehavior: boolean;
  100740. private _autoRotationBehavior;
  100741. /**
  100742. * Gets the auto rotation behavior of the camera if it has been enabled.
  100743. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100744. */
  100745. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100746. /**
  100747. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100748. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100749. */
  100750. useAutoRotationBehavior: boolean;
  100751. /**
  100752. * Observable triggered when the mesh target has been changed on the camera.
  100753. */
  100754. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100755. /**
  100756. * Event raised when the camera is colliding with a mesh.
  100757. */
  100758. onCollide: (collidedMesh: AbstractMesh) => void;
  100759. /**
  100760. * Defines whether the camera should check collision with the objects oh the scene.
  100761. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100762. */
  100763. checkCollisions: boolean;
  100764. /**
  100765. * Defines the collision radius of the camera.
  100766. * This simulates a sphere around the camera.
  100767. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100768. */
  100769. collisionRadius: Vector3;
  100770. protected _collider: Collider;
  100771. protected _previousPosition: Vector3;
  100772. protected _collisionVelocity: Vector3;
  100773. protected _newPosition: Vector3;
  100774. protected _previousAlpha: number;
  100775. protected _previousBeta: number;
  100776. protected _previousRadius: number;
  100777. protected _collisionTriggered: boolean;
  100778. protected _targetBoundingCenter: Nullable<Vector3>;
  100779. private _computationVector;
  100780. /**
  100781. * Instantiates a new ArcRotateCamera in a given scene
  100782. * @param name Defines the name of the camera
  100783. * @param alpha Defines the camera rotation along the logitudinal axis
  100784. * @param beta Defines the camera rotation along the latitudinal axis
  100785. * @param radius Defines the camera distance from its target
  100786. * @param target Defines the camera target
  100787. * @param scene Defines the scene the camera belongs to
  100788. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100789. */
  100790. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100791. /** @hidden */
  100792. _initCache(): void;
  100793. /** @hidden */
  100794. _updateCache(ignoreParentClass?: boolean): void;
  100795. protected _getTargetPosition(): Vector3;
  100796. private _storedAlpha;
  100797. private _storedBeta;
  100798. private _storedRadius;
  100799. private _storedTarget;
  100800. /**
  100801. * Stores the current state of the camera (alpha, beta, radius and target)
  100802. * @returns the camera itself
  100803. */
  100804. storeState(): Camera;
  100805. /**
  100806. * @hidden
  100807. * Restored camera state. You must call storeState() first
  100808. */
  100809. _restoreStateValues(): boolean;
  100810. /** @hidden */
  100811. _isSynchronizedViewMatrix(): boolean;
  100812. /**
  100813. * Attached controls to the current camera.
  100814. * @param element Defines the element the controls should be listened from
  100815. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100816. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100817. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100818. */
  100819. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100820. /**
  100821. * Detach the current controls from the camera.
  100822. * The camera will stop reacting to inputs.
  100823. * @param element Defines the element to stop listening the inputs from
  100824. */
  100825. detachControl(element: HTMLElement): void;
  100826. /** @hidden */
  100827. _checkInputs(): void;
  100828. protected _checkLimits(): void;
  100829. /**
  100830. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100831. */
  100832. rebuildAnglesAndRadius(): void;
  100833. /**
  100834. * Use a position to define the current camera related information like aplha, beta and radius
  100835. * @param position Defines the position to set the camera at
  100836. */
  100837. setPosition(position: Vector3): void;
  100838. /**
  100839. * Defines the target the camera should look at.
  100840. * This will automatically adapt alpha beta and radius to fit within the new target.
  100841. * @param target Defines the new target as a Vector or a mesh
  100842. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100843. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100844. */
  100845. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100846. /** @hidden */
  100847. _getViewMatrix(): Matrix;
  100848. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100849. /**
  100850. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100851. * @param meshes Defines the mesh to zoom on
  100852. * @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)
  100853. */
  100854. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100855. /**
  100856. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100857. * The target will be changed but the radius
  100858. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100859. * @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)
  100860. */
  100861. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100862. min: Vector3;
  100863. max: Vector3;
  100864. distance: number;
  100865. }, doNotUpdateMaxZ?: boolean): void;
  100866. /**
  100867. * @override
  100868. * Override Camera.createRigCamera
  100869. */
  100870. createRigCamera(name: string, cameraIndex: number): Camera;
  100871. /**
  100872. * @hidden
  100873. * @override
  100874. * Override Camera._updateRigCameras
  100875. */
  100876. _updateRigCameras(): void;
  100877. /**
  100878. * Destroy the camera and release the current resources hold by it.
  100879. */
  100880. dispose(): void;
  100881. /**
  100882. * Gets the current object class name.
  100883. * @return the class name
  100884. */
  100885. getClassName(): string;
  100886. }
  100887. }
  100888. declare module BABYLON {
  100889. /**
  100890. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100891. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100892. */
  100893. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100894. /**
  100895. * Gets the name of the behavior.
  100896. */
  100897. readonly name: string;
  100898. private _zoomStopsAnimation;
  100899. private _idleRotationSpeed;
  100900. private _idleRotationWaitTime;
  100901. private _idleRotationSpinupTime;
  100902. /**
  100903. * Sets the flag that indicates if user zooming should stop animation.
  100904. */
  100905. /**
  100906. * Gets the flag that indicates if user zooming should stop animation.
  100907. */
  100908. zoomStopsAnimation: boolean;
  100909. /**
  100910. * Sets the default speed at which the camera rotates around the model.
  100911. */
  100912. /**
  100913. * Gets the default speed at which the camera rotates around the model.
  100914. */
  100915. idleRotationSpeed: number;
  100916. /**
  100917. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100918. */
  100919. /**
  100920. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100921. */
  100922. idleRotationWaitTime: number;
  100923. /**
  100924. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100925. */
  100926. /**
  100927. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100928. */
  100929. idleRotationSpinupTime: number;
  100930. /**
  100931. * Gets a value indicating if the camera is currently rotating because of this behavior
  100932. */
  100933. readonly rotationInProgress: boolean;
  100934. private _onPrePointerObservableObserver;
  100935. private _onAfterCheckInputsObserver;
  100936. private _attachedCamera;
  100937. private _isPointerDown;
  100938. private _lastFrameTime;
  100939. private _lastInteractionTime;
  100940. private _cameraRotationSpeed;
  100941. /**
  100942. * Initializes the behavior.
  100943. */
  100944. init(): void;
  100945. /**
  100946. * Attaches the behavior to its arc rotate camera.
  100947. * @param camera Defines the camera to attach the behavior to
  100948. */
  100949. attach(camera: ArcRotateCamera): void;
  100950. /**
  100951. * Detaches the behavior from its current arc rotate camera.
  100952. */
  100953. detach(): void;
  100954. /**
  100955. * Returns true if user is scrolling.
  100956. * @return true if user is scrolling.
  100957. */
  100958. private _userIsZooming;
  100959. private _lastFrameRadius;
  100960. private _shouldAnimationStopForInteraction;
  100961. /**
  100962. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100963. */
  100964. private _applyUserInteraction;
  100965. private _userIsMoving;
  100966. }
  100967. }
  100968. declare module BABYLON {
  100969. /**
  100970. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100971. */
  100972. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100973. private ui;
  100974. /**
  100975. * The name of the behavior
  100976. */
  100977. name: string;
  100978. /**
  100979. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100980. */
  100981. distanceAwayFromFace: number;
  100982. /**
  100983. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100984. */
  100985. distanceAwayFromBottomOfFace: number;
  100986. private _faceVectors;
  100987. private _target;
  100988. private _scene;
  100989. private _onRenderObserver;
  100990. private _tmpMatrix;
  100991. private _tmpVector;
  100992. /**
  100993. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100994. * @param ui The transform node that should be attched to the mesh
  100995. */
  100996. constructor(ui: TransformNode);
  100997. /**
  100998. * Initializes the behavior
  100999. */
  101000. init(): void;
  101001. private _closestFace;
  101002. private _zeroVector;
  101003. private _lookAtTmpMatrix;
  101004. private _lookAtToRef;
  101005. /**
  101006. * Attaches the AttachToBoxBehavior to the passed in mesh
  101007. * @param target The mesh that the specified node will be attached to
  101008. */
  101009. attach(target: Mesh): void;
  101010. /**
  101011. * Detaches the behavior from the mesh
  101012. */
  101013. detach(): void;
  101014. }
  101015. }
  101016. declare module BABYLON {
  101017. /**
  101018. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101019. */
  101020. export class FadeInOutBehavior implements Behavior<Mesh> {
  101021. /**
  101022. * Time in milliseconds to delay before fading in (Default: 0)
  101023. */
  101024. delay: number;
  101025. /**
  101026. * Time in milliseconds for the mesh to fade in (Default: 300)
  101027. */
  101028. fadeInTime: number;
  101029. private _millisecondsPerFrame;
  101030. private _hovered;
  101031. private _hoverValue;
  101032. private _ownerNode;
  101033. /**
  101034. * Instatiates the FadeInOutBehavior
  101035. */
  101036. constructor();
  101037. /**
  101038. * The name of the behavior
  101039. */
  101040. readonly name: string;
  101041. /**
  101042. * Initializes the behavior
  101043. */
  101044. init(): void;
  101045. /**
  101046. * Attaches the fade behavior on the passed in mesh
  101047. * @param ownerNode The mesh that will be faded in/out once attached
  101048. */
  101049. attach(ownerNode: Mesh): void;
  101050. /**
  101051. * Detaches the behavior from the mesh
  101052. */
  101053. detach(): void;
  101054. /**
  101055. * Triggers the mesh to begin fading in or out
  101056. * @param value if the object should fade in or out (true to fade in)
  101057. */
  101058. fadeIn(value: boolean): void;
  101059. private _update;
  101060. private _setAllVisibility;
  101061. }
  101062. }
  101063. declare module BABYLON {
  101064. /**
  101065. * Class containing a set of static utilities functions for managing Pivots
  101066. * @hidden
  101067. */
  101068. export class PivotTools {
  101069. private static _PivotCached;
  101070. private static _OldPivotPoint;
  101071. private static _PivotTranslation;
  101072. private static _PivotTmpVector;
  101073. /** @hidden */
  101074. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  101075. /** @hidden */
  101076. static _RestorePivotPoint(mesh: AbstractMesh): void;
  101077. }
  101078. }
  101079. declare module BABYLON {
  101080. /**
  101081. * Class containing static functions to help procedurally build meshes
  101082. */
  101083. export class PlaneBuilder {
  101084. /**
  101085. * Creates a plane mesh
  101086. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  101087. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  101088. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  101089. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  101090. * * If you create a double-sided mesh, you can choose what parts of 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
  101091. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  101092. * @param name defines the name of the mesh
  101093. * @param options defines the options used to create the mesh
  101094. * @param scene defines the hosting scene
  101095. * @returns the plane mesh
  101096. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  101097. */
  101098. static CreatePlane(name: string, options: {
  101099. size?: number;
  101100. width?: number;
  101101. height?: number;
  101102. sideOrientation?: number;
  101103. frontUVs?: Vector4;
  101104. backUVs?: Vector4;
  101105. updatable?: boolean;
  101106. sourcePlane?: Plane;
  101107. }, scene?: Nullable<Scene>): Mesh;
  101108. }
  101109. }
  101110. declare module BABYLON {
  101111. /**
  101112. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101113. */
  101114. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  101115. private static _AnyMouseID;
  101116. /**
  101117. * Abstract mesh the behavior is set on
  101118. */
  101119. attachedNode: AbstractMesh;
  101120. private _dragPlane;
  101121. private _scene;
  101122. private _pointerObserver;
  101123. private _beforeRenderObserver;
  101124. private static _planeScene;
  101125. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  101126. /**
  101127. * 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)
  101128. */
  101129. maxDragAngle: number;
  101130. /**
  101131. * @hidden
  101132. */
  101133. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  101134. /**
  101135. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101136. */
  101137. currentDraggingPointerID: number;
  101138. /**
  101139. * The last position where the pointer hit the drag plane in world space
  101140. */
  101141. lastDragPosition: Vector3;
  101142. /**
  101143. * If the behavior is currently in a dragging state
  101144. */
  101145. dragging: boolean;
  101146. /**
  101147. * 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)
  101148. */
  101149. dragDeltaRatio: number;
  101150. /**
  101151. * If the drag plane orientation should be updated during the dragging (Default: true)
  101152. */
  101153. updateDragPlane: boolean;
  101154. private _debugMode;
  101155. private _moving;
  101156. /**
  101157. * Fires each time the attached mesh is dragged with the pointer
  101158. * * delta between last drag position and current drag position in world space
  101159. * * dragDistance along the drag axis
  101160. * * dragPlaneNormal normal of the current drag plane used during the drag
  101161. * * dragPlanePoint in world space where the drag intersects the drag plane
  101162. */
  101163. onDragObservable: Observable<{
  101164. delta: Vector3;
  101165. dragPlanePoint: Vector3;
  101166. dragPlaneNormal: Vector3;
  101167. dragDistance: number;
  101168. pointerId: number;
  101169. }>;
  101170. /**
  101171. * Fires each time a drag begins (eg. mouse down on mesh)
  101172. */
  101173. onDragStartObservable: Observable<{
  101174. dragPlanePoint: Vector3;
  101175. pointerId: number;
  101176. }>;
  101177. /**
  101178. * Fires each time a drag ends (eg. mouse release after drag)
  101179. */
  101180. onDragEndObservable: Observable<{
  101181. dragPlanePoint: Vector3;
  101182. pointerId: number;
  101183. }>;
  101184. /**
  101185. * If the attached mesh should be moved when dragged
  101186. */
  101187. moveAttached: boolean;
  101188. /**
  101189. * If the drag behavior will react to drag events (Default: true)
  101190. */
  101191. enabled: boolean;
  101192. /**
  101193. * If pointer events should start and release the drag (Default: true)
  101194. */
  101195. startAndReleaseDragOnPointerEvents: boolean;
  101196. /**
  101197. * If camera controls should be detached during the drag
  101198. */
  101199. detachCameraControls: boolean;
  101200. /**
  101201. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101202. */
  101203. useObjectOrienationForDragging: boolean;
  101204. private _options;
  101205. /**
  101206. * Creates a pointer drag behavior that can be attached to a mesh
  101207. * @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)
  101208. */
  101209. constructor(options?: {
  101210. dragAxis?: Vector3;
  101211. dragPlaneNormal?: Vector3;
  101212. });
  101213. /**
  101214. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101215. */
  101216. validateDrag: (targetPosition: Vector3) => boolean;
  101217. /**
  101218. * The name of the behavior
  101219. */
  101220. readonly name: string;
  101221. /**
  101222. * Initializes the behavior
  101223. */
  101224. init(): void;
  101225. private _tmpVector;
  101226. private _alternatePickedPoint;
  101227. private _worldDragAxis;
  101228. private _targetPosition;
  101229. private _attachedElement;
  101230. /**
  101231. * Attaches the drag behavior the passed in mesh
  101232. * @param ownerNode The mesh that will be dragged around once attached
  101233. */
  101234. attach(ownerNode: AbstractMesh): void;
  101235. /**
  101236. * Force relase the drag action by code.
  101237. */
  101238. releaseDrag(): void;
  101239. private _startDragRay;
  101240. private _lastPointerRay;
  101241. /**
  101242. * Simulates the start of a pointer drag event on the behavior
  101243. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101244. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101245. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101246. */
  101247. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101248. private _startDrag;
  101249. private _dragDelta;
  101250. private _moveDrag;
  101251. private _pickWithRayOnDragPlane;
  101252. private _pointA;
  101253. private _pointB;
  101254. private _pointC;
  101255. private _lineA;
  101256. private _lineB;
  101257. private _localAxis;
  101258. private _lookAt;
  101259. private _updateDragPlanePosition;
  101260. /**
  101261. * Detaches the behavior from the mesh
  101262. */
  101263. detach(): void;
  101264. }
  101265. }
  101266. declare module BABYLON {
  101267. /**
  101268. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101269. */
  101270. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101271. private _dragBehaviorA;
  101272. private _dragBehaviorB;
  101273. private _startDistance;
  101274. private _initialScale;
  101275. private _targetScale;
  101276. private _ownerNode;
  101277. private _sceneRenderObserver;
  101278. /**
  101279. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101280. */
  101281. constructor();
  101282. /**
  101283. * The name of the behavior
  101284. */
  101285. readonly name: string;
  101286. /**
  101287. * Initializes the behavior
  101288. */
  101289. init(): void;
  101290. private _getCurrentDistance;
  101291. /**
  101292. * Attaches the scale behavior the passed in mesh
  101293. * @param ownerNode The mesh that will be scaled around once attached
  101294. */
  101295. attach(ownerNode: Mesh): void;
  101296. /**
  101297. * Detaches the behavior from the mesh
  101298. */
  101299. detach(): void;
  101300. }
  101301. }
  101302. declare module BABYLON {
  101303. /**
  101304. * 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
  101305. */
  101306. export class SixDofDragBehavior implements Behavior<Mesh> {
  101307. private static _virtualScene;
  101308. private _ownerNode;
  101309. private _sceneRenderObserver;
  101310. private _scene;
  101311. private _targetPosition;
  101312. private _virtualOriginMesh;
  101313. private _virtualDragMesh;
  101314. private _pointerObserver;
  101315. private _moving;
  101316. private _startingOrientation;
  101317. /**
  101318. * 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)
  101319. */
  101320. private zDragFactor;
  101321. /**
  101322. * If the object should rotate to face the drag origin
  101323. */
  101324. rotateDraggedObject: boolean;
  101325. /**
  101326. * If the behavior is currently in a dragging state
  101327. */
  101328. dragging: boolean;
  101329. /**
  101330. * 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)
  101331. */
  101332. dragDeltaRatio: number;
  101333. /**
  101334. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101335. */
  101336. currentDraggingPointerID: number;
  101337. /**
  101338. * If camera controls should be detached during the drag
  101339. */
  101340. detachCameraControls: boolean;
  101341. /**
  101342. * Fires each time a drag starts
  101343. */
  101344. onDragStartObservable: Observable<{}>;
  101345. /**
  101346. * Fires each time a drag ends (eg. mouse release after drag)
  101347. */
  101348. onDragEndObservable: Observable<{}>;
  101349. /**
  101350. * 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
  101351. */
  101352. constructor();
  101353. /**
  101354. * The name of the behavior
  101355. */
  101356. readonly name: string;
  101357. /**
  101358. * Initializes the behavior
  101359. */
  101360. init(): void;
  101361. /**
  101362. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101363. */
  101364. private readonly _pointerCamera;
  101365. /**
  101366. * Attaches the scale behavior the passed in mesh
  101367. * @param ownerNode The mesh that will be scaled around once attached
  101368. */
  101369. attach(ownerNode: Mesh): void;
  101370. /**
  101371. * Detaches the behavior from the mesh
  101372. */
  101373. detach(): void;
  101374. }
  101375. }
  101376. declare module BABYLON {
  101377. /**
  101378. * Class used to apply inverse kinematics to bones
  101379. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101380. */
  101381. export class BoneIKController {
  101382. private static _tmpVecs;
  101383. private static _tmpQuat;
  101384. private static _tmpMats;
  101385. /**
  101386. * Gets or sets the target mesh
  101387. */
  101388. targetMesh: AbstractMesh;
  101389. /** Gets or sets the mesh used as pole */
  101390. poleTargetMesh: AbstractMesh;
  101391. /**
  101392. * Gets or sets the bone used as pole
  101393. */
  101394. poleTargetBone: Nullable<Bone>;
  101395. /**
  101396. * Gets or sets the target position
  101397. */
  101398. targetPosition: Vector3;
  101399. /**
  101400. * Gets or sets the pole target position
  101401. */
  101402. poleTargetPosition: Vector3;
  101403. /**
  101404. * Gets or sets the pole target local offset
  101405. */
  101406. poleTargetLocalOffset: Vector3;
  101407. /**
  101408. * Gets or sets the pole angle
  101409. */
  101410. poleAngle: number;
  101411. /**
  101412. * Gets or sets the mesh associated with the controller
  101413. */
  101414. mesh: AbstractMesh;
  101415. /**
  101416. * 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)
  101417. */
  101418. slerpAmount: number;
  101419. private _bone1Quat;
  101420. private _bone1Mat;
  101421. private _bone2Ang;
  101422. private _bone1;
  101423. private _bone2;
  101424. private _bone1Length;
  101425. private _bone2Length;
  101426. private _maxAngle;
  101427. private _maxReach;
  101428. private _rightHandedSystem;
  101429. private _bendAxis;
  101430. private _slerping;
  101431. private _adjustRoll;
  101432. /**
  101433. * Gets or sets maximum allowed angle
  101434. */
  101435. maxAngle: number;
  101436. /**
  101437. * Creates a new BoneIKController
  101438. * @param mesh defines the mesh to control
  101439. * @param bone defines the bone to control
  101440. * @param options defines options to set up the controller
  101441. */
  101442. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101443. targetMesh?: AbstractMesh;
  101444. poleTargetMesh?: AbstractMesh;
  101445. poleTargetBone?: Bone;
  101446. poleTargetLocalOffset?: Vector3;
  101447. poleAngle?: number;
  101448. bendAxis?: Vector3;
  101449. maxAngle?: number;
  101450. slerpAmount?: number;
  101451. });
  101452. private _setMaxAngle;
  101453. /**
  101454. * Force the controller to update the bones
  101455. */
  101456. update(): void;
  101457. }
  101458. }
  101459. declare module BABYLON {
  101460. /**
  101461. * Class used to make a bone look toward a point in space
  101462. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101463. */
  101464. export class BoneLookController {
  101465. private static _tmpVecs;
  101466. private static _tmpQuat;
  101467. private static _tmpMats;
  101468. /**
  101469. * The target Vector3 that the bone will look at
  101470. */
  101471. target: Vector3;
  101472. /**
  101473. * The mesh that the bone is attached to
  101474. */
  101475. mesh: AbstractMesh;
  101476. /**
  101477. * The bone that will be looking to the target
  101478. */
  101479. bone: Bone;
  101480. /**
  101481. * The up axis of the coordinate system that is used when the bone is rotated
  101482. */
  101483. upAxis: Vector3;
  101484. /**
  101485. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101486. */
  101487. upAxisSpace: Space;
  101488. /**
  101489. * Used to make an adjustment to the yaw of the bone
  101490. */
  101491. adjustYaw: number;
  101492. /**
  101493. * Used to make an adjustment to the pitch of the bone
  101494. */
  101495. adjustPitch: number;
  101496. /**
  101497. * Used to make an adjustment to the roll of the bone
  101498. */
  101499. adjustRoll: number;
  101500. /**
  101501. * 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)
  101502. */
  101503. slerpAmount: number;
  101504. private _minYaw;
  101505. private _maxYaw;
  101506. private _minPitch;
  101507. private _maxPitch;
  101508. private _minYawSin;
  101509. private _minYawCos;
  101510. private _maxYawSin;
  101511. private _maxYawCos;
  101512. private _midYawConstraint;
  101513. private _minPitchTan;
  101514. private _maxPitchTan;
  101515. private _boneQuat;
  101516. private _slerping;
  101517. private _transformYawPitch;
  101518. private _transformYawPitchInv;
  101519. private _firstFrameSkipped;
  101520. private _yawRange;
  101521. private _fowardAxis;
  101522. /**
  101523. * Gets or sets the minimum yaw angle that the bone can look to
  101524. */
  101525. minYaw: number;
  101526. /**
  101527. * Gets or sets the maximum yaw angle that the bone can look to
  101528. */
  101529. maxYaw: number;
  101530. /**
  101531. * Gets or sets the minimum pitch angle that the bone can look to
  101532. */
  101533. minPitch: number;
  101534. /**
  101535. * Gets or sets the maximum pitch angle that the bone can look to
  101536. */
  101537. maxPitch: number;
  101538. /**
  101539. * Create a BoneLookController
  101540. * @param mesh the mesh that the bone belongs to
  101541. * @param bone the bone that will be looking to the target
  101542. * @param target the target Vector3 to look at
  101543. * @param options optional settings:
  101544. * * maxYaw: the maximum angle the bone will yaw to
  101545. * * minYaw: the minimum angle the bone will yaw to
  101546. * * maxPitch: the maximum angle the bone will pitch to
  101547. * * minPitch: the minimum angle the bone will yaw to
  101548. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101549. * * upAxis: the up axis of the coordinate system
  101550. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101551. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101552. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101553. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101554. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101555. * * adjustRoll: used to make an adjustment to the roll of the bone
  101556. **/
  101557. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101558. maxYaw?: number;
  101559. minYaw?: number;
  101560. maxPitch?: number;
  101561. minPitch?: number;
  101562. slerpAmount?: number;
  101563. upAxis?: Vector3;
  101564. upAxisSpace?: Space;
  101565. yawAxis?: Vector3;
  101566. pitchAxis?: Vector3;
  101567. adjustYaw?: number;
  101568. adjustPitch?: number;
  101569. adjustRoll?: number;
  101570. });
  101571. /**
  101572. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101573. */
  101574. update(): void;
  101575. private _getAngleDiff;
  101576. private _getAngleBetween;
  101577. private _isAngleBetween;
  101578. }
  101579. }
  101580. declare module BABYLON {
  101581. /**
  101582. * Manage the gamepad inputs to control an arc rotate camera.
  101583. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101584. */
  101585. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101586. /**
  101587. * Defines the camera the input is attached to.
  101588. */
  101589. camera: ArcRotateCamera;
  101590. /**
  101591. * Defines the gamepad the input is gathering event from.
  101592. */
  101593. gamepad: Nullable<Gamepad>;
  101594. /**
  101595. * Defines the gamepad rotation sensiblity.
  101596. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101597. */
  101598. gamepadRotationSensibility: number;
  101599. /**
  101600. * Defines the gamepad move sensiblity.
  101601. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101602. */
  101603. gamepadMoveSensibility: number;
  101604. private _onGamepadConnectedObserver;
  101605. private _onGamepadDisconnectedObserver;
  101606. /**
  101607. * Attach the input controls to a specific dom element to get the input from.
  101608. * @param element Defines the element the controls should be listened from
  101609. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101610. */
  101611. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101612. /**
  101613. * Detach the current controls from the specified dom element.
  101614. * @param element Defines the element to stop listening the inputs from
  101615. */
  101616. detachControl(element: Nullable<HTMLElement>): void;
  101617. /**
  101618. * Update the current camera state depending on the inputs that have been used this frame.
  101619. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101620. */
  101621. checkInputs(): void;
  101622. /**
  101623. * Gets the class name of the current intput.
  101624. * @returns the class name
  101625. */
  101626. getClassName(): string;
  101627. /**
  101628. * Get the friendly name associated with the input class.
  101629. * @returns the input friendly name
  101630. */
  101631. getSimpleName(): string;
  101632. }
  101633. }
  101634. declare module BABYLON {
  101635. interface ArcRotateCameraInputsManager {
  101636. /**
  101637. * Add orientation input support to the input manager.
  101638. * @returns the current input manager
  101639. */
  101640. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101641. }
  101642. /**
  101643. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101645. */
  101646. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101647. /**
  101648. * Defines the camera the input is attached to.
  101649. */
  101650. camera: ArcRotateCamera;
  101651. /**
  101652. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101653. */
  101654. alphaCorrection: number;
  101655. /**
  101656. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101657. */
  101658. gammaCorrection: number;
  101659. private _alpha;
  101660. private _gamma;
  101661. private _dirty;
  101662. private _deviceOrientationHandler;
  101663. /**
  101664. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101665. */
  101666. constructor();
  101667. /**
  101668. * Attach the input controls to a specific dom element to get the input from.
  101669. * @param element Defines the element the controls should be listened from
  101670. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101671. */
  101672. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101673. /** @hidden */
  101674. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101675. /**
  101676. * Update the current camera state depending on the inputs that have been used this frame.
  101677. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101678. */
  101679. checkInputs(): void;
  101680. /**
  101681. * Detach the current controls from the specified dom element.
  101682. * @param element Defines the element to stop listening the inputs from
  101683. */
  101684. detachControl(element: Nullable<HTMLElement>): void;
  101685. /**
  101686. * Gets the class name of the current intput.
  101687. * @returns the class name
  101688. */
  101689. getClassName(): string;
  101690. /**
  101691. * Get the friendly name associated with the input class.
  101692. * @returns the input friendly name
  101693. */
  101694. getSimpleName(): string;
  101695. }
  101696. }
  101697. declare module BABYLON {
  101698. /**
  101699. * Listen to mouse events to control the camera.
  101700. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101701. */
  101702. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101703. /**
  101704. * Defines the camera the input is attached to.
  101705. */
  101706. camera: FlyCamera;
  101707. /**
  101708. * Defines if touch is enabled. (Default is true.)
  101709. */
  101710. touchEnabled: boolean;
  101711. /**
  101712. * Defines the buttons associated with the input to handle camera rotation.
  101713. */
  101714. buttons: number[];
  101715. /**
  101716. * Assign buttons for Yaw control.
  101717. */
  101718. buttonsYaw: number[];
  101719. /**
  101720. * Assign buttons for Pitch control.
  101721. */
  101722. buttonsPitch: number[];
  101723. /**
  101724. * Assign buttons for Roll control.
  101725. */
  101726. buttonsRoll: number[];
  101727. /**
  101728. * Detect if any button is being pressed while mouse is moved.
  101729. * -1 = Mouse locked.
  101730. * 0 = Left button.
  101731. * 1 = Middle Button.
  101732. * 2 = Right Button.
  101733. */
  101734. activeButton: number;
  101735. /**
  101736. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101737. * Higher values reduce its sensitivity.
  101738. */
  101739. angularSensibility: number;
  101740. private _mousemoveCallback;
  101741. private _observer;
  101742. private _rollObserver;
  101743. private previousPosition;
  101744. private noPreventDefault;
  101745. private element;
  101746. /**
  101747. * Listen to mouse events to control the camera.
  101748. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101749. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101750. */
  101751. constructor(touchEnabled?: boolean);
  101752. /**
  101753. * Attach the mouse control to the HTML DOM element.
  101754. * @param element Defines the element that listens to the input events.
  101755. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101756. */
  101757. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101758. /**
  101759. * Detach the current controls from the specified dom element.
  101760. * @param element Defines the element to stop listening the inputs from
  101761. */
  101762. detachControl(element: Nullable<HTMLElement>): void;
  101763. /**
  101764. * Gets the class name of the current input.
  101765. * @returns the class name.
  101766. */
  101767. getClassName(): string;
  101768. /**
  101769. * Get the friendly name associated with the input class.
  101770. * @returns the input's friendly name.
  101771. */
  101772. getSimpleName(): string;
  101773. private _pointerInput;
  101774. private _onMouseMove;
  101775. /**
  101776. * Rotate camera by mouse offset.
  101777. */
  101778. private rotateCamera;
  101779. }
  101780. }
  101781. declare module BABYLON {
  101782. /**
  101783. * Default Inputs manager for the FlyCamera.
  101784. * It groups all the default supported inputs for ease of use.
  101785. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101786. */
  101787. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101788. /**
  101789. * Instantiates a new FlyCameraInputsManager.
  101790. * @param camera Defines the camera the inputs belong to.
  101791. */
  101792. constructor(camera: FlyCamera);
  101793. /**
  101794. * Add keyboard input support to the input manager.
  101795. * @returns the new FlyCameraKeyboardMoveInput().
  101796. */
  101797. addKeyboard(): FlyCameraInputsManager;
  101798. /**
  101799. * Add mouse input support to the input manager.
  101800. * @param touchEnabled Enable touch screen support.
  101801. * @returns the new FlyCameraMouseInput().
  101802. */
  101803. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101804. }
  101805. }
  101806. declare module BABYLON {
  101807. /**
  101808. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101809. * such as in a 3D Space Shooter or a Flight Simulator.
  101810. */
  101811. export class FlyCamera extends TargetCamera {
  101812. /**
  101813. * Define the collision ellipsoid of the camera.
  101814. * This is helpful for simulating a camera body, like a player's body.
  101815. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101816. */
  101817. ellipsoid: Vector3;
  101818. /**
  101819. * Define an offset for the position of the ellipsoid around the camera.
  101820. * This can be helpful if the camera is attached away from the player's body center,
  101821. * such as at its head.
  101822. */
  101823. ellipsoidOffset: Vector3;
  101824. /**
  101825. * Enable or disable collisions of the camera with the rest of the scene objects.
  101826. */
  101827. checkCollisions: boolean;
  101828. /**
  101829. * Enable or disable gravity on the camera.
  101830. */
  101831. applyGravity: boolean;
  101832. /**
  101833. * Define the current direction the camera is moving to.
  101834. */
  101835. cameraDirection: Vector3;
  101836. /**
  101837. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101838. * This overrides and empties cameraRotation.
  101839. */
  101840. rotationQuaternion: Quaternion;
  101841. /**
  101842. * Track Roll to maintain the wanted Rolling when looking around.
  101843. */
  101844. _trackRoll: number;
  101845. /**
  101846. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101847. */
  101848. rollCorrect: number;
  101849. /**
  101850. * Mimic a banked turn, Rolling the camera when Yawing.
  101851. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101852. */
  101853. bankedTurn: boolean;
  101854. /**
  101855. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101856. */
  101857. bankedTurnLimit: number;
  101858. /**
  101859. * Value of 0 disables the banked Roll.
  101860. * Value of 1 is equal to the Yaw angle in radians.
  101861. */
  101862. bankedTurnMultiplier: number;
  101863. /**
  101864. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101865. */
  101866. inputs: FlyCameraInputsManager;
  101867. /**
  101868. * Gets the input sensibility for mouse input.
  101869. * Higher values reduce sensitivity.
  101870. */
  101871. /**
  101872. * Sets the input sensibility for a mouse input.
  101873. * Higher values reduce sensitivity.
  101874. */
  101875. angularSensibility: number;
  101876. /**
  101877. * Get the keys for camera movement forward.
  101878. */
  101879. /**
  101880. * Set the keys for camera movement forward.
  101881. */
  101882. keysForward: number[];
  101883. /**
  101884. * Get the keys for camera movement backward.
  101885. */
  101886. keysBackward: number[];
  101887. /**
  101888. * Get the keys for camera movement up.
  101889. */
  101890. /**
  101891. * Set the keys for camera movement up.
  101892. */
  101893. keysUp: number[];
  101894. /**
  101895. * Get the keys for camera movement down.
  101896. */
  101897. /**
  101898. * Set the keys for camera movement down.
  101899. */
  101900. keysDown: number[];
  101901. /**
  101902. * Get the keys for camera movement left.
  101903. */
  101904. /**
  101905. * Set the keys for camera movement left.
  101906. */
  101907. keysLeft: number[];
  101908. /**
  101909. * Set the keys for camera movement right.
  101910. */
  101911. /**
  101912. * Set the keys for camera movement right.
  101913. */
  101914. keysRight: number[];
  101915. /**
  101916. * Event raised when the camera collides with a mesh in the scene.
  101917. */
  101918. onCollide: (collidedMesh: AbstractMesh) => void;
  101919. private _collider;
  101920. private _needMoveForGravity;
  101921. private _oldPosition;
  101922. private _diffPosition;
  101923. private _newPosition;
  101924. /** @hidden */
  101925. _localDirection: Vector3;
  101926. /** @hidden */
  101927. _transformedDirection: Vector3;
  101928. /**
  101929. * Instantiates a FlyCamera.
  101930. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101931. * such as in a 3D Space Shooter or a Flight Simulator.
  101932. * @param name Define the name of the camera in the scene.
  101933. * @param position Define the starting position of the camera in the scene.
  101934. * @param scene Define the scene the camera belongs to.
  101935. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101936. */
  101937. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101938. /**
  101939. * Attach a control to the HTML DOM element.
  101940. * @param element Defines the element that listens to the input events.
  101941. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101942. */
  101943. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101944. /**
  101945. * Detach a control from the HTML DOM element.
  101946. * The camera will stop reacting to that input.
  101947. * @param element Defines the element that listens to the input events.
  101948. */
  101949. detachControl(element: HTMLElement): void;
  101950. private _collisionMask;
  101951. /**
  101952. * Get the mask that the camera ignores in collision events.
  101953. */
  101954. /**
  101955. * Set the mask that the camera ignores in collision events.
  101956. */
  101957. collisionMask: number;
  101958. /** @hidden */
  101959. _collideWithWorld(displacement: Vector3): void;
  101960. /** @hidden */
  101961. private _onCollisionPositionChange;
  101962. /** @hidden */
  101963. _checkInputs(): void;
  101964. /** @hidden */
  101965. _decideIfNeedsToMove(): boolean;
  101966. /** @hidden */
  101967. _updatePosition(): void;
  101968. /**
  101969. * Restore the Roll to its target value at the rate specified.
  101970. * @param rate - Higher means slower restoring.
  101971. * @hidden
  101972. */
  101973. restoreRoll(rate: number): void;
  101974. /**
  101975. * Destroy the camera and release the current resources held by it.
  101976. */
  101977. dispose(): void;
  101978. /**
  101979. * Get the current object class name.
  101980. * @returns the class name.
  101981. */
  101982. getClassName(): string;
  101983. }
  101984. }
  101985. declare module BABYLON {
  101986. /**
  101987. * Listen to keyboard events to control the camera.
  101988. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101989. */
  101990. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101991. /**
  101992. * Defines the camera the input is attached to.
  101993. */
  101994. camera: FlyCamera;
  101995. /**
  101996. * The list of keyboard keys used to control the forward move of the camera.
  101997. */
  101998. keysForward: number[];
  101999. /**
  102000. * The list of keyboard keys used to control the backward move of the camera.
  102001. */
  102002. keysBackward: number[];
  102003. /**
  102004. * The list of keyboard keys used to control the forward move of the camera.
  102005. */
  102006. keysUp: number[];
  102007. /**
  102008. * The list of keyboard keys used to control the backward move of the camera.
  102009. */
  102010. keysDown: number[];
  102011. /**
  102012. * The list of keyboard keys used to control the right strafe move of the camera.
  102013. */
  102014. keysRight: number[];
  102015. /**
  102016. * The list of keyboard keys used to control the left strafe move of the camera.
  102017. */
  102018. keysLeft: number[];
  102019. private _keys;
  102020. private _onCanvasBlurObserver;
  102021. private _onKeyboardObserver;
  102022. private _engine;
  102023. private _scene;
  102024. /**
  102025. * Attach the input controls to a specific dom element to get the input from.
  102026. * @param element Defines the element the controls should be listened from
  102027. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102028. */
  102029. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102030. /**
  102031. * Detach the current controls from the specified dom element.
  102032. * @param element Defines the element to stop listening the inputs from
  102033. */
  102034. detachControl(element: Nullable<HTMLElement>): void;
  102035. /**
  102036. * Gets the class name of the current intput.
  102037. * @returns the class name
  102038. */
  102039. getClassName(): string;
  102040. /** @hidden */
  102041. _onLostFocus(e: FocusEvent): void;
  102042. /**
  102043. * Get the friendly name associated with the input class.
  102044. * @returns the input friendly name
  102045. */
  102046. getSimpleName(): string;
  102047. /**
  102048. * Update the current camera state depending on the inputs that have been used this frame.
  102049. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102050. */
  102051. checkInputs(): void;
  102052. }
  102053. }
  102054. declare module BABYLON {
  102055. /**
  102056. * Manage the mouse wheel inputs to control a follow camera.
  102057. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102058. */
  102059. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  102060. /**
  102061. * Defines the camera the input is attached to.
  102062. */
  102063. camera: FollowCamera;
  102064. /**
  102065. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  102066. */
  102067. axisControlRadius: boolean;
  102068. /**
  102069. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  102070. */
  102071. axisControlHeight: boolean;
  102072. /**
  102073. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  102074. */
  102075. axisControlRotation: boolean;
  102076. /**
  102077. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  102078. * relation to mouseWheel events.
  102079. */
  102080. wheelPrecision: number;
  102081. /**
  102082. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  102083. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  102084. */
  102085. wheelDeltaPercentage: number;
  102086. private _wheel;
  102087. private _observer;
  102088. /**
  102089. * Attach the input controls to a specific dom element to get the input from.
  102090. * @param element Defines the element the controls should be listened from
  102091. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102092. */
  102093. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102094. /**
  102095. * Detach the current controls from the specified dom element.
  102096. * @param element Defines the element to stop listening the inputs from
  102097. */
  102098. detachControl(element: Nullable<HTMLElement>): void;
  102099. /**
  102100. * Gets the class name of the current intput.
  102101. * @returns the class name
  102102. */
  102103. getClassName(): string;
  102104. /**
  102105. * Get the friendly name associated with the input class.
  102106. * @returns the input friendly name
  102107. */
  102108. getSimpleName(): string;
  102109. }
  102110. }
  102111. declare module BABYLON {
  102112. /**
  102113. * Manage the pointers inputs to control an follow camera.
  102114. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102115. */
  102116. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  102117. /**
  102118. * Defines the camera the input is attached to.
  102119. */
  102120. camera: FollowCamera;
  102121. /**
  102122. * Gets the class name of the current input.
  102123. * @returns the class name
  102124. */
  102125. getClassName(): string;
  102126. /**
  102127. * Defines the pointer angular sensibility along the X axis or how fast is
  102128. * the camera rotating.
  102129. * A negative number will reverse the axis direction.
  102130. */
  102131. angularSensibilityX: number;
  102132. /**
  102133. * Defines the pointer angular sensibility along the Y axis or how fast is
  102134. * the camera rotating.
  102135. * A negative number will reverse the axis direction.
  102136. */
  102137. angularSensibilityY: number;
  102138. /**
  102139. * Defines the pointer pinch precision or how fast is the camera zooming.
  102140. * A negative number will reverse the axis direction.
  102141. */
  102142. pinchPrecision: number;
  102143. /**
  102144. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  102145. * from 0.
  102146. * It defines the percentage of current camera.radius to use as delta when
  102147. * pinch zoom is used.
  102148. */
  102149. pinchDeltaPercentage: number;
  102150. /**
  102151. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  102152. */
  102153. axisXControlRadius: boolean;
  102154. /**
  102155. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  102156. */
  102157. axisXControlHeight: boolean;
  102158. /**
  102159. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  102160. */
  102161. axisXControlRotation: boolean;
  102162. /**
  102163. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  102164. */
  102165. axisYControlRadius: boolean;
  102166. /**
  102167. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  102168. */
  102169. axisYControlHeight: boolean;
  102170. /**
  102171. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  102172. */
  102173. axisYControlRotation: boolean;
  102174. /**
  102175. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  102176. */
  102177. axisPinchControlRadius: boolean;
  102178. /**
  102179. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  102180. */
  102181. axisPinchControlHeight: boolean;
  102182. /**
  102183. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  102184. */
  102185. axisPinchControlRotation: boolean;
  102186. /**
  102187. * Log error messages if basic misconfiguration has occurred.
  102188. */
  102189. warningEnable: boolean;
  102190. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  102191. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  102192. private _warningCounter;
  102193. private _warning;
  102194. }
  102195. }
  102196. declare module BABYLON {
  102197. /**
  102198. * Default Inputs manager for the FollowCamera.
  102199. * It groups all the default supported inputs for ease of use.
  102200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102201. */
  102202. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  102203. /**
  102204. * Instantiates a new FollowCameraInputsManager.
  102205. * @param camera Defines the camera the inputs belong to
  102206. */
  102207. constructor(camera: FollowCamera);
  102208. /**
  102209. * Add keyboard input support to the input manager.
  102210. * @returns the current input manager
  102211. */
  102212. addKeyboard(): FollowCameraInputsManager;
  102213. /**
  102214. * Add mouse wheel input support to the input manager.
  102215. * @returns the current input manager
  102216. */
  102217. addMouseWheel(): FollowCameraInputsManager;
  102218. /**
  102219. * Add pointers input support to the input manager.
  102220. * @returns the current input manager
  102221. */
  102222. addPointers(): FollowCameraInputsManager;
  102223. /**
  102224. * Add orientation input support to the input manager.
  102225. * @returns the current input manager
  102226. */
  102227. addVRDeviceOrientation(): FollowCameraInputsManager;
  102228. }
  102229. }
  102230. declare module BABYLON {
  102231. /**
  102232. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102233. * an arc rotate version arcFollowCamera are available.
  102234. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102235. */
  102236. export class FollowCamera extends TargetCamera {
  102237. /**
  102238. * Distance the follow camera should follow an object at
  102239. */
  102240. radius: number;
  102241. /**
  102242. * Minimum allowed distance of the camera to the axis of rotation
  102243. * (The camera can not get closer).
  102244. * This can help limiting how the Camera is able to move in the scene.
  102245. */
  102246. lowerRadiusLimit: Nullable<number>;
  102247. /**
  102248. * Maximum allowed distance of the camera to the axis of rotation
  102249. * (The camera can not get further).
  102250. * This can help limiting how the Camera is able to move in the scene.
  102251. */
  102252. upperRadiusLimit: Nullable<number>;
  102253. /**
  102254. * Define a rotation offset between the camera and the object it follows
  102255. */
  102256. rotationOffset: number;
  102257. /**
  102258. * Minimum allowed angle to camera position relative to target object.
  102259. * This can help limiting how the Camera is able to move in the scene.
  102260. */
  102261. lowerRotationOffsetLimit: Nullable<number>;
  102262. /**
  102263. * Maximum allowed angle to camera position relative to target object.
  102264. * This can help limiting how the Camera is able to move in the scene.
  102265. */
  102266. upperRotationOffsetLimit: Nullable<number>;
  102267. /**
  102268. * Define a height offset between the camera and the object it follows.
  102269. * It can help following an object from the top (like a car chaing a plane)
  102270. */
  102271. heightOffset: number;
  102272. /**
  102273. * Minimum allowed height of camera position relative to target object.
  102274. * This can help limiting how the Camera is able to move in the scene.
  102275. */
  102276. lowerHeightOffsetLimit: Nullable<number>;
  102277. /**
  102278. * Maximum allowed height of camera position relative to target object.
  102279. * This can help limiting how the Camera is able to move in the scene.
  102280. */
  102281. upperHeightOffsetLimit: Nullable<number>;
  102282. /**
  102283. * Define how fast the camera can accelerate to follow it s target.
  102284. */
  102285. cameraAcceleration: number;
  102286. /**
  102287. * Define the speed limit of the camera following an object.
  102288. */
  102289. maxCameraSpeed: number;
  102290. /**
  102291. * Define the target of the camera.
  102292. */
  102293. lockedTarget: Nullable<AbstractMesh>;
  102294. /**
  102295. * Defines the input associated with the camera.
  102296. */
  102297. inputs: FollowCameraInputsManager;
  102298. /**
  102299. * Instantiates the follow camera.
  102300. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102301. * @param name Define the name of the camera in the scene
  102302. * @param position Define the position of the camera
  102303. * @param scene Define the scene the camera belong to
  102304. * @param lockedTarget Define the target of the camera
  102305. */
  102306. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102307. private _follow;
  102308. /**
  102309. * Attached controls to the current camera.
  102310. * @param element Defines the element the controls should be listened from
  102311. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102312. */
  102313. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102314. /**
  102315. * Detach the current controls from the camera.
  102316. * The camera will stop reacting to inputs.
  102317. * @param element Defines the element to stop listening the inputs from
  102318. */
  102319. detachControl(element: HTMLElement): void;
  102320. /** @hidden */
  102321. _checkInputs(): void;
  102322. private _checkLimits;
  102323. /**
  102324. * Gets the camera class name.
  102325. * @returns the class name
  102326. */
  102327. getClassName(): string;
  102328. }
  102329. /**
  102330. * Arc Rotate version of the follow camera.
  102331. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102332. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102333. */
  102334. export class ArcFollowCamera extends TargetCamera {
  102335. /** The longitudinal angle of the camera */
  102336. alpha: number;
  102337. /** The latitudinal angle of the camera */
  102338. beta: number;
  102339. /** The radius of the camera from its target */
  102340. radius: number;
  102341. /** Define the camera target (the messh it should follow) */
  102342. target: Nullable<AbstractMesh>;
  102343. private _cartesianCoordinates;
  102344. /**
  102345. * Instantiates a new ArcFollowCamera
  102346. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102347. * @param name Define the name of the camera
  102348. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102349. * @param beta Define the rotation angle of the camera around the elevation axis
  102350. * @param radius Define the radius of the camera from its target point
  102351. * @param target Define the target of the camera
  102352. * @param scene Define the scene the camera belongs to
  102353. */
  102354. constructor(name: string,
  102355. /** The longitudinal angle of the camera */
  102356. alpha: number,
  102357. /** The latitudinal angle of the camera */
  102358. beta: number,
  102359. /** The radius of the camera from its target */
  102360. radius: number,
  102361. /** Define the camera target (the messh it should follow) */
  102362. target: Nullable<AbstractMesh>, scene: Scene);
  102363. private _follow;
  102364. /** @hidden */
  102365. _checkInputs(): void;
  102366. /**
  102367. * Returns the class name of the object.
  102368. * It is mostly used internally for serialization purposes.
  102369. */
  102370. getClassName(): string;
  102371. }
  102372. }
  102373. declare module BABYLON {
  102374. /**
  102375. * Manage the keyboard inputs to control the movement of a follow camera.
  102376. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102377. */
  102378. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102379. /**
  102380. * Defines the camera the input is attached to.
  102381. */
  102382. camera: FollowCamera;
  102383. /**
  102384. * Defines the list of key codes associated with the up action (increase heightOffset)
  102385. */
  102386. keysHeightOffsetIncr: number[];
  102387. /**
  102388. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102389. */
  102390. keysHeightOffsetDecr: number[];
  102391. /**
  102392. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102393. */
  102394. keysHeightOffsetModifierAlt: boolean;
  102395. /**
  102396. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102397. */
  102398. keysHeightOffsetModifierCtrl: boolean;
  102399. /**
  102400. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102401. */
  102402. keysHeightOffsetModifierShift: boolean;
  102403. /**
  102404. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102405. */
  102406. keysRotationOffsetIncr: number[];
  102407. /**
  102408. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102409. */
  102410. keysRotationOffsetDecr: number[];
  102411. /**
  102412. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102413. */
  102414. keysRotationOffsetModifierAlt: boolean;
  102415. /**
  102416. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102417. */
  102418. keysRotationOffsetModifierCtrl: boolean;
  102419. /**
  102420. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102421. */
  102422. keysRotationOffsetModifierShift: boolean;
  102423. /**
  102424. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102425. */
  102426. keysRadiusIncr: number[];
  102427. /**
  102428. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102429. */
  102430. keysRadiusDecr: number[];
  102431. /**
  102432. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102433. */
  102434. keysRadiusModifierAlt: boolean;
  102435. /**
  102436. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102437. */
  102438. keysRadiusModifierCtrl: boolean;
  102439. /**
  102440. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102441. */
  102442. keysRadiusModifierShift: boolean;
  102443. /**
  102444. * Defines the rate of change of heightOffset.
  102445. */
  102446. heightSensibility: number;
  102447. /**
  102448. * Defines the rate of change of rotationOffset.
  102449. */
  102450. rotationSensibility: number;
  102451. /**
  102452. * Defines the rate of change of radius.
  102453. */
  102454. radiusSensibility: number;
  102455. private _keys;
  102456. private _ctrlPressed;
  102457. private _altPressed;
  102458. private _shiftPressed;
  102459. private _onCanvasBlurObserver;
  102460. private _onKeyboardObserver;
  102461. private _engine;
  102462. private _scene;
  102463. /**
  102464. * Attach the input controls to a specific dom element to get the input from.
  102465. * @param element Defines the element the controls should be listened from
  102466. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102467. */
  102468. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102469. /**
  102470. * Detach the current controls from the specified dom element.
  102471. * @param element Defines the element to stop listening the inputs from
  102472. */
  102473. detachControl(element: Nullable<HTMLElement>): void;
  102474. /**
  102475. * Update the current camera state depending on the inputs that have been used this frame.
  102476. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102477. */
  102478. checkInputs(): void;
  102479. /**
  102480. * Gets the class name of the current input.
  102481. * @returns the class name
  102482. */
  102483. getClassName(): string;
  102484. /**
  102485. * Get the friendly name associated with the input class.
  102486. * @returns the input friendly name
  102487. */
  102488. getSimpleName(): string;
  102489. /**
  102490. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102491. * allow modification of the heightOffset value.
  102492. */
  102493. private _modifierHeightOffset;
  102494. /**
  102495. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102496. * allow modification of the rotationOffset value.
  102497. */
  102498. private _modifierRotationOffset;
  102499. /**
  102500. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102501. * allow modification of the radius value.
  102502. */
  102503. private _modifierRadius;
  102504. }
  102505. }
  102506. declare module BABYLON {
  102507. interface FreeCameraInputsManager {
  102508. /**
  102509. * @hidden
  102510. */
  102511. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102512. /**
  102513. * Add orientation input support to the input manager.
  102514. * @returns the current input manager
  102515. */
  102516. addDeviceOrientation(): FreeCameraInputsManager;
  102517. }
  102518. /**
  102519. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102520. * Screen rotation is taken into account.
  102521. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102522. */
  102523. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102524. private _camera;
  102525. private _screenOrientationAngle;
  102526. private _constantTranform;
  102527. private _screenQuaternion;
  102528. private _alpha;
  102529. private _beta;
  102530. private _gamma;
  102531. /**
  102532. * Can be used to detect if a device orientation sensor is availible on a device
  102533. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102534. * @returns a promise that will resolve on orientation change
  102535. */
  102536. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102537. /**
  102538. * @hidden
  102539. */
  102540. _onDeviceOrientationChangedObservable: Observable<void>;
  102541. /**
  102542. * Instantiates a new input
  102543. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102544. */
  102545. constructor();
  102546. /**
  102547. * Define the camera controlled by the input.
  102548. */
  102549. camera: FreeCamera;
  102550. /**
  102551. * Attach the input controls to a specific dom element to get the input from.
  102552. * @param element Defines the element the controls should be listened from
  102553. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102554. */
  102555. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102556. private _orientationChanged;
  102557. private _deviceOrientation;
  102558. /**
  102559. * Detach the current controls from the specified dom element.
  102560. * @param element Defines the element to stop listening the inputs from
  102561. */
  102562. detachControl(element: Nullable<HTMLElement>): void;
  102563. /**
  102564. * Update the current camera state depending on the inputs that have been used this frame.
  102565. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102566. */
  102567. checkInputs(): void;
  102568. /**
  102569. * Gets the class name of the current intput.
  102570. * @returns the class name
  102571. */
  102572. getClassName(): string;
  102573. /**
  102574. * Get the friendly name associated with the input class.
  102575. * @returns the input friendly name
  102576. */
  102577. getSimpleName(): string;
  102578. }
  102579. }
  102580. declare module BABYLON {
  102581. /**
  102582. * Manage the gamepad inputs to control a free camera.
  102583. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102584. */
  102585. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102586. /**
  102587. * Define the camera the input is attached to.
  102588. */
  102589. camera: FreeCamera;
  102590. /**
  102591. * Define the Gamepad controlling the input
  102592. */
  102593. gamepad: Nullable<Gamepad>;
  102594. /**
  102595. * Defines the gamepad rotation sensiblity.
  102596. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102597. */
  102598. gamepadAngularSensibility: number;
  102599. /**
  102600. * Defines the gamepad move sensiblity.
  102601. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102602. */
  102603. gamepadMoveSensibility: number;
  102604. private _onGamepadConnectedObserver;
  102605. private _onGamepadDisconnectedObserver;
  102606. private _cameraTransform;
  102607. private _deltaTransform;
  102608. private _vector3;
  102609. private _vector2;
  102610. /**
  102611. * Attach the input controls to a specific dom element to get the input from.
  102612. * @param element Defines the element the controls should be listened from
  102613. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102614. */
  102615. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102616. /**
  102617. * Detach the current controls from the specified dom element.
  102618. * @param element Defines the element to stop listening the inputs from
  102619. */
  102620. detachControl(element: Nullable<HTMLElement>): void;
  102621. /**
  102622. * Update the current camera state depending on the inputs that have been used this frame.
  102623. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102624. */
  102625. checkInputs(): void;
  102626. /**
  102627. * Gets the class name of the current intput.
  102628. * @returns the class name
  102629. */
  102630. getClassName(): string;
  102631. /**
  102632. * Get the friendly name associated with the input class.
  102633. * @returns the input friendly name
  102634. */
  102635. getSimpleName(): string;
  102636. }
  102637. }
  102638. declare module BABYLON {
  102639. /**
  102640. * Defines the potential axis of a Joystick
  102641. */
  102642. export enum JoystickAxis {
  102643. /** X axis */
  102644. X = 0,
  102645. /** Y axis */
  102646. Y = 1,
  102647. /** Z axis */
  102648. Z = 2
  102649. }
  102650. /**
  102651. * Class used to define virtual joystick (used in touch mode)
  102652. */
  102653. export class VirtualJoystick {
  102654. /**
  102655. * Gets or sets a boolean indicating that left and right values must be inverted
  102656. */
  102657. reverseLeftRight: boolean;
  102658. /**
  102659. * Gets or sets a boolean indicating that up and down values must be inverted
  102660. */
  102661. reverseUpDown: boolean;
  102662. /**
  102663. * Gets the offset value for the position (ie. the change of the position value)
  102664. */
  102665. deltaPosition: Vector3;
  102666. /**
  102667. * Gets a boolean indicating if the virtual joystick was pressed
  102668. */
  102669. pressed: boolean;
  102670. /**
  102671. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102672. */
  102673. static Canvas: Nullable<HTMLCanvasElement>;
  102674. private static _globalJoystickIndex;
  102675. private static vjCanvasContext;
  102676. private static vjCanvasWidth;
  102677. private static vjCanvasHeight;
  102678. private static halfWidth;
  102679. private _action;
  102680. private _axisTargetedByLeftAndRight;
  102681. private _axisTargetedByUpAndDown;
  102682. private _joystickSensibility;
  102683. private _inversedSensibility;
  102684. private _joystickPointerID;
  102685. private _joystickColor;
  102686. private _joystickPointerPos;
  102687. private _joystickPreviousPointerPos;
  102688. private _joystickPointerStartPos;
  102689. private _deltaJoystickVector;
  102690. private _leftJoystick;
  102691. private _touches;
  102692. private _onPointerDownHandlerRef;
  102693. private _onPointerMoveHandlerRef;
  102694. private _onPointerUpHandlerRef;
  102695. private _onResize;
  102696. /**
  102697. * Creates a new virtual joystick
  102698. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102699. */
  102700. constructor(leftJoystick?: boolean);
  102701. /**
  102702. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102703. * @param newJoystickSensibility defines the new sensibility
  102704. */
  102705. setJoystickSensibility(newJoystickSensibility: number): void;
  102706. private _onPointerDown;
  102707. private _onPointerMove;
  102708. private _onPointerUp;
  102709. /**
  102710. * Change the color of the virtual joystick
  102711. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102712. */
  102713. setJoystickColor(newColor: string): void;
  102714. /**
  102715. * Defines a callback to call when the joystick is touched
  102716. * @param action defines the callback
  102717. */
  102718. setActionOnTouch(action: () => any): void;
  102719. /**
  102720. * Defines which axis you'd like to control for left & right
  102721. * @param axis defines the axis to use
  102722. */
  102723. setAxisForLeftRight(axis: JoystickAxis): void;
  102724. /**
  102725. * Defines which axis you'd like to control for up & down
  102726. * @param axis defines the axis to use
  102727. */
  102728. setAxisForUpDown(axis: JoystickAxis): void;
  102729. private _drawVirtualJoystick;
  102730. /**
  102731. * Release internal HTML canvas
  102732. */
  102733. releaseCanvas(): void;
  102734. }
  102735. }
  102736. declare module BABYLON {
  102737. interface FreeCameraInputsManager {
  102738. /**
  102739. * Add virtual joystick input support to the input manager.
  102740. * @returns the current input manager
  102741. */
  102742. addVirtualJoystick(): FreeCameraInputsManager;
  102743. }
  102744. /**
  102745. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102746. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102747. */
  102748. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102749. /**
  102750. * Defines the camera the input is attached to.
  102751. */
  102752. camera: FreeCamera;
  102753. private _leftjoystick;
  102754. private _rightjoystick;
  102755. /**
  102756. * Gets the left stick of the virtual joystick.
  102757. * @returns The virtual Joystick
  102758. */
  102759. getLeftJoystick(): VirtualJoystick;
  102760. /**
  102761. * Gets the right stick of the virtual joystick.
  102762. * @returns The virtual Joystick
  102763. */
  102764. getRightJoystick(): VirtualJoystick;
  102765. /**
  102766. * Update the current camera state depending on the inputs that have been used this frame.
  102767. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102768. */
  102769. checkInputs(): void;
  102770. /**
  102771. * Attach the input controls to a specific dom element to get the input from.
  102772. * @param element Defines the element the controls should be listened from
  102773. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102774. */
  102775. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102776. /**
  102777. * Detach the current controls from the specified dom element.
  102778. * @param element Defines the element to stop listening the inputs from
  102779. */
  102780. detachControl(element: Nullable<HTMLElement>): void;
  102781. /**
  102782. * Gets the class name of the current intput.
  102783. * @returns the class name
  102784. */
  102785. getClassName(): string;
  102786. /**
  102787. * Get the friendly name associated with the input class.
  102788. * @returns the input friendly name
  102789. */
  102790. getSimpleName(): string;
  102791. }
  102792. }
  102793. declare module BABYLON {
  102794. /**
  102795. * This represents a FPS type of camera controlled by touch.
  102796. * This is like a universal camera minus the Gamepad controls.
  102797. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102798. */
  102799. export class TouchCamera extends FreeCamera {
  102800. /**
  102801. * Defines the touch sensibility for rotation.
  102802. * The higher the faster.
  102803. */
  102804. touchAngularSensibility: number;
  102805. /**
  102806. * Defines the touch sensibility for move.
  102807. * The higher the faster.
  102808. */
  102809. touchMoveSensibility: number;
  102810. /**
  102811. * Instantiates a new touch camera.
  102812. * This represents a FPS type of camera controlled by touch.
  102813. * This is like a universal camera minus the Gamepad controls.
  102814. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102815. * @param name Define the name of the camera in the scene
  102816. * @param position Define the start position of the camera in the scene
  102817. * @param scene Define the scene the camera belongs to
  102818. */
  102819. constructor(name: string, position: Vector3, scene: Scene);
  102820. /**
  102821. * Gets the current object class name.
  102822. * @return the class name
  102823. */
  102824. getClassName(): string;
  102825. /** @hidden */
  102826. _setupInputs(): void;
  102827. }
  102828. }
  102829. declare module BABYLON {
  102830. /**
  102831. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102832. * being tilted forward or back and left or right.
  102833. */
  102834. export class DeviceOrientationCamera extends FreeCamera {
  102835. private _initialQuaternion;
  102836. private _quaternionCache;
  102837. private _tmpDragQuaternion;
  102838. private _disablePointerInputWhenUsingDeviceOrientation;
  102839. /**
  102840. * Creates a new device orientation camera
  102841. * @param name The name of the camera
  102842. * @param position The start position camera
  102843. * @param scene The scene the camera belongs to
  102844. */
  102845. constructor(name: string, position: Vector3, scene: Scene);
  102846. /**
  102847. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  102848. */
  102849. disablePointerInputWhenUsingDeviceOrientation: boolean;
  102850. private _dragFactor;
  102851. /**
  102852. * Enabled turning on the y axis when the orientation sensor is active
  102853. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102854. */
  102855. enableHorizontalDragging(dragFactor?: number): void;
  102856. /**
  102857. * Gets the current instance class name ("DeviceOrientationCamera").
  102858. * This helps avoiding instanceof at run time.
  102859. * @returns the class name
  102860. */
  102861. getClassName(): string;
  102862. /**
  102863. * @hidden
  102864. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102865. */
  102866. _checkInputs(): void;
  102867. /**
  102868. * Reset the camera to its default orientation on the specified axis only.
  102869. * @param axis The axis to reset
  102870. */
  102871. resetToCurrentRotation(axis?: Axis): void;
  102872. }
  102873. }
  102874. declare module BABYLON {
  102875. /**
  102876. * Defines supported buttons for XBox360 compatible gamepads
  102877. */
  102878. export enum Xbox360Button {
  102879. /** A */
  102880. A = 0,
  102881. /** B */
  102882. B = 1,
  102883. /** X */
  102884. X = 2,
  102885. /** Y */
  102886. Y = 3,
  102887. /** Start */
  102888. Start = 4,
  102889. /** Back */
  102890. Back = 5,
  102891. /** Left button */
  102892. LB = 6,
  102893. /** Right button */
  102894. RB = 7,
  102895. /** Left stick */
  102896. LeftStick = 8,
  102897. /** Right stick */
  102898. RightStick = 9
  102899. }
  102900. /** Defines values for XBox360 DPad */
  102901. export enum Xbox360Dpad {
  102902. /** Up */
  102903. Up = 0,
  102904. /** Down */
  102905. Down = 1,
  102906. /** Left */
  102907. Left = 2,
  102908. /** Right */
  102909. Right = 3
  102910. }
  102911. /**
  102912. * Defines a XBox360 gamepad
  102913. */
  102914. export class Xbox360Pad extends Gamepad {
  102915. private _leftTrigger;
  102916. private _rightTrigger;
  102917. private _onlefttriggerchanged;
  102918. private _onrighttriggerchanged;
  102919. private _onbuttondown;
  102920. private _onbuttonup;
  102921. private _ondpaddown;
  102922. private _ondpadup;
  102923. /** Observable raised when a button is pressed */
  102924. onButtonDownObservable: Observable<Xbox360Button>;
  102925. /** Observable raised when a button is released */
  102926. onButtonUpObservable: Observable<Xbox360Button>;
  102927. /** Observable raised when a pad is pressed */
  102928. onPadDownObservable: Observable<Xbox360Dpad>;
  102929. /** Observable raised when a pad is released */
  102930. onPadUpObservable: Observable<Xbox360Dpad>;
  102931. private _buttonA;
  102932. private _buttonB;
  102933. private _buttonX;
  102934. private _buttonY;
  102935. private _buttonBack;
  102936. private _buttonStart;
  102937. private _buttonLB;
  102938. private _buttonRB;
  102939. private _buttonLeftStick;
  102940. private _buttonRightStick;
  102941. private _dPadUp;
  102942. private _dPadDown;
  102943. private _dPadLeft;
  102944. private _dPadRight;
  102945. private _isXboxOnePad;
  102946. /**
  102947. * Creates a new XBox360 gamepad object
  102948. * @param id defines the id of this gamepad
  102949. * @param index defines its index
  102950. * @param gamepad defines the internal HTML gamepad object
  102951. * @param xboxOne defines if it is a XBox One gamepad
  102952. */
  102953. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102954. /**
  102955. * Defines the callback to call when left trigger is pressed
  102956. * @param callback defines the callback to use
  102957. */
  102958. onlefttriggerchanged(callback: (value: number) => void): void;
  102959. /**
  102960. * Defines the callback to call when right trigger is pressed
  102961. * @param callback defines the callback to use
  102962. */
  102963. onrighttriggerchanged(callback: (value: number) => void): void;
  102964. /**
  102965. * Gets the left trigger value
  102966. */
  102967. /**
  102968. * Sets the left trigger value
  102969. */
  102970. leftTrigger: number;
  102971. /**
  102972. * Gets the right trigger value
  102973. */
  102974. /**
  102975. * Sets the right trigger value
  102976. */
  102977. rightTrigger: number;
  102978. /**
  102979. * Defines the callback to call when a button is pressed
  102980. * @param callback defines the callback to use
  102981. */
  102982. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102983. /**
  102984. * Defines the callback to call when a button is released
  102985. * @param callback defines the callback to use
  102986. */
  102987. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102988. /**
  102989. * Defines the callback to call when a pad is pressed
  102990. * @param callback defines the callback to use
  102991. */
  102992. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102993. /**
  102994. * Defines the callback to call when a pad is released
  102995. * @param callback defines the callback to use
  102996. */
  102997. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102998. private _setButtonValue;
  102999. private _setDPadValue;
  103000. /**
  103001. * Gets the value of the `A` button
  103002. */
  103003. /**
  103004. * Sets the value of the `A` button
  103005. */
  103006. buttonA: number;
  103007. /**
  103008. * Gets the value of the `B` button
  103009. */
  103010. /**
  103011. * Sets the value of the `B` button
  103012. */
  103013. buttonB: number;
  103014. /**
  103015. * Gets the value of the `X` button
  103016. */
  103017. /**
  103018. * Sets the value of the `X` button
  103019. */
  103020. buttonX: number;
  103021. /**
  103022. * Gets the value of the `Y` button
  103023. */
  103024. /**
  103025. * Sets the value of the `Y` button
  103026. */
  103027. buttonY: number;
  103028. /**
  103029. * Gets the value of the `Start` button
  103030. */
  103031. /**
  103032. * Sets the value of the `Start` button
  103033. */
  103034. buttonStart: number;
  103035. /**
  103036. * Gets the value of the `Back` button
  103037. */
  103038. /**
  103039. * Sets the value of the `Back` button
  103040. */
  103041. buttonBack: number;
  103042. /**
  103043. * Gets the value of the `Left` button
  103044. */
  103045. /**
  103046. * Sets the value of the `Left` button
  103047. */
  103048. buttonLB: number;
  103049. /**
  103050. * Gets the value of the `Right` button
  103051. */
  103052. /**
  103053. * Sets the value of the `Right` button
  103054. */
  103055. buttonRB: number;
  103056. /**
  103057. * Gets the value of the Left joystick
  103058. */
  103059. /**
  103060. * Sets the value of the Left joystick
  103061. */
  103062. buttonLeftStick: number;
  103063. /**
  103064. * Gets the value of the Right joystick
  103065. */
  103066. /**
  103067. * Sets the value of the Right joystick
  103068. */
  103069. buttonRightStick: number;
  103070. /**
  103071. * Gets the value of D-pad up
  103072. */
  103073. /**
  103074. * Sets the value of D-pad up
  103075. */
  103076. dPadUp: number;
  103077. /**
  103078. * Gets the value of D-pad down
  103079. */
  103080. /**
  103081. * Sets the value of D-pad down
  103082. */
  103083. dPadDown: number;
  103084. /**
  103085. * Gets the value of D-pad left
  103086. */
  103087. /**
  103088. * Sets the value of D-pad left
  103089. */
  103090. dPadLeft: number;
  103091. /**
  103092. * Gets the value of D-pad right
  103093. */
  103094. /**
  103095. * Sets the value of D-pad right
  103096. */
  103097. dPadRight: number;
  103098. /**
  103099. * Force the gamepad to synchronize with device values
  103100. */
  103101. update(): void;
  103102. /**
  103103. * Disposes the gamepad
  103104. */
  103105. dispose(): void;
  103106. }
  103107. }
  103108. declare module BABYLON {
  103109. /**
  103110. * Defines supported buttons for DualShock compatible gamepads
  103111. */
  103112. export enum DualShockButton {
  103113. /** Cross */
  103114. Cross = 0,
  103115. /** Circle */
  103116. Circle = 1,
  103117. /** Square */
  103118. Square = 2,
  103119. /** Triangle */
  103120. Triangle = 3,
  103121. /** Options */
  103122. Options = 4,
  103123. /** Share */
  103124. Share = 5,
  103125. /** L1 */
  103126. L1 = 6,
  103127. /** R1 */
  103128. R1 = 7,
  103129. /** Left stick */
  103130. LeftStick = 8,
  103131. /** Right stick */
  103132. RightStick = 9
  103133. }
  103134. /** Defines values for DualShock DPad */
  103135. export enum DualShockDpad {
  103136. /** Up */
  103137. Up = 0,
  103138. /** Down */
  103139. Down = 1,
  103140. /** Left */
  103141. Left = 2,
  103142. /** Right */
  103143. Right = 3
  103144. }
  103145. /**
  103146. * Defines a DualShock gamepad
  103147. */
  103148. export class DualShockPad extends Gamepad {
  103149. private _leftTrigger;
  103150. private _rightTrigger;
  103151. private _onlefttriggerchanged;
  103152. private _onrighttriggerchanged;
  103153. private _onbuttondown;
  103154. private _onbuttonup;
  103155. private _ondpaddown;
  103156. private _ondpadup;
  103157. /** Observable raised when a button is pressed */
  103158. onButtonDownObservable: Observable<DualShockButton>;
  103159. /** Observable raised when a button is released */
  103160. onButtonUpObservable: Observable<DualShockButton>;
  103161. /** Observable raised when a pad is pressed */
  103162. onPadDownObservable: Observable<DualShockDpad>;
  103163. /** Observable raised when a pad is released */
  103164. onPadUpObservable: Observable<DualShockDpad>;
  103165. private _buttonCross;
  103166. private _buttonCircle;
  103167. private _buttonSquare;
  103168. private _buttonTriangle;
  103169. private _buttonShare;
  103170. private _buttonOptions;
  103171. private _buttonL1;
  103172. private _buttonR1;
  103173. private _buttonLeftStick;
  103174. private _buttonRightStick;
  103175. private _dPadUp;
  103176. private _dPadDown;
  103177. private _dPadLeft;
  103178. private _dPadRight;
  103179. /**
  103180. * Creates a new DualShock gamepad object
  103181. * @param id defines the id of this gamepad
  103182. * @param index defines its index
  103183. * @param gamepad defines the internal HTML gamepad object
  103184. */
  103185. constructor(id: string, index: number, gamepad: any);
  103186. /**
  103187. * Defines the callback to call when left trigger is pressed
  103188. * @param callback defines the callback to use
  103189. */
  103190. onlefttriggerchanged(callback: (value: number) => void): void;
  103191. /**
  103192. * Defines the callback to call when right trigger is pressed
  103193. * @param callback defines the callback to use
  103194. */
  103195. onrighttriggerchanged(callback: (value: number) => void): void;
  103196. /**
  103197. * Gets the left trigger value
  103198. */
  103199. /**
  103200. * Sets the left trigger value
  103201. */
  103202. leftTrigger: number;
  103203. /**
  103204. * Gets the right trigger value
  103205. */
  103206. /**
  103207. * Sets the right trigger value
  103208. */
  103209. rightTrigger: number;
  103210. /**
  103211. * Defines the callback to call when a button is pressed
  103212. * @param callback defines the callback to use
  103213. */
  103214. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103215. /**
  103216. * Defines the callback to call when a button is released
  103217. * @param callback defines the callback to use
  103218. */
  103219. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103220. /**
  103221. * Defines the callback to call when a pad is pressed
  103222. * @param callback defines the callback to use
  103223. */
  103224. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103225. /**
  103226. * Defines the callback to call when a pad is released
  103227. * @param callback defines the callback to use
  103228. */
  103229. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103230. private _setButtonValue;
  103231. private _setDPadValue;
  103232. /**
  103233. * Gets the value of the `Cross` button
  103234. */
  103235. /**
  103236. * Sets the value of the `Cross` button
  103237. */
  103238. buttonCross: number;
  103239. /**
  103240. * Gets the value of the `Circle` button
  103241. */
  103242. /**
  103243. * Sets the value of the `Circle` button
  103244. */
  103245. buttonCircle: number;
  103246. /**
  103247. * Gets the value of the `Square` button
  103248. */
  103249. /**
  103250. * Sets the value of the `Square` button
  103251. */
  103252. buttonSquare: number;
  103253. /**
  103254. * Gets the value of the `Triangle` button
  103255. */
  103256. /**
  103257. * Sets the value of the `Triangle` button
  103258. */
  103259. buttonTriangle: number;
  103260. /**
  103261. * Gets the value of the `Options` button
  103262. */
  103263. /**
  103264. * Sets the value of the `Options` button
  103265. */
  103266. buttonOptions: number;
  103267. /**
  103268. * Gets the value of the `Share` button
  103269. */
  103270. /**
  103271. * Sets the value of the `Share` button
  103272. */
  103273. buttonShare: number;
  103274. /**
  103275. * Gets the value of the `L1` button
  103276. */
  103277. /**
  103278. * Sets the value of the `L1` button
  103279. */
  103280. buttonL1: number;
  103281. /**
  103282. * Gets the value of the `R1` button
  103283. */
  103284. /**
  103285. * Sets the value of the `R1` button
  103286. */
  103287. buttonR1: number;
  103288. /**
  103289. * Gets the value of the Left joystick
  103290. */
  103291. /**
  103292. * Sets the value of the Left joystick
  103293. */
  103294. buttonLeftStick: number;
  103295. /**
  103296. * Gets the value of the Right joystick
  103297. */
  103298. /**
  103299. * Sets the value of the Right joystick
  103300. */
  103301. buttonRightStick: number;
  103302. /**
  103303. * Gets the value of D-pad up
  103304. */
  103305. /**
  103306. * Sets the value of D-pad up
  103307. */
  103308. dPadUp: number;
  103309. /**
  103310. * Gets the value of D-pad down
  103311. */
  103312. /**
  103313. * Sets the value of D-pad down
  103314. */
  103315. dPadDown: number;
  103316. /**
  103317. * Gets the value of D-pad left
  103318. */
  103319. /**
  103320. * Sets the value of D-pad left
  103321. */
  103322. dPadLeft: number;
  103323. /**
  103324. * Gets the value of D-pad right
  103325. */
  103326. /**
  103327. * Sets the value of D-pad right
  103328. */
  103329. dPadRight: number;
  103330. /**
  103331. * Force the gamepad to synchronize with device values
  103332. */
  103333. update(): void;
  103334. /**
  103335. * Disposes the gamepad
  103336. */
  103337. dispose(): void;
  103338. }
  103339. }
  103340. declare module BABYLON {
  103341. /**
  103342. * Manager for handling gamepads
  103343. */
  103344. export class GamepadManager {
  103345. private _scene?;
  103346. private _babylonGamepads;
  103347. private _oneGamepadConnected;
  103348. /** @hidden */
  103349. _isMonitoring: boolean;
  103350. private _gamepadEventSupported;
  103351. private _gamepadSupport;
  103352. /**
  103353. * observable to be triggered when the gamepad controller has been connected
  103354. */
  103355. onGamepadConnectedObservable: Observable<Gamepad>;
  103356. /**
  103357. * observable to be triggered when the gamepad controller has been disconnected
  103358. */
  103359. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103360. private _onGamepadConnectedEvent;
  103361. private _onGamepadDisconnectedEvent;
  103362. /**
  103363. * Initializes the gamepad manager
  103364. * @param _scene BabylonJS scene
  103365. */
  103366. constructor(_scene?: Scene | undefined);
  103367. /**
  103368. * The gamepads in the game pad manager
  103369. */
  103370. readonly gamepads: Gamepad[];
  103371. /**
  103372. * Get the gamepad controllers based on type
  103373. * @param type The type of gamepad controller
  103374. * @returns Nullable gamepad
  103375. */
  103376. getGamepadByType(type?: number): Nullable<Gamepad>;
  103377. /**
  103378. * Disposes the gamepad manager
  103379. */
  103380. dispose(): void;
  103381. private _addNewGamepad;
  103382. private _startMonitoringGamepads;
  103383. private _stopMonitoringGamepads;
  103384. /** @hidden */
  103385. _checkGamepadsStatus(): void;
  103386. private _updateGamepadObjects;
  103387. }
  103388. }
  103389. declare module BABYLON {
  103390. interface Scene {
  103391. /** @hidden */
  103392. _gamepadManager: Nullable<GamepadManager>;
  103393. /**
  103394. * Gets the gamepad manager associated with the scene
  103395. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103396. */
  103397. gamepadManager: GamepadManager;
  103398. }
  103399. /**
  103400. * Interface representing a free camera inputs manager
  103401. */
  103402. interface FreeCameraInputsManager {
  103403. /**
  103404. * Adds gamepad input support to the FreeCameraInputsManager.
  103405. * @returns the FreeCameraInputsManager
  103406. */
  103407. addGamepad(): FreeCameraInputsManager;
  103408. }
  103409. /**
  103410. * Interface representing an arc rotate camera inputs manager
  103411. */
  103412. interface ArcRotateCameraInputsManager {
  103413. /**
  103414. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103415. * @returns the camera inputs manager
  103416. */
  103417. addGamepad(): ArcRotateCameraInputsManager;
  103418. }
  103419. /**
  103420. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103421. */
  103422. export class GamepadSystemSceneComponent implements ISceneComponent {
  103423. /**
  103424. * The component name helpfull to identify the component in the list of scene components.
  103425. */
  103426. readonly name: string;
  103427. /**
  103428. * The scene the component belongs to.
  103429. */
  103430. scene: Scene;
  103431. /**
  103432. * Creates a new instance of the component for the given scene
  103433. * @param scene Defines the scene to register the component in
  103434. */
  103435. constructor(scene: Scene);
  103436. /**
  103437. * Registers the component in a given scene
  103438. */
  103439. register(): void;
  103440. /**
  103441. * Rebuilds the elements related to this component in case of
  103442. * context lost for instance.
  103443. */
  103444. rebuild(): void;
  103445. /**
  103446. * Disposes the component and the associated ressources
  103447. */
  103448. dispose(): void;
  103449. private _beforeCameraUpdate;
  103450. }
  103451. }
  103452. declare module BABYLON {
  103453. /**
  103454. * 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,
  103455. * which still works and will still be found in many Playgrounds.
  103456. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103457. */
  103458. export class UniversalCamera extends TouchCamera {
  103459. /**
  103460. * Defines the gamepad rotation sensiblity.
  103461. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103462. */
  103463. gamepadAngularSensibility: number;
  103464. /**
  103465. * Defines the gamepad move sensiblity.
  103466. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103467. */
  103468. gamepadMoveSensibility: number;
  103469. /**
  103470. * 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,
  103471. * which still works and will still be found in many Playgrounds.
  103472. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103473. * @param name Define the name of the camera in the scene
  103474. * @param position Define the start position of the camera in the scene
  103475. * @param scene Define the scene the camera belongs to
  103476. */
  103477. constructor(name: string, position: Vector3, scene: Scene);
  103478. /**
  103479. * Gets the current object class name.
  103480. * @return the class name
  103481. */
  103482. getClassName(): string;
  103483. }
  103484. }
  103485. declare module BABYLON {
  103486. /**
  103487. * This represents a FPS type of camera. This is only here for back compat purpose.
  103488. * Please use the UniversalCamera instead as both are identical.
  103489. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103490. */
  103491. export class GamepadCamera extends UniversalCamera {
  103492. /**
  103493. * Instantiates a new Gamepad Camera
  103494. * This represents a FPS type of camera. This is only here for back compat purpose.
  103495. * Please use the UniversalCamera instead as both are identical.
  103496. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103497. * @param name Define the name of the camera in the scene
  103498. * @param position Define the start position of the camera in the scene
  103499. * @param scene Define the scene the camera belongs to
  103500. */
  103501. constructor(name: string, position: Vector3, scene: Scene);
  103502. /**
  103503. * Gets the current object class name.
  103504. * @return the class name
  103505. */
  103506. getClassName(): string;
  103507. }
  103508. }
  103509. declare module BABYLON {
  103510. /** @hidden */
  103511. export var passPixelShader: {
  103512. name: string;
  103513. shader: string;
  103514. };
  103515. }
  103516. declare module BABYLON {
  103517. /** @hidden */
  103518. export var passCubePixelShader: {
  103519. name: string;
  103520. shader: string;
  103521. };
  103522. }
  103523. declare module BABYLON {
  103524. /**
  103525. * PassPostProcess which produces an output the same as it's input
  103526. */
  103527. export class PassPostProcess extends PostProcess {
  103528. /**
  103529. * Creates the PassPostProcess
  103530. * @param name The name of the effect.
  103531. * @param options The required width/height ratio to downsize to before computing the render pass.
  103532. * @param camera The camera to apply the render pass to.
  103533. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103534. * @param engine The engine which the post process will be applied. (default: current engine)
  103535. * @param reusable If the post process can be reused on the same frame. (default: false)
  103536. * @param textureType The type of texture to be used when performing the post processing.
  103537. * @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)
  103538. */
  103539. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103540. }
  103541. /**
  103542. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103543. */
  103544. export class PassCubePostProcess extends PostProcess {
  103545. private _face;
  103546. /**
  103547. * Gets or sets the cube face to display.
  103548. * * 0 is +X
  103549. * * 1 is -X
  103550. * * 2 is +Y
  103551. * * 3 is -Y
  103552. * * 4 is +Z
  103553. * * 5 is -Z
  103554. */
  103555. face: number;
  103556. /**
  103557. * Creates the PassCubePostProcess
  103558. * @param name The name of the effect.
  103559. * @param options The required width/height ratio to downsize to before computing the render pass.
  103560. * @param camera The camera to apply the render pass to.
  103561. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103562. * @param engine The engine which the post process will be applied. (default: current engine)
  103563. * @param reusable If the post process can be reused on the same frame. (default: false)
  103564. * @param textureType The type of texture to be used when performing the post processing.
  103565. * @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)
  103566. */
  103567. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103568. }
  103569. }
  103570. declare module BABYLON {
  103571. /** @hidden */
  103572. export var anaglyphPixelShader: {
  103573. name: string;
  103574. shader: string;
  103575. };
  103576. }
  103577. declare module BABYLON {
  103578. /**
  103579. * Postprocess used to generate anaglyphic rendering
  103580. */
  103581. export class AnaglyphPostProcess extends PostProcess {
  103582. private _passedProcess;
  103583. /**
  103584. * Creates a new AnaglyphPostProcess
  103585. * @param name defines postprocess name
  103586. * @param options defines creation options or target ratio scale
  103587. * @param rigCameras defines cameras using this postprocess
  103588. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103589. * @param engine defines hosting engine
  103590. * @param reusable defines if the postprocess will be reused multiple times per frame
  103591. */
  103592. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103593. }
  103594. }
  103595. declare module BABYLON {
  103596. /**
  103597. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103598. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103599. */
  103600. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103601. /**
  103602. * Creates a new AnaglyphArcRotateCamera
  103603. * @param name defines camera name
  103604. * @param alpha defines alpha angle (in radians)
  103605. * @param beta defines beta angle (in radians)
  103606. * @param radius defines radius
  103607. * @param target defines camera target
  103608. * @param interaxialDistance defines distance between each color axis
  103609. * @param scene defines the hosting scene
  103610. */
  103611. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103612. /**
  103613. * Gets camera class name
  103614. * @returns AnaglyphArcRotateCamera
  103615. */
  103616. getClassName(): string;
  103617. }
  103618. }
  103619. declare module BABYLON {
  103620. /**
  103621. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103622. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103623. */
  103624. export class AnaglyphFreeCamera extends FreeCamera {
  103625. /**
  103626. * Creates a new AnaglyphFreeCamera
  103627. * @param name defines camera name
  103628. * @param position defines initial position
  103629. * @param interaxialDistance defines distance between each color axis
  103630. * @param scene defines the hosting scene
  103631. */
  103632. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103633. /**
  103634. * Gets camera class name
  103635. * @returns AnaglyphFreeCamera
  103636. */
  103637. getClassName(): string;
  103638. }
  103639. }
  103640. declare module BABYLON {
  103641. /**
  103642. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103643. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103644. */
  103645. export class AnaglyphGamepadCamera extends GamepadCamera {
  103646. /**
  103647. * Creates a new AnaglyphGamepadCamera
  103648. * @param name defines camera name
  103649. * @param position defines initial position
  103650. * @param interaxialDistance defines distance between each color axis
  103651. * @param scene defines the hosting scene
  103652. */
  103653. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103654. /**
  103655. * Gets camera class name
  103656. * @returns AnaglyphGamepadCamera
  103657. */
  103658. getClassName(): string;
  103659. }
  103660. }
  103661. declare module BABYLON {
  103662. /**
  103663. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103664. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103665. */
  103666. export class AnaglyphUniversalCamera extends UniversalCamera {
  103667. /**
  103668. * Creates a new AnaglyphUniversalCamera
  103669. * @param name defines camera name
  103670. * @param position defines initial position
  103671. * @param interaxialDistance defines distance between each color axis
  103672. * @param scene defines the hosting scene
  103673. */
  103674. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103675. /**
  103676. * Gets camera class name
  103677. * @returns AnaglyphUniversalCamera
  103678. */
  103679. getClassName(): string;
  103680. }
  103681. }
  103682. declare module BABYLON {
  103683. /** @hidden */
  103684. export var stereoscopicInterlacePixelShader: {
  103685. name: string;
  103686. shader: string;
  103687. };
  103688. }
  103689. declare module BABYLON {
  103690. /**
  103691. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  103692. */
  103693. export class StereoscopicInterlacePostProcess extends PostProcess {
  103694. private _stepSize;
  103695. private _passedProcess;
  103696. /**
  103697. * Initializes a StereoscopicInterlacePostProcess
  103698. * @param name The name of the effect.
  103699. * @param rigCameras The rig cameras to be appled to the post process
  103700. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  103701. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103702. * @param engine The engine which the post process will be applied. (default: current engine)
  103703. * @param reusable If the post process can be reused on the same frame. (default: false)
  103704. */
  103705. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  103706. }
  103707. }
  103708. declare module BABYLON {
  103709. /**
  103710. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  103711. * @see http://doc.babylonjs.com/features/cameras
  103712. */
  103713. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  103714. /**
  103715. * Creates a new StereoscopicArcRotateCamera
  103716. * @param name defines camera name
  103717. * @param alpha defines alpha angle (in radians)
  103718. * @param beta defines beta angle (in radians)
  103719. * @param radius defines radius
  103720. * @param target defines camera target
  103721. * @param interaxialDistance defines distance between each color axis
  103722. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103723. * @param scene defines the hosting scene
  103724. */
  103725. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103726. /**
  103727. * Gets camera class name
  103728. * @returns StereoscopicArcRotateCamera
  103729. */
  103730. getClassName(): string;
  103731. }
  103732. }
  103733. declare module BABYLON {
  103734. /**
  103735. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  103736. * @see http://doc.babylonjs.com/features/cameras
  103737. */
  103738. export class StereoscopicFreeCamera extends FreeCamera {
  103739. /**
  103740. * Creates a new StereoscopicFreeCamera
  103741. * @param name defines camera name
  103742. * @param position defines initial position
  103743. * @param interaxialDistance defines distance between each color axis
  103744. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103745. * @param scene defines the hosting scene
  103746. */
  103747. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103748. /**
  103749. * Gets camera class name
  103750. * @returns StereoscopicFreeCamera
  103751. */
  103752. getClassName(): string;
  103753. }
  103754. }
  103755. declare module BABYLON {
  103756. /**
  103757. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  103758. * @see http://doc.babylonjs.com/features/cameras
  103759. */
  103760. export class StereoscopicGamepadCamera extends GamepadCamera {
  103761. /**
  103762. * Creates a new StereoscopicGamepadCamera
  103763. * @param name defines camera name
  103764. * @param position defines initial position
  103765. * @param interaxialDistance defines distance between each color axis
  103766. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103767. * @param scene defines the hosting scene
  103768. */
  103769. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103770. /**
  103771. * Gets camera class name
  103772. * @returns StereoscopicGamepadCamera
  103773. */
  103774. getClassName(): string;
  103775. }
  103776. }
  103777. declare module BABYLON {
  103778. /**
  103779. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  103780. * @see http://doc.babylonjs.com/features/cameras
  103781. */
  103782. export class StereoscopicUniversalCamera extends UniversalCamera {
  103783. /**
  103784. * Creates a new StereoscopicUniversalCamera
  103785. * @param name defines camera name
  103786. * @param position defines initial position
  103787. * @param interaxialDistance defines distance between each color axis
  103788. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103789. * @param scene defines the hosting scene
  103790. */
  103791. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103792. /**
  103793. * Gets camera class name
  103794. * @returns StereoscopicUniversalCamera
  103795. */
  103796. getClassName(): string;
  103797. }
  103798. }
  103799. declare module BABYLON {
  103800. /**
  103801. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  103802. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103803. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103804. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103805. */
  103806. export class VirtualJoysticksCamera extends FreeCamera {
  103807. /**
  103808. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  103809. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103810. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103811. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103812. * @param name Define the name of the camera in the scene
  103813. * @param position Define the start position of the camera in the scene
  103814. * @param scene Define the scene the camera belongs to
  103815. */
  103816. constructor(name: string, position: Vector3, scene: Scene);
  103817. /**
  103818. * Gets the current object class name.
  103819. * @return the class name
  103820. */
  103821. getClassName(): string;
  103822. }
  103823. }
  103824. declare module BABYLON {
  103825. /**
  103826. * This represents all the required metrics to create a VR camera.
  103827. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  103828. */
  103829. export class VRCameraMetrics {
  103830. /**
  103831. * Define the horizontal resolution off the screen.
  103832. */
  103833. hResolution: number;
  103834. /**
  103835. * Define the vertical resolution off the screen.
  103836. */
  103837. vResolution: number;
  103838. /**
  103839. * Define the horizontal screen size.
  103840. */
  103841. hScreenSize: number;
  103842. /**
  103843. * Define the vertical screen size.
  103844. */
  103845. vScreenSize: number;
  103846. /**
  103847. * Define the vertical screen center position.
  103848. */
  103849. vScreenCenter: number;
  103850. /**
  103851. * Define the distance of the eyes to the screen.
  103852. */
  103853. eyeToScreenDistance: number;
  103854. /**
  103855. * Define the distance between both lenses
  103856. */
  103857. lensSeparationDistance: number;
  103858. /**
  103859. * Define the distance between both viewer's eyes.
  103860. */
  103861. interpupillaryDistance: number;
  103862. /**
  103863. * Define the distortion factor of the VR postprocess.
  103864. * Please, touch with care.
  103865. */
  103866. distortionK: number[];
  103867. /**
  103868. * Define the chromatic aberration correction factors for the VR post process.
  103869. */
  103870. chromaAbCorrection: number[];
  103871. /**
  103872. * Define the scale factor of the post process.
  103873. * The smaller the better but the slower.
  103874. */
  103875. postProcessScaleFactor: number;
  103876. /**
  103877. * Define an offset for the lens center.
  103878. */
  103879. lensCenterOffset: number;
  103880. /**
  103881. * Define if the current vr camera should compensate the distortion of the lense or not.
  103882. */
  103883. compensateDistortion: boolean;
  103884. /**
  103885. * Defines if multiview should be enabled when rendering (Default: false)
  103886. */
  103887. multiviewEnabled: boolean;
  103888. /**
  103889. * Gets the rendering aspect ratio based on the provided resolutions.
  103890. */
  103891. readonly aspectRatio: number;
  103892. /**
  103893. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  103894. */
  103895. readonly aspectRatioFov: number;
  103896. /**
  103897. * @hidden
  103898. */
  103899. readonly leftHMatrix: Matrix;
  103900. /**
  103901. * @hidden
  103902. */
  103903. readonly rightHMatrix: Matrix;
  103904. /**
  103905. * @hidden
  103906. */
  103907. readonly leftPreViewMatrix: Matrix;
  103908. /**
  103909. * @hidden
  103910. */
  103911. readonly rightPreViewMatrix: Matrix;
  103912. /**
  103913. * Get the default VRMetrics based on the most generic setup.
  103914. * @returns the default vr metrics
  103915. */
  103916. static GetDefault(): VRCameraMetrics;
  103917. }
  103918. }
  103919. declare module BABYLON {
  103920. /** @hidden */
  103921. export var vrDistortionCorrectionPixelShader: {
  103922. name: string;
  103923. shader: string;
  103924. };
  103925. }
  103926. declare module BABYLON {
  103927. /**
  103928. * VRDistortionCorrectionPostProcess used for mobile VR
  103929. */
  103930. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103931. private _isRightEye;
  103932. private _distortionFactors;
  103933. private _postProcessScaleFactor;
  103934. private _lensCenterOffset;
  103935. private _scaleIn;
  103936. private _scaleFactor;
  103937. private _lensCenter;
  103938. /**
  103939. * Initializes the VRDistortionCorrectionPostProcess
  103940. * @param name The name of the effect.
  103941. * @param camera The camera to apply the render pass to.
  103942. * @param isRightEye If this is for the right eye distortion
  103943. * @param vrMetrics All the required metrics for the VR camera
  103944. */
  103945. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  103946. }
  103947. }
  103948. declare module BABYLON {
  103949. /**
  103950. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  103951. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103952. */
  103953. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  103954. /**
  103955. * Creates a new VRDeviceOrientationArcRotateCamera
  103956. * @param name defines camera name
  103957. * @param alpha defines the camera rotation along the logitudinal axis
  103958. * @param beta defines the camera rotation along the latitudinal axis
  103959. * @param radius defines the camera distance from its target
  103960. * @param target defines the camera target
  103961. * @param scene defines the scene the camera belongs to
  103962. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103963. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103964. */
  103965. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103966. /**
  103967. * Gets camera class name
  103968. * @returns VRDeviceOrientationArcRotateCamera
  103969. */
  103970. getClassName(): string;
  103971. }
  103972. }
  103973. declare module BABYLON {
  103974. /**
  103975. * Camera used to simulate VR rendering (based on FreeCamera)
  103976. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103977. */
  103978. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  103979. /**
  103980. * Creates a new VRDeviceOrientationFreeCamera
  103981. * @param name defines camera name
  103982. * @param position defines the start position of the camera
  103983. * @param scene defines the scene the camera belongs to
  103984. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103985. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103986. */
  103987. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103988. /**
  103989. * Gets camera class name
  103990. * @returns VRDeviceOrientationFreeCamera
  103991. */
  103992. getClassName(): string;
  103993. }
  103994. }
  103995. declare module BABYLON {
  103996. /**
  103997. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  103998. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103999. */
  104000. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  104001. /**
  104002. * Creates a new VRDeviceOrientationGamepadCamera
  104003. * @param name defines camera name
  104004. * @param position defines the start position of the camera
  104005. * @param scene defines the scene the camera belongs to
  104006. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104007. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104008. */
  104009. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104010. /**
  104011. * Gets camera class name
  104012. * @returns VRDeviceOrientationGamepadCamera
  104013. */
  104014. getClassName(): string;
  104015. }
  104016. }
  104017. declare module BABYLON {
  104018. /**
  104019. * Base class of materials working in push mode in babylon JS
  104020. * @hidden
  104021. */
  104022. export class PushMaterial extends Material {
  104023. protected _activeEffect: Effect;
  104024. protected _normalMatrix: Matrix;
  104025. /**
  104026. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  104027. * This means that the material can keep using a previous shader while a new one is being compiled.
  104028. * This is mostly used when shader parallel compilation is supported (true by default)
  104029. */
  104030. allowShaderHotSwapping: boolean;
  104031. constructor(name: string, scene: Scene);
  104032. getEffect(): Effect;
  104033. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  104034. /**
  104035. * Binds the given world matrix to the active effect
  104036. *
  104037. * @param world the matrix to bind
  104038. */
  104039. bindOnlyWorldMatrix(world: Matrix): void;
  104040. /**
  104041. * Binds the given normal matrix to the active effect
  104042. *
  104043. * @param normalMatrix the matrix to bind
  104044. */
  104045. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  104046. bind(world: Matrix, mesh?: Mesh): void;
  104047. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  104048. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  104049. }
  104050. }
  104051. declare module BABYLON {
  104052. /**
  104053. * This groups all the flags used to control the materials channel.
  104054. */
  104055. export class MaterialFlags {
  104056. private static _DiffuseTextureEnabled;
  104057. /**
  104058. * Are diffuse textures enabled in the application.
  104059. */
  104060. static DiffuseTextureEnabled: boolean;
  104061. private static _AmbientTextureEnabled;
  104062. /**
  104063. * Are ambient textures enabled in the application.
  104064. */
  104065. static AmbientTextureEnabled: boolean;
  104066. private static _OpacityTextureEnabled;
  104067. /**
  104068. * Are opacity textures enabled in the application.
  104069. */
  104070. static OpacityTextureEnabled: boolean;
  104071. private static _ReflectionTextureEnabled;
  104072. /**
  104073. * Are reflection textures enabled in the application.
  104074. */
  104075. static ReflectionTextureEnabled: boolean;
  104076. private static _EmissiveTextureEnabled;
  104077. /**
  104078. * Are emissive textures enabled in the application.
  104079. */
  104080. static EmissiveTextureEnabled: boolean;
  104081. private static _SpecularTextureEnabled;
  104082. /**
  104083. * Are specular textures enabled in the application.
  104084. */
  104085. static SpecularTextureEnabled: boolean;
  104086. private static _BumpTextureEnabled;
  104087. /**
  104088. * Are bump textures enabled in the application.
  104089. */
  104090. static BumpTextureEnabled: boolean;
  104091. private static _LightmapTextureEnabled;
  104092. /**
  104093. * Are lightmap textures enabled in the application.
  104094. */
  104095. static LightmapTextureEnabled: boolean;
  104096. private static _RefractionTextureEnabled;
  104097. /**
  104098. * Are refraction textures enabled in the application.
  104099. */
  104100. static RefractionTextureEnabled: boolean;
  104101. private static _ColorGradingTextureEnabled;
  104102. /**
  104103. * Are color grading textures enabled in the application.
  104104. */
  104105. static ColorGradingTextureEnabled: boolean;
  104106. private static _FresnelEnabled;
  104107. /**
  104108. * Are fresnels enabled in the application.
  104109. */
  104110. static FresnelEnabled: boolean;
  104111. private static _ClearCoatTextureEnabled;
  104112. /**
  104113. * Are clear coat textures enabled in the application.
  104114. */
  104115. static ClearCoatTextureEnabled: boolean;
  104116. private static _ClearCoatBumpTextureEnabled;
  104117. /**
  104118. * Are clear coat bump textures enabled in the application.
  104119. */
  104120. static ClearCoatBumpTextureEnabled: boolean;
  104121. private static _ClearCoatTintTextureEnabled;
  104122. /**
  104123. * Are clear coat tint textures enabled in the application.
  104124. */
  104125. static ClearCoatTintTextureEnabled: boolean;
  104126. private static _SheenTextureEnabled;
  104127. /**
  104128. * Are sheen textures enabled in the application.
  104129. */
  104130. static SheenTextureEnabled: boolean;
  104131. private static _AnisotropicTextureEnabled;
  104132. /**
  104133. * Are anisotropic textures enabled in the application.
  104134. */
  104135. static AnisotropicTextureEnabled: boolean;
  104136. private static _ThicknessTextureEnabled;
  104137. /**
  104138. * Are thickness textures enabled in the application.
  104139. */
  104140. static ThicknessTextureEnabled: boolean;
  104141. }
  104142. }
  104143. declare module BABYLON {
  104144. /** @hidden */
  104145. export var defaultFragmentDeclaration: {
  104146. name: string;
  104147. shader: string;
  104148. };
  104149. }
  104150. declare module BABYLON {
  104151. /** @hidden */
  104152. export var defaultUboDeclaration: {
  104153. name: string;
  104154. shader: string;
  104155. };
  104156. }
  104157. declare module BABYLON {
  104158. /** @hidden */
  104159. export var lightFragmentDeclaration: {
  104160. name: string;
  104161. shader: string;
  104162. };
  104163. }
  104164. declare module BABYLON {
  104165. /** @hidden */
  104166. export var lightUboDeclaration: {
  104167. name: string;
  104168. shader: string;
  104169. };
  104170. }
  104171. declare module BABYLON {
  104172. /** @hidden */
  104173. export var lightsFragmentFunctions: {
  104174. name: string;
  104175. shader: string;
  104176. };
  104177. }
  104178. declare module BABYLON {
  104179. /** @hidden */
  104180. export var shadowsFragmentFunctions: {
  104181. name: string;
  104182. shader: string;
  104183. };
  104184. }
  104185. declare module BABYLON {
  104186. /** @hidden */
  104187. export var fresnelFunction: {
  104188. name: string;
  104189. shader: string;
  104190. };
  104191. }
  104192. declare module BABYLON {
  104193. /** @hidden */
  104194. export var reflectionFunction: {
  104195. name: string;
  104196. shader: string;
  104197. };
  104198. }
  104199. declare module BABYLON {
  104200. /** @hidden */
  104201. export var bumpFragmentFunctions: {
  104202. name: string;
  104203. shader: string;
  104204. };
  104205. }
  104206. declare module BABYLON {
  104207. /** @hidden */
  104208. export var logDepthDeclaration: {
  104209. name: string;
  104210. shader: string;
  104211. };
  104212. }
  104213. declare module BABYLON {
  104214. /** @hidden */
  104215. export var bumpFragment: {
  104216. name: string;
  104217. shader: string;
  104218. };
  104219. }
  104220. declare module BABYLON {
  104221. /** @hidden */
  104222. export var depthPrePass: {
  104223. name: string;
  104224. shader: string;
  104225. };
  104226. }
  104227. declare module BABYLON {
  104228. /** @hidden */
  104229. export var lightFragment: {
  104230. name: string;
  104231. shader: string;
  104232. };
  104233. }
  104234. declare module BABYLON {
  104235. /** @hidden */
  104236. export var logDepthFragment: {
  104237. name: string;
  104238. shader: string;
  104239. };
  104240. }
  104241. declare module BABYLON {
  104242. /** @hidden */
  104243. export var defaultPixelShader: {
  104244. name: string;
  104245. shader: string;
  104246. };
  104247. }
  104248. declare module BABYLON {
  104249. /** @hidden */
  104250. export var defaultVertexDeclaration: {
  104251. name: string;
  104252. shader: string;
  104253. };
  104254. }
  104255. declare module BABYLON {
  104256. /** @hidden */
  104257. export var bumpVertexDeclaration: {
  104258. name: string;
  104259. shader: string;
  104260. };
  104261. }
  104262. declare module BABYLON {
  104263. /** @hidden */
  104264. export var bumpVertex: {
  104265. name: string;
  104266. shader: string;
  104267. };
  104268. }
  104269. declare module BABYLON {
  104270. /** @hidden */
  104271. export var fogVertex: {
  104272. name: string;
  104273. shader: string;
  104274. };
  104275. }
  104276. declare module BABYLON {
  104277. /** @hidden */
  104278. export var shadowsVertex: {
  104279. name: string;
  104280. shader: string;
  104281. };
  104282. }
  104283. declare module BABYLON {
  104284. /** @hidden */
  104285. export var pointCloudVertex: {
  104286. name: string;
  104287. shader: string;
  104288. };
  104289. }
  104290. declare module BABYLON {
  104291. /** @hidden */
  104292. export var logDepthVertex: {
  104293. name: string;
  104294. shader: string;
  104295. };
  104296. }
  104297. declare module BABYLON {
  104298. /** @hidden */
  104299. export var defaultVertexShader: {
  104300. name: string;
  104301. shader: string;
  104302. };
  104303. }
  104304. declare module BABYLON {
  104305. /** @hidden */
  104306. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104307. MAINUV1: boolean;
  104308. MAINUV2: boolean;
  104309. DIFFUSE: boolean;
  104310. DIFFUSEDIRECTUV: number;
  104311. AMBIENT: boolean;
  104312. AMBIENTDIRECTUV: number;
  104313. OPACITY: boolean;
  104314. OPACITYDIRECTUV: number;
  104315. OPACITYRGB: boolean;
  104316. REFLECTION: boolean;
  104317. EMISSIVE: boolean;
  104318. EMISSIVEDIRECTUV: number;
  104319. SPECULAR: boolean;
  104320. SPECULARDIRECTUV: number;
  104321. BUMP: boolean;
  104322. BUMPDIRECTUV: number;
  104323. PARALLAX: boolean;
  104324. PARALLAXOCCLUSION: boolean;
  104325. SPECULAROVERALPHA: boolean;
  104326. CLIPPLANE: boolean;
  104327. CLIPPLANE2: boolean;
  104328. CLIPPLANE3: boolean;
  104329. CLIPPLANE4: boolean;
  104330. ALPHATEST: boolean;
  104331. DEPTHPREPASS: boolean;
  104332. ALPHAFROMDIFFUSE: boolean;
  104333. POINTSIZE: boolean;
  104334. FOG: boolean;
  104335. SPECULARTERM: boolean;
  104336. DIFFUSEFRESNEL: boolean;
  104337. OPACITYFRESNEL: boolean;
  104338. REFLECTIONFRESNEL: boolean;
  104339. REFRACTIONFRESNEL: boolean;
  104340. EMISSIVEFRESNEL: boolean;
  104341. FRESNEL: boolean;
  104342. NORMAL: boolean;
  104343. UV1: boolean;
  104344. UV2: boolean;
  104345. VERTEXCOLOR: boolean;
  104346. VERTEXALPHA: boolean;
  104347. NUM_BONE_INFLUENCERS: number;
  104348. BonesPerMesh: number;
  104349. BONETEXTURE: boolean;
  104350. INSTANCES: boolean;
  104351. GLOSSINESS: boolean;
  104352. ROUGHNESS: boolean;
  104353. EMISSIVEASILLUMINATION: boolean;
  104354. LINKEMISSIVEWITHDIFFUSE: boolean;
  104355. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104356. LIGHTMAP: boolean;
  104357. LIGHTMAPDIRECTUV: number;
  104358. OBJECTSPACE_NORMALMAP: boolean;
  104359. USELIGHTMAPASSHADOWMAP: boolean;
  104360. REFLECTIONMAP_3D: boolean;
  104361. REFLECTIONMAP_SPHERICAL: boolean;
  104362. REFLECTIONMAP_PLANAR: boolean;
  104363. REFLECTIONMAP_CUBIC: boolean;
  104364. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104365. REFLECTIONMAP_PROJECTION: boolean;
  104366. REFLECTIONMAP_SKYBOX: boolean;
  104367. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104368. REFLECTIONMAP_EXPLICIT: boolean;
  104369. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104370. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104371. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104372. INVERTCUBICMAP: boolean;
  104373. LOGARITHMICDEPTH: boolean;
  104374. REFRACTION: boolean;
  104375. REFRACTIONMAP_3D: boolean;
  104376. REFLECTIONOVERALPHA: boolean;
  104377. TWOSIDEDLIGHTING: boolean;
  104378. SHADOWFLOAT: boolean;
  104379. MORPHTARGETS: boolean;
  104380. MORPHTARGETS_NORMAL: boolean;
  104381. MORPHTARGETS_TANGENT: boolean;
  104382. MORPHTARGETS_UV: boolean;
  104383. NUM_MORPH_INFLUENCERS: number;
  104384. NONUNIFORMSCALING: boolean;
  104385. PREMULTIPLYALPHA: boolean;
  104386. IMAGEPROCESSING: boolean;
  104387. VIGNETTE: boolean;
  104388. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104389. VIGNETTEBLENDMODEOPAQUE: boolean;
  104390. TONEMAPPING: boolean;
  104391. TONEMAPPING_ACES: boolean;
  104392. CONTRAST: boolean;
  104393. COLORCURVES: boolean;
  104394. COLORGRADING: boolean;
  104395. COLORGRADING3D: boolean;
  104396. SAMPLER3DGREENDEPTH: boolean;
  104397. SAMPLER3DBGRMAP: boolean;
  104398. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104399. MULTIVIEW: boolean;
  104400. /**
  104401. * If the reflection texture on this material is in linear color space
  104402. * @hidden
  104403. */
  104404. IS_REFLECTION_LINEAR: boolean;
  104405. /**
  104406. * If the refraction texture on this material is in linear color space
  104407. * @hidden
  104408. */
  104409. IS_REFRACTION_LINEAR: boolean;
  104410. EXPOSURE: boolean;
  104411. constructor();
  104412. setReflectionMode(modeToEnable: string): void;
  104413. }
  104414. /**
  104415. * This is the default material used in Babylon. It is the best trade off between quality
  104416. * and performances.
  104417. * @see http://doc.babylonjs.com/babylon101/materials
  104418. */
  104419. export class StandardMaterial extends PushMaterial {
  104420. private _diffuseTexture;
  104421. /**
  104422. * The basic texture of the material as viewed under a light.
  104423. */
  104424. diffuseTexture: Nullable<BaseTexture>;
  104425. private _ambientTexture;
  104426. /**
  104427. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104428. */
  104429. ambientTexture: Nullable<BaseTexture>;
  104430. private _opacityTexture;
  104431. /**
  104432. * Define the transparency of the material from a texture.
  104433. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104434. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104435. */
  104436. opacityTexture: Nullable<BaseTexture>;
  104437. private _reflectionTexture;
  104438. /**
  104439. * Define the texture used to display the reflection.
  104440. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104441. */
  104442. reflectionTexture: Nullable<BaseTexture>;
  104443. private _emissiveTexture;
  104444. /**
  104445. * Define texture of the material as if self lit.
  104446. * This will be mixed in the final result even in the absence of light.
  104447. */
  104448. emissiveTexture: Nullable<BaseTexture>;
  104449. private _specularTexture;
  104450. /**
  104451. * Define how the color and intensity of the highlight given by the light in the material.
  104452. */
  104453. specularTexture: Nullable<BaseTexture>;
  104454. private _bumpTexture;
  104455. /**
  104456. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104457. * 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.
  104458. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104459. */
  104460. bumpTexture: Nullable<BaseTexture>;
  104461. private _lightmapTexture;
  104462. /**
  104463. * Complex lighting can be computationally expensive to compute at runtime.
  104464. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104465. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104466. */
  104467. lightmapTexture: Nullable<BaseTexture>;
  104468. private _refractionTexture;
  104469. /**
  104470. * Define the texture used to display the refraction.
  104471. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104472. */
  104473. refractionTexture: Nullable<BaseTexture>;
  104474. /**
  104475. * The color of the material lit by the environmental background lighting.
  104476. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104477. */
  104478. ambientColor: Color3;
  104479. /**
  104480. * The basic color of the material as viewed under a light.
  104481. */
  104482. diffuseColor: Color3;
  104483. /**
  104484. * Define how the color and intensity of the highlight given by the light in the material.
  104485. */
  104486. specularColor: Color3;
  104487. /**
  104488. * Define the color of the material as if self lit.
  104489. * This will be mixed in the final result even in the absence of light.
  104490. */
  104491. emissiveColor: Color3;
  104492. /**
  104493. * Defines how sharp are the highlights in the material.
  104494. * The bigger the value the sharper giving a more glossy feeling to the result.
  104495. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104496. */
  104497. specularPower: number;
  104498. private _useAlphaFromDiffuseTexture;
  104499. /**
  104500. * Does the transparency come from the diffuse texture alpha channel.
  104501. */
  104502. useAlphaFromDiffuseTexture: boolean;
  104503. private _useEmissiveAsIllumination;
  104504. /**
  104505. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104506. */
  104507. useEmissiveAsIllumination: boolean;
  104508. private _linkEmissiveWithDiffuse;
  104509. /**
  104510. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104511. * the emissive level when the final color is close to one.
  104512. */
  104513. linkEmissiveWithDiffuse: boolean;
  104514. private _useSpecularOverAlpha;
  104515. /**
  104516. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104517. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104518. */
  104519. useSpecularOverAlpha: boolean;
  104520. private _useReflectionOverAlpha;
  104521. /**
  104522. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104523. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104524. */
  104525. useReflectionOverAlpha: boolean;
  104526. private _disableLighting;
  104527. /**
  104528. * Does lights from the scene impacts this material.
  104529. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104530. */
  104531. disableLighting: boolean;
  104532. private _useObjectSpaceNormalMap;
  104533. /**
  104534. * Allows using an object space normal map (instead of tangent space).
  104535. */
  104536. useObjectSpaceNormalMap: boolean;
  104537. private _useParallax;
  104538. /**
  104539. * Is parallax enabled or not.
  104540. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104541. */
  104542. useParallax: boolean;
  104543. private _useParallaxOcclusion;
  104544. /**
  104545. * Is parallax occlusion enabled or not.
  104546. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104547. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104548. */
  104549. useParallaxOcclusion: boolean;
  104550. /**
  104551. * 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.
  104552. */
  104553. parallaxScaleBias: number;
  104554. private _roughness;
  104555. /**
  104556. * Helps to define how blurry the reflections should appears in the material.
  104557. */
  104558. roughness: number;
  104559. /**
  104560. * In case of refraction, define the value of the index of refraction.
  104561. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104562. */
  104563. indexOfRefraction: number;
  104564. /**
  104565. * Invert the refraction texture alongside the y axis.
  104566. * It can be useful with procedural textures or probe for instance.
  104567. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104568. */
  104569. invertRefractionY: boolean;
  104570. /**
  104571. * Defines the alpha limits in alpha test mode.
  104572. */
  104573. alphaCutOff: number;
  104574. private _useLightmapAsShadowmap;
  104575. /**
  104576. * In case of light mapping, define whether the map contains light or shadow informations.
  104577. */
  104578. useLightmapAsShadowmap: boolean;
  104579. private _diffuseFresnelParameters;
  104580. /**
  104581. * Define the diffuse fresnel parameters of the material.
  104582. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104583. */
  104584. diffuseFresnelParameters: FresnelParameters;
  104585. private _opacityFresnelParameters;
  104586. /**
  104587. * Define the opacity fresnel parameters of the material.
  104588. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104589. */
  104590. opacityFresnelParameters: FresnelParameters;
  104591. private _reflectionFresnelParameters;
  104592. /**
  104593. * Define the reflection fresnel parameters of the material.
  104594. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104595. */
  104596. reflectionFresnelParameters: FresnelParameters;
  104597. private _refractionFresnelParameters;
  104598. /**
  104599. * Define the refraction fresnel parameters of the material.
  104600. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104601. */
  104602. refractionFresnelParameters: FresnelParameters;
  104603. private _emissiveFresnelParameters;
  104604. /**
  104605. * Define the emissive fresnel parameters of the material.
  104606. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104607. */
  104608. emissiveFresnelParameters: FresnelParameters;
  104609. private _useReflectionFresnelFromSpecular;
  104610. /**
  104611. * If true automatically deducts the fresnels values from the material specularity.
  104612. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104613. */
  104614. useReflectionFresnelFromSpecular: boolean;
  104615. private _useGlossinessFromSpecularMapAlpha;
  104616. /**
  104617. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104618. */
  104619. useGlossinessFromSpecularMapAlpha: boolean;
  104620. private _maxSimultaneousLights;
  104621. /**
  104622. * Defines the maximum number of lights that can be used in the material
  104623. */
  104624. maxSimultaneousLights: number;
  104625. private _invertNormalMapX;
  104626. /**
  104627. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104628. */
  104629. invertNormalMapX: boolean;
  104630. private _invertNormalMapY;
  104631. /**
  104632. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104633. */
  104634. invertNormalMapY: boolean;
  104635. private _twoSidedLighting;
  104636. /**
  104637. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104638. */
  104639. twoSidedLighting: boolean;
  104640. /**
  104641. * Default configuration related to image processing available in the standard Material.
  104642. */
  104643. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104644. /**
  104645. * Gets the image processing configuration used either in this material.
  104646. */
  104647. /**
  104648. * Sets the Default image processing configuration used either in the this material.
  104649. *
  104650. * If sets to null, the scene one is in use.
  104651. */
  104652. imageProcessingConfiguration: ImageProcessingConfiguration;
  104653. /**
  104654. * Keep track of the image processing observer to allow dispose and replace.
  104655. */
  104656. private _imageProcessingObserver;
  104657. /**
  104658. * Attaches a new image processing configuration to the Standard Material.
  104659. * @param configuration
  104660. */
  104661. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104662. /**
  104663. * Gets wether the color curves effect is enabled.
  104664. */
  104665. /**
  104666. * Sets wether the color curves effect is enabled.
  104667. */
  104668. cameraColorCurvesEnabled: boolean;
  104669. /**
  104670. * Gets wether the color grading effect is enabled.
  104671. */
  104672. /**
  104673. * Gets wether the color grading effect is enabled.
  104674. */
  104675. cameraColorGradingEnabled: boolean;
  104676. /**
  104677. * Gets wether tonemapping is enabled or not.
  104678. */
  104679. /**
  104680. * Sets wether tonemapping is enabled or not
  104681. */
  104682. cameraToneMappingEnabled: boolean;
  104683. /**
  104684. * The camera exposure used on this material.
  104685. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104686. * This corresponds to a photographic exposure.
  104687. */
  104688. /**
  104689. * The camera exposure used on this material.
  104690. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104691. * This corresponds to a photographic exposure.
  104692. */
  104693. cameraExposure: number;
  104694. /**
  104695. * Gets The camera contrast used on this material.
  104696. */
  104697. /**
  104698. * Sets The camera contrast used on this material.
  104699. */
  104700. cameraContrast: number;
  104701. /**
  104702. * Gets the Color Grading 2D Lookup Texture.
  104703. */
  104704. /**
  104705. * Sets the Color Grading 2D Lookup Texture.
  104706. */
  104707. cameraColorGradingTexture: Nullable<BaseTexture>;
  104708. /**
  104709. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104710. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104711. * 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;
  104712. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104713. */
  104714. /**
  104715. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104716. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104717. * 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;
  104718. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104719. */
  104720. cameraColorCurves: Nullable<ColorCurves>;
  104721. /**
  104722. * Custom callback helping to override the default shader used in the material.
  104723. */
  104724. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  104725. protected _renderTargets: SmartArray<RenderTargetTexture>;
  104726. protected _worldViewProjectionMatrix: Matrix;
  104727. protected _globalAmbientColor: Color3;
  104728. protected _useLogarithmicDepth: boolean;
  104729. /**
  104730. * Instantiates a new standard material.
  104731. * This is the default material used in Babylon. It is the best trade off between quality
  104732. * and performances.
  104733. * @see http://doc.babylonjs.com/babylon101/materials
  104734. * @param name Define the name of the material in the scene
  104735. * @param scene Define the scene the material belong to
  104736. */
  104737. constructor(name: string, scene: Scene);
  104738. /**
  104739. * Gets a boolean indicating that current material needs to register RTT
  104740. */
  104741. readonly hasRenderTargetTextures: boolean;
  104742. /**
  104743. * Gets the current class name of the material e.g. "StandardMaterial"
  104744. * Mainly use in serialization.
  104745. * @returns the class name
  104746. */
  104747. getClassName(): string;
  104748. /**
  104749. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  104750. * You can try switching to logarithmic depth.
  104751. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  104752. */
  104753. useLogarithmicDepth: boolean;
  104754. /**
  104755. * Specifies if the material will require alpha blending
  104756. * @returns a boolean specifying if alpha blending is needed
  104757. */
  104758. needAlphaBlending(): boolean;
  104759. /**
  104760. * Specifies if this material should be rendered in alpha test mode
  104761. * @returns a boolean specifying if an alpha test is needed.
  104762. */
  104763. needAlphaTesting(): boolean;
  104764. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  104765. /**
  104766. * Get the texture used for alpha test purpose.
  104767. * @returns the diffuse texture in case of the standard material.
  104768. */
  104769. getAlphaTestTexture(): Nullable<BaseTexture>;
  104770. /**
  104771. * Get if the submesh is ready to be used and all its information available.
  104772. * Child classes can use it to update shaders
  104773. * @param mesh defines the mesh to check
  104774. * @param subMesh defines which submesh to check
  104775. * @param useInstances specifies that instances should be used
  104776. * @returns a boolean indicating that the submesh is ready or not
  104777. */
  104778. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  104779. /**
  104780. * Builds the material UBO layouts.
  104781. * Used internally during the effect preparation.
  104782. */
  104783. buildUniformLayout(): void;
  104784. /**
  104785. * Unbinds the material from the mesh
  104786. */
  104787. unbind(): void;
  104788. /**
  104789. * Binds the submesh to this material by preparing the effect and shader to draw
  104790. * @param world defines the world transformation matrix
  104791. * @param mesh defines the mesh containing the submesh
  104792. * @param subMesh defines the submesh to bind the material to
  104793. */
  104794. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  104795. /**
  104796. * Get the list of animatables in the material.
  104797. * @returns the list of animatables object used in the material
  104798. */
  104799. getAnimatables(): IAnimatable[];
  104800. /**
  104801. * Gets the active textures from the material
  104802. * @returns an array of textures
  104803. */
  104804. getActiveTextures(): BaseTexture[];
  104805. /**
  104806. * Specifies if the material uses a texture
  104807. * @param texture defines the texture to check against the material
  104808. * @returns a boolean specifying if the material uses the texture
  104809. */
  104810. hasTexture(texture: BaseTexture): boolean;
  104811. /**
  104812. * Disposes the material
  104813. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  104814. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  104815. */
  104816. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  104817. /**
  104818. * Makes a duplicate of the material, and gives it a new name
  104819. * @param name defines the new name for the duplicated material
  104820. * @returns the cloned material
  104821. */
  104822. clone(name: string): StandardMaterial;
  104823. /**
  104824. * Serializes this material in a JSON representation
  104825. * @returns the serialized material object
  104826. */
  104827. serialize(): any;
  104828. /**
  104829. * Creates a standard material from parsed material data
  104830. * @param source defines the JSON representation of the material
  104831. * @param scene defines the hosting scene
  104832. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  104833. * @returns a new standard material
  104834. */
  104835. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  104836. /**
  104837. * Are diffuse textures enabled in the application.
  104838. */
  104839. static DiffuseTextureEnabled: boolean;
  104840. /**
  104841. * Are ambient textures enabled in the application.
  104842. */
  104843. static AmbientTextureEnabled: boolean;
  104844. /**
  104845. * Are opacity textures enabled in the application.
  104846. */
  104847. static OpacityTextureEnabled: boolean;
  104848. /**
  104849. * Are reflection textures enabled in the application.
  104850. */
  104851. static ReflectionTextureEnabled: boolean;
  104852. /**
  104853. * Are emissive textures enabled in the application.
  104854. */
  104855. static EmissiveTextureEnabled: boolean;
  104856. /**
  104857. * Are specular textures enabled in the application.
  104858. */
  104859. static SpecularTextureEnabled: boolean;
  104860. /**
  104861. * Are bump textures enabled in the application.
  104862. */
  104863. static BumpTextureEnabled: boolean;
  104864. /**
  104865. * Are lightmap textures enabled in the application.
  104866. */
  104867. static LightmapTextureEnabled: boolean;
  104868. /**
  104869. * Are refraction textures enabled in the application.
  104870. */
  104871. static RefractionTextureEnabled: boolean;
  104872. /**
  104873. * Are color grading textures enabled in the application.
  104874. */
  104875. static ColorGradingTextureEnabled: boolean;
  104876. /**
  104877. * Are fresnels enabled in the application.
  104878. */
  104879. static FresnelEnabled: boolean;
  104880. }
  104881. }
  104882. declare module BABYLON {
  104883. /**
  104884. * A class extending Texture allowing drawing on a texture
  104885. * @see http://doc.babylonjs.com/how_to/dynamictexture
  104886. */
  104887. export class DynamicTexture extends Texture {
  104888. private _generateMipMaps;
  104889. private _canvas;
  104890. private _context;
  104891. private _engine;
  104892. /**
  104893. * Creates a DynamicTexture
  104894. * @param name defines the name of the texture
  104895. * @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
  104896. * @param scene defines the scene where you want the texture
  104897. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  104898. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  104899. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  104900. */
  104901. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  104902. /**
  104903. * Get the current class name of the texture useful for serialization or dynamic coding.
  104904. * @returns "DynamicTexture"
  104905. */
  104906. getClassName(): string;
  104907. /**
  104908. * Gets the current state of canRescale
  104909. */
  104910. readonly canRescale: boolean;
  104911. private _recreate;
  104912. /**
  104913. * Scales the texture
  104914. * @param ratio the scale factor to apply to both width and height
  104915. */
  104916. scale(ratio: number): void;
  104917. /**
  104918. * Resizes the texture
  104919. * @param width the new width
  104920. * @param height the new height
  104921. */
  104922. scaleTo(width: number, height: number): void;
  104923. /**
  104924. * Gets the context of the canvas used by the texture
  104925. * @returns the canvas context of the dynamic texture
  104926. */
  104927. getContext(): CanvasRenderingContext2D;
  104928. /**
  104929. * Clears the texture
  104930. */
  104931. clear(): void;
  104932. /**
  104933. * Updates the texture
  104934. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104935. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  104936. */
  104937. update(invertY?: boolean, premulAlpha?: boolean): void;
  104938. /**
  104939. * Draws text onto the texture
  104940. * @param text defines the text to be drawn
  104941. * @param x defines the placement of the text from the left
  104942. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  104943. * @param font defines the font to be used with font-style, font-size, font-name
  104944. * @param color defines the color used for the text
  104945. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  104946. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104947. * @param update defines whether texture is immediately update (default is true)
  104948. */
  104949. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  104950. /**
  104951. * Clones the texture
  104952. * @returns the clone of the texture.
  104953. */
  104954. clone(): DynamicTexture;
  104955. /**
  104956. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  104957. * @returns a serialized dynamic texture object
  104958. */
  104959. serialize(): any;
  104960. /** @hidden */
  104961. _rebuild(): void;
  104962. }
  104963. }
  104964. declare module BABYLON {
  104965. /** @hidden */
  104966. export var imageProcessingPixelShader: {
  104967. name: string;
  104968. shader: string;
  104969. };
  104970. }
  104971. declare module BABYLON {
  104972. /**
  104973. * ImageProcessingPostProcess
  104974. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  104975. */
  104976. export class ImageProcessingPostProcess extends PostProcess {
  104977. /**
  104978. * Default configuration related to image processing available in the PBR Material.
  104979. */
  104980. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104981. /**
  104982. * Gets the image processing configuration used either in this material.
  104983. */
  104984. /**
  104985. * Sets the Default image processing configuration used either in the this material.
  104986. *
  104987. * If sets to null, the scene one is in use.
  104988. */
  104989. imageProcessingConfiguration: ImageProcessingConfiguration;
  104990. /**
  104991. * Keep track of the image processing observer to allow dispose and replace.
  104992. */
  104993. private _imageProcessingObserver;
  104994. /**
  104995. * Attaches a new image processing configuration to the PBR Material.
  104996. * @param configuration
  104997. */
  104998. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  104999. /**
  105000. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105001. */
  105002. /**
  105003. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105004. */
  105005. colorCurves: Nullable<ColorCurves>;
  105006. /**
  105007. * Gets wether the color curves effect is enabled.
  105008. */
  105009. /**
  105010. * Sets wether the color curves effect is enabled.
  105011. */
  105012. colorCurvesEnabled: boolean;
  105013. /**
  105014. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105015. */
  105016. /**
  105017. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105018. */
  105019. colorGradingTexture: Nullable<BaseTexture>;
  105020. /**
  105021. * Gets wether the color grading effect is enabled.
  105022. */
  105023. /**
  105024. * Gets wether the color grading effect is enabled.
  105025. */
  105026. colorGradingEnabled: boolean;
  105027. /**
  105028. * Gets exposure used in the effect.
  105029. */
  105030. /**
  105031. * Sets exposure used in the effect.
  105032. */
  105033. exposure: number;
  105034. /**
  105035. * Gets wether tonemapping is enabled or not.
  105036. */
  105037. /**
  105038. * Sets wether tonemapping is enabled or not
  105039. */
  105040. toneMappingEnabled: boolean;
  105041. /**
  105042. * Gets the type of tone mapping effect.
  105043. */
  105044. /**
  105045. * Sets the type of tone mapping effect.
  105046. */
  105047. toneMappingType: number;
  105048. /**
  105049. * Gets contrast used in the effect.
  105050. */
  105051. /**
  105052. * Sets contrast used in the effect.
  105053. */
  105054. contrast: number;
  105055. /**
  105056. * Gets Vignette stretch size.
  105057. */
  105058. /**
  105059. * Sets Vignette stretch size.
  105060. */
  105061. vignetteStretch: number;
  105062. /**
  105063. * Gets Vignette centre X Offset.
  105064. */
  105065. /**
  105066. * Sets Vignette centre X Offset.
  105067. */
  105068. vignetteCentreX: number;
  105069. /**
  105070. * Gets Vignette centre Y Offset.
  105071. */
  105072. /**
  105073. * Sets Vignette centre Y Offset.
  105074. */
  105075. vignetteCentreY: number;
  105076. /**
  105077. * Gets Vignette weight or intensity of the vignette effect.
  105078. */
  105079. /**
  105080. * Sets Vignette weight or intensity of the vignette effect.
  105081. */
  105082. vignetteWeight: number;
  105083. /**
  105084. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105085. * if vignetteEnabled is set to true.
  105086. */
  105087. /**
  105088. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105089. * if vignetteEnabled is set to true.
  105090. */
  105091. vignetteColor: Color4;
  105092. /**
  105093. * Gets Camera field of view used by the Vignette effect.
  105094. */
  105095. /**
  105096. * Sets Camera field of view used by the Vignette effect.
  105097. */
  105098. vignetteCameraFov: number;
  105099. /**
  105100. * Gets the vignette blend mode allowing different kind of effect.
  105101. */
  105102. /**
  105103. * Sets the vignette blend mode allowing different kind of effect.
  105104. */
  105105. vignetteBlendMode: number;
  105106. /**
  105107. * Gets wether the vignette effect is enabled.
  105108. */
  105109. /**
  105110. * Sets wether the vignette effect is enabled.
  105111. */
  105112. vignetteEnabled: boolean;
  105113. private _fromLinearSpace;
  105114. /**
  105115. * Gets wether the input of the processing is in Gamma or Linear Space.
  105116. */
  105117. /**
  105118. * Sets wether the input of the processing is in Gamma or Linear Space.
  105119. */
  105120. fromLinearSpace: boolean;
  105121. /**
  105122. * Defines cache preventing GC.
  105123. */
  105124. private _defines;
  105125. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  105126. /**
  105127. * "ImageProcessingPostProcess"
  105128. * @returns "ImageProcessingPostProcess"
  105129. */
  105130. getClassName(): string;
  105131. protected _updateParameters(): void;
  105132. dispose(camera?: Camera): void;
  105133. }
  105134. }
  105135. declare module BABYLON {
  105136. /**
  105137. * Class containing static functions to help procedurally build meshes
  105138. */
  105139. export class GroundBuilder {
  105140. /**
  105141. * Creates a ground mesh
  105142. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  105143. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  105144. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105145. * @param name defines the name of the mesh
  105146. * @param options defines the options used to create the mesh
  105147. * @param scene defines the hosting scene
  105148. * @returns the ground mesh
  105149. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  105150. */
  105151. static CreateGround(name: string, options: {
  105152. width?: number;
  105153. height?: number;
  105154. subdivisions?: number;
  105155. subdivisionsX?: number;
  105156. subdivisionsY?: number;
  105157. updatable?: boolean;
  105158. }, scene: any): Mesh;
  105159. /**
  105160. * Creates a tiled ground mesh
  105161. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  105162. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  105163. * * 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
  105164. * * 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
  105165. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105166. * @param name defines the name of the mesh
  105167. * @param options defines the options used to create the mesh
  105168. * @param scene defines the hosting scene
  105169. * @returns the tiled ground mesh
  105170. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  105171. */
  105172. static CreateTiledGround(name: string, options: {
  105173. xmin: number;
  105174. zmin: number;
  105175. xmax: number;
  105176. zmax: number;
  105177. subdivisions?: {
  105178. w: number;
  105179. h: number;
  105180. };
  105181. precision?: {
  105182. w: number;
  105183. h: number;
  105184. };
  105185. updatable?: boolean;
  105186. }, scene?: Nullable<Scene>): Mesh;
  105187. /**
  105188. * Creates a ground mesh from a height map
  105189. * * The parameter `url` sets the URL of the height map image resource.
  105190. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  105191. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  105192. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  105193. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  105194. * * 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.
  105195. * * 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).
  105196. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  105197. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105198. * @param name defines the name of the mesh
  105199. * @param url defines the url to the height map
  105200. * @param options defines the options used to create the mesh
  105201. * @param scene defines the hosting scene
  105202. * @returns the ground mesh
  105203. * @see https://doc.babylonjs.com/babylon101/height_map
  105204. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  105205. */
  105206. static CreateGroundFromHeightMap(name: string, url: string, options: {
  105207. width?: number;
  105208. height?: number;
  105209. subdivisions?: number;
  105210. minHeight?: number;
  105211. maxHeight?: number;
  105212. colorFilter?: Color3;
  105213. alphaFilter?: number;
  105214. updatable?: boolean;
  105215. onReady?: (mesh: GroundMesh) => void;
  105216. }, scene?: Nullable<Scene>): GroundMesh;
  105217. }
  105218. }
  105219. declare module BABYLON {
  105220. /**
  105221. * Class containing static functions to help procedurally build meshes
  105222. */
  105223. export class TorusBuilder {
  105224. /**
  105225. * Creates a torus mesh
  105226. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105227. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105228. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105229. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105230. * * If you create a double-sided mesh, you can choose what parts of 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
  105231. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105232. * @param name defines the name of the mesh
  105233. * @param options defines the options used to create the mesh
  105234. * @param scene defines the hosting scene
  105235. * @returns the torus mesh
  105236. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105237. */
  105238. static CreateTorus(name: string, options: {
  105239. diameter?: number;
  105240. thickness?: number;
  105241. tessellation?: number;
  105242. updatable?: boolean;
  105243. sideOrientation?: number;
  105244. frontUVs?: Vector4;
  105245. backUVs?: Vector4;
  105246. }, scene: any): Mesh;
  105247. }
  105248. }
  105249. declare module BABYLON {
  105250. /**
  105251. * Class containing static functions to help procedurally build meshes
  105252. */
  105253. export class CylinderBuilder {
  105254. /**
  105255. * Creates a cylinder or a cone mesh
  105256. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105257. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105258. * * 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.
  105259. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105260. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105261. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105262. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105263. * * 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).
  105264. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105265. * * 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).
  105266. * * 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
  105267. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105268. * * 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
  105269. * * 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.
  105270. * * If `enclose` is false, a ring surface is one element.
  105271. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105272. * * 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
  105273. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105274. * * If you create a double-sided mesh, you can choose what parts of 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
  105275. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105276. * @param name defines the name of the mesh
  105277. * @param options defines the options used to create the mesh
  105278. * @param scene defines the hosting scene
  105279. * @returns the cylinder mesh
  105280. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105281. */
  105282. static CreateCylinder(name: string, options: {
  105283. height?: number;
  105284. diameterTop?: number;
  105285. diameterBottom?: number;
  105286. diameter?: number;
  105287. tessellation?: number;
  105288. subdivisions?: number;
  105289. arc?: number;
  105290. faceColors?: Color4[];
  105291. faceUV?: Vector4[];
  105292. updatable?: boolean;
  105293. hasRings?: boolean;
  105294. enclose?: boolean;
  105295. cap?: number;
  105296. sideOrientation?: number;
  105297. frontUVs?: Vector4;
  105298. backUVs?: Vector4;
  105299. }, scene: any): Mesh;
  105300. }
  105301. }
  105302. declare module BABYLON {
  105303. /**
  105304. * Options to modify the vr teleportation behavior.
  105305. */
  105306. export interface VRTeleportationOptions {
  105307. /**
  105308. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105309. */
  105310. floorMeshName?: string;
  105311. /**
  105312. * A list of meshes to be used as the teleportation floor. (default: empty)
  105313. */
  105314. floorMeshes?: Mesh[];
  105315. }
  105316. /**
  105317. * Options to modify the vr experience helper's behavior.
  105318. */
  105319. export interface VRExperienceHelperOptions extends WebVROptions {
  105320. /**
  105321. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105322. */
  105323. createDeviceOrientationCamera?: boolean;
  105324. /**
  105325. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105326. */
  105327. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105328. /**
  105329. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105330. */
  105331. laserToggle?: boolean;
  105332. /**
  105333. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105334. */
  105335. floorMeshes?: Mesh[];
  105336. /**
  105337. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105338. */
  105339. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105340. }
  105341. /**
  105342. * Event containing information after VR has been entered
  105343. */
  105344. export class OnAfterEnteringVRObservableEvent {
  105345. /**
  105346. * If entering vr was successful
  105347. */
  105348. success: boolean;
  105349. }
  105350. /**
  105351. * Helps to quickly add VR support to an existing scene.
  105352. * See http://doc.babylonjs.com/how_to/webvr_helper
  105353. */
  105354. export class VRExperienceHelper {
  105355. /** Options to modify the vr experience helper's behavior. */
  105356. webVROptions: VRExperienceHelperOptions;
  105357. private _scene;
  105358. private _position;
  105359. private _btnVR;
  105360. private _btnVRDisplayed;
  105361. private _webVRsupported;
  105362. private _webVRready;
  105363. private _webVRrequesting;
  105364. private _webVRpresenting;
  105365. private _hasEnteredVR;
  105366. private _fullscreenVRpresenting;
  105367. private _canvas;
  105368. private _webVRCamera;
  105369. private _vrDeviceOrientationCamera;
  105370. private _deviceOrientationCamera;
  105371. private _existingCamera;
  105372. private _onKeyDown;
  105373. private _onVrDisplayPresentChange;
  105374. private _onVRDisplayChanged;
  105375. private _onVRRequestPresentStart;
  105376. private _onVRRequestPresentComplete;
  105377. /**
  105378. * 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)
  105379. */
  105380. enableGazeEvenWhenNoPointerLock: boolean;
  105381. /**
  105382. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105383. */
  105384. exitVROnDoubleTap: boolean;
  105385. /**
  105386. * Observable raised right before entering VR.
  105387. */
  105388. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105389. /**
  105390. * Observable raised when entering VR has completed.
  105391. */
  105392. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105393. /**
  105394. * Observable raised when exiting VR.
  105395. */
  105396. onExitingVRObservable: Observable<VRExperienceHelper>;
  105397. /**
  105398. * Observable raised when controller mesh is loaded.
  105399. */
  105400. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105401. /** Return this.onEnteringVRObservable
  105402. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105403. */
  105404. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105405. /** Return this.onExitingVRObservable
  105406. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105407. */
  105408. readonly onExitingVR: Observable<VRExperienceHelper>;
  105409. /** Return this.onControllerMeshLoadedObservable
  105410. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105411. */
  105412. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105413. private _rayLength;
  105414. private _useCustomVRButton;
  105415. private _teleportationRequested;
  105416. private _teleportActive;
  105417. private _floorMeshName;
  105418. private _floorMeshesCollection;
  105419. private _rotationAllowed;
  105420. private _teleportBackwardsVector;
  105421. private _teleportationTarget;
  105422. private _isDefaultTeleportationTarget;
  105423. private _postProcessMove;
  105424. private _teleportationFillColor;
  105425. private _teleportationBorderColor;
  105426. private _rotationAngle;
  105427. private _haloCenter;
  105428. private _cameraGazer;
  105429. private _padSensibilityUp;
  105430. private _padSensibilityDown;
  105431. private _leftController;
  105432. private _rightController;
  105433. /**
  105434. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105435. */
  105436. onNewMeshSelected: Observable<AbstractMesh>;
  105437. /**
  105438. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105439. */
  105440. onNewMeshPicked: Observable<PickingInfo>;
  105441. private _circleEase;
  105442. /**
  105443. * Observable raised before camera teleportation
  105444. */
  105445. onBeforeCameraTeleport: Observable<Vector3>;
  105446. /**
  105447. * Observable raised after camera teleportation
  105448. */
  105449. onAfterCameraTeleport: Observable<Vector3>;
  105450. /**
  105451. * Observable raised when current selected mesh gets unselected
  105452. */
  105453. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105454. private _raySelectionPredicate;
  105455. /**
  105456. * To be optionaly changed by user to define custom ray selection
  105457. */
  105458. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105459. /**
  105460. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105461. */
  105462. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105463. /**
  105464. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105465. */
  105466. teleportationEnabled: boolean;
  105467. private _defaultHeight;
  105468. private _teleportationInitialized;
  105469. private _interactionsEnabled;
  105470. private _interactionsRequested;
  105471. private _displayGaze;
  105472. private _displayLaserPointer;
  105473. /**
  105474. * The mesh used to display where the user is going to teleport.
  105475. */
  105476. /**
  105477. * Sets the mesh to be used to display where the user is going to teleport.
  105478. */
  105479. teleportationTarget: Mesh;
  105480. /**
  105481. * 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
  105482. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105483. * See http://doc.babylonjs.com/resources/baking_transformations
  105484. */
  105485. gazeTrackerMesh: Mesh;
  105486. /**
  105487. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105488. */
  105489. updateGazeTrackerScale: boolean;
  105490. /**
  105491. * If the gaze trackers color should be updated when selecting meshes
  105492. */
  105493. updateGazeTrackerColor: boolean;
  105494. /**
  105495. * The gaze tracking mesh corresponding to the left controller
  105496. */
  105497. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105498. /**
  105499. * The gaze tracking mesh corresponding to the right controller
  105500. */
  105501. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105502. /**
  105503. * If the ray of the gaze should be displayed.
  105504. */
  105505. /**
  105506. * Sets if the ray of the gaze should be displayed.
  105507. */
  105508. displayGaze: boolean;
  105509. /**
  105510. * If the ray of the LaserPointer should be displayed.
  105511. */
  105512. /**
  105513. * Sets if the ray of the LaserPointer should be displayed.
  105514. */
  105515. displayLaserPointer: boolean;
  105516. /**
  105517. * The deviceOrientationCamera used as the camera when not in VR.
  105518. */
  105519. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105520. /**
  105521. * Based on the current WebVR support, returns the current VR camera used.
  105522. */
  105523. readonly currentVRCamera: Nullable<Camera>;
  105524. /**
  105525. * The webVRCamera which is used when in VR.
  105526. */
  105527. readonly webVRCamera: WebVRFreeCamera;
  105528. /**
  105529. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105530. */
  105531. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105532. /**
  105533. * The html button that is used to trigger entering into VR.
  105534. */
  105535. readonly vrButton: Nullable<HTMLButtonElement>;
  105536. private readonly _teleportationRequestInitiated;
  105537. /**
  105538. * Defines wether or not Pointer lock should be requested when switching to
  105539. * full screen.
  105540. */
  105541. requestPointerLockOnFullScreen: boolean;
  105542. /**
  105543. * Instantiates a VRExperienceHelper.
  105544. * Helps to quickly add VR support to an existing scene.
  105545. * @param scene The scene the VRExperienceHelper belongs to.
  105546. * @param webVROptions Options to modify the vr experience helper's behavior.
  105547. */
  105548. constructor(scene: Scene,
  105549. /** Options to modify the vr experience helper's behavior. */
  105550. webVROptions?: VRExperienceHelperOptions);
  105551. private _onDefaultMeshLoaded;
  105552. private _onResize;
  105553. private _onFullscreenChange;
  105554. /**
  105555. * Gets a value indicating if we are currently in VR mode.
  105556. */
  105557. readonly isInVRMode: boolean;
  105558. private onVrDisplayPresentChange;
  105559. private onVRDisplayChanged;
  105560. private moveButtonToBottomRight;
  105561. private displayVRButton;
  105562. private updateButtonVisibility;
  105563. private _cachedAngularSensibility;
  105564. /**
  105565. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105566. * Otherwise, will use the fullscreen API.
  105567. */
  105568. enterVR(): void;
  105569. /**
  105570. * Attempt to exit VR, or fullscreen.
  105571. */
  105572. exitVR(): void;
  105573. /**
  105574. * The position of the vr experience helper.
  105575. */
  105576. /**
  105577. * Sets the position of the vr experience helper.
  105578. */
  105579. position: Vector3;
  105580. /**
  105581. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105582. */
  105583. enableInteractions(): void;
  105584. private readonly _noControllerIsActive;
  105585. private beforeRender;
  105586. private _isTeleportationFloor;
  105587. /**
  105588. * Adds a floor mesh to be used for teleportation.
  105589. * @param floorMesh the mesh to be used for teleportation.
  105590. */
  105591. addFloorMesh(floorMesh: Mesh): void;
  105592. /**
  105593. * Removes a floor mesh from being used for teleportation.
  105594. * @param floorMesh the mesh to be removed.
  105595. */
  105596. removeFloorMesh(floorMesh: Mesh): void;
  105597. /**
  105598. * Enables interactions and teleportation using the VR controllers and gaze.
  105599. * @param vrTeleportationOptions options to modify teleportation behavior.
  105600. */
  105601. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105602. private _onNewGamepadConnected;
  105603. private _tryEnableInteractionOnController;
  105604. private _onNewGamepadDisconnected;
  105605. private _enableInteractionOnController;
  105606. private _checkTeleportWithRay;
  105607. private _checkRotate;
  105608. private _checkTeleportBackwards;
  105609. private _enableTeleportationOnController;
  105610. private _createTeleportationCircles;
  105611. private _displayTeleportationTarget;
  105612. private _hideTeleportationTarget;
  105613. private _rotateCamera;
  105614. private _moveTeleportationSelectorTo;
  105615. private _workingVector;
  105616. private _workingQuaternion;
  105617. private _workingMatrix;
  105618. /**
  105619. * Teleports the users feet to the desired location
  105620. * @param location The location where the user's feet should be placed
  105621. */
  105622. teleportCamera(location: Vector3): void;
  105623. private _convertNormalToDirectionOfRay;
  105624. private _castRayAndSelectObject;
  105625. private _notifySelectedMeshUnselected;
  105626. /**
  105627. * Sets the color of the laser ray from the vr controllers.
  105628. * @param color new color for the ray.
  105629. */
  105630. changeLaserColor(color: Color3): void;
  105631. /**
  105632. * Sets the color of the ray from the vr headsets gaze.
  105633. * @param color new color for the ray.
  105634. */
  105635. changeGazeColor(color: Color3): void;
  105636. /**
  105637. * Exits VR and disposes of the vr experience helper
  105638. */
  105639. dispose(): void;
  105640. /**
  105641. * Gets the name of the VRExperienceHelper class
  105642. * @returns "VRExperienceHelper"
  105643. */
  105644. getClassName(): string;
  105645. }
  105646. }
  105647. declare module BABYLON {
  105648. /**
  105649. * Manages an XRSession to work with Babylon's engine
  105650. * @see https://doc.babylonjs.com/how_to/webxr
  105651. */
  105652. export class WebXRSessionManager implements IDisposable {
  105653. private scene;
  105654. /**
  105655. * Fires every time a new xrFrame arrives which can be used to update the camera
  105656. */
  105657. onXRFrameObservable: Observable<any>;
  105658. /**
  105659. * Fires when the xr session is ended either by the device or manually done
  105660. */
  105661. onXRSessionEnded: Observable<any>;
  105662. /**
  105663. * Underlying xr session
  105664. */
  105665. session: XRSession;
  105666. /**
  105667. * Type of reference space used when creating the session
  105668. */
  105669. referenceSpace: XRReferenceSpace;
  105670. /** @hidden */
  105671. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105672. /**
  105673. * Current XR frame
  105674. */
  105675. currentFrame: Nullable<XRFrame>;
  105676. private _xrNavigator;
  105677. private baseLayer;
  105678. /**
  105679. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105680. * @param scene The scene which the session should be created for
  105681. */
  105682. constructor(scene: Scene);
  105683. /**
  105684. * Initializes the manager
  105685. * After initialization enterXR can be called to start an XR session
  105686. * @returns Promise which resolves after it is initialized
  105687. */
  105688. initializeAsync(): Promise<void>;
  105689. /**
  105690. * Initializes an xr session
  105691. * @param xrSessionMode mode to initialize
  105692. * @returns a promise which will resolve once the session has been initialized
  105693. */
  105694. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  105695. /**
  105696. * Sets the reference space on the xr session
  105697. * @param referenceSpace space to set
  105698. * @returns a promise that will resolve once the reference space has been set
  105699. */
  105700. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  105701. /**
  105702. * Updates the render state of the session
  105703. * @param state state to set
  105704. * @returns a promise that resolves once the render state has been updated
  105705. */
  105706. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  105707. /**
  105708. * Starts rendering to the xr layer
  105709. * @returns a promise that will resolve once rendering has started
  105710. */
  105711. startRenderingToXRAsync(): Promise<void>;
  105712. /**
  105713. * Stops the xrSession and restores the renderloop
  105714. * @returns Promise which resolves after it exits XR
  105715. */
  105716. exitXRAsync(): Promise<unknown>;
  105717. /**
  105718. * Checks if a session would be supported for the creation options specified
  105719. * @param sessionMode session mode to check if supported eg. immersive-vr
  105720. * @returns true if supported
  105721. */
  105722. supportsSessionAsync(sessionMode: XRSessionMode): any;
  105723. /**
  105724. * @hidden
  105725. * Converts the render layer of xrSession to a render target
  105726. * @param session session to create render target for
  105727. * @param scene scene the new render target should be created for
  105728. */
  105729. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  105730. /**
  105731. * Disposes of the session manager
  105732. */
  105733. dispose(): void;
  105734. }
  105735. }
  105736. declare module BABYLON {
  105737. /**
  105738. * WebXR Camera which holds the views for the xrSession
  105739. * @see https://doc.babylonjs.com/how_to/webxr
  105740. */
  105741. export class WebXRCamera extends FreeCamera {
  105742. private static _TmpMatrix;
  105743. /**
  105744. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  105745. * @param name the name of the camera
  105746. * @param scene the scene to add the camera to
  105747. */
  105748. constructor(name: string, scene: Scene);
  105749. private _updateNumberOfRigCameras;
  105750. /** @hidden */
  105751. _updateForDualEyeDebugging(pupilDistance?: number): void;
  105752. /**
  105753. * Updates the cameras position from the current pose information of the XR session
  105754. * @param xrSessionManager the session containing pose information
  105755. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  105756. */
  105757. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  105758. }
  105759. }
  105760. declare module BABYLON {
  105761. /**
  105762. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  105763. */
  105764. export class WebXRManagedOutputCanvas implements IDisposable {
  105765. private helper;
  105766. private _canvas;
  105767. /**
  105768. * xrpresent context of the canvas which can be used to display/mirror xr content
  105769. */
  105770. canvasContext: WebGLRenderingContext;
  105771. /**
  105772. * xr layer for the canvas
  105773. */
  105774. xrLayer: Nullable<XRWebGLLayer>;
  105775. /**
  105776. * Initializes the xr layer for the session
  105777. * @param xrSession xr session
  105778. * @returns a promise that will resolve once the XR Layer has been created
  105779. */
  105780. initializeXRLayerAsync(xrSession: any): any;
  105781. /**
  105782. * Initializes the canvas to be added/removed upon entering/exiting xr
  105783. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  105784. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  105785. */
  105786. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  105787. /**
  105788. * Disposes of the object
  105789. */
  105790. dispose(): void;
  105791. private _setManagedOutputCanvas;
  105792. private _addCanvas;
  105793. private _removeCanvas;
  105794. }
  105795. }
  105796. declare module BABYLON {
  105797. /**
  105798. * States of the webXR experience
  105799. */
  105800. export enum WebXRState {
  105801. /**
  105802. * Transitioning to being in XR mode
  105803. */
  105804. ENTERING_XR = 0,
  105805. /**
  105806. * Transitioning to non XR mode
  105807. */
  105808. EXITING_XR = 1,
  105809. /**
  105810. * In XR mode and presenting
  105811. */
  105812. IN_XR = 2,
  105813. /**
  105814. * Not entered XR mode
  105815. */
  105816. NOT_IN_XR = 3
  105817. }
  105818. /**
  105819. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  105820. * @see https://doc.babylonjs.com/how_to/webxr
  105821. */
  105822. export class WebXRExperienceHelper implements IDisposable {
  105823. private scene;
  105824. /**
  105825. * 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
  105826. */
  105827. container: AbstractMesh;
  105828. /**
  105829. * Camera used to render xr content
  105830. */
  105831. camera: WebXRCamera;
  105832. /**
  105833. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  105834. */
  105835. state: WebXRState;
  105836. private _setState;
  105837. private static _TmpVector;
  105838. /**
  105839. * Fires when the state of the experience helper has changed
  105840. */
  105841. onStateChangedObservable: Observable<WebXRState>;
  105842. /** Session manager used to keep track of xr session */
  105843. sessionManager: WebXRSessionManager;
  105844. private _nonVRCamera;
  105845. private _originalSceneAutoClear;
  105846. private _supported;
  105847. /**
  105848. * Creates the experience helper
  105849. * @param scene the scene to attach the experience helper to
  105850. * @returns a promise for the experience helper
  105851. */
  105852. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  105853. /**
  105854. * Creates a WebXRExperienceHelper
  105855. * @param scene The scene the helper should be created in
  105856. */
  105857. private constructor();
  105858. /**
  105859. * Exits XR mode and returns the scene to its original state
  105860. * @returns promise that resolves after xr mode has exited
  105861. */
  105862. exitXRAsync(): Promise<unknown>;
  105863. /**
  105864. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  105865. * @param sessionCreationOptions options for the XR session
  105866. * @param referenceSpaceType frame of reference of the XR session
  105867. * @param outputCanvas the output canvas that will be used to enter XR mode
  105868. * @returns promise that resolves after xr mode has entered
  105869. */
  105870. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  105871. /**
  105872. * Updates the global position of the camera by moving the camera's container
  105873. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  105874. * @param position The desired global position of the camera
  105875. */
  105876. setPositionOfCameraUsingContainer(position: Vector3): void;
  105877. /**
  105878. * Rotates the xr camera by rotating the camera's container around the camera's position
  105879. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  105880. * @param rotation the desired quaternion rotation to apply to the camera
  105881. */
  105882. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  105883. /**
  105884. * Disposes of the experience helper
  105885. */
  105886. dispose(): void;
  105887. }
  105888. }
  105889. declare module BABYLON {
  105890. /**
  105891. * Button which can be used to enter a different mode of XR
  105892. */
  105893. export class WebXREnterExitUIButton {
  105894. /** button element */
  105895. element: HTMLElement;
  105896. /** XR initialization options for the button */
  105897. sessionMode: XRSessionMode;
  105898. /** Reference space type */
  105899. referenceSpaceType: XRReferenceSpaceType;
  105900. /**
  105901. * Creates a WebXREnterExitUIButton
  105902. * @param element button element
  105903. * @param sessionMode XR initialization session mode
  105904. * @param referenceSpaceType the type of reference space to be used
  105905. */
  105906. constructor(
  105907. /** button element */
  105908. element: HTMLElement,
  105909. /** XR initialization options for the button */
  105910. sessionMode: XRSessionMode,
  105911. /** Reference space type */
  105912. referenceSpaceType: XRReferenceSpaceType);
  105913. /**
  105914. * Overwritable function which can be used to update the button's visuals when the state changes
  105915. * @param activeButton the current active button in the UI
  105916. */
  105917. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105918. }
  105919. /**
  105920. * Options to create the webXR UI
  105921. */
  105922. export class WebXREnterExitUIOptions {
  105923. /**
  105924. * Context to enter xr with
  105925. */
  105926. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105927. /**
  105928. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  105929. */
  105930. customButtons?: Array<WebXREnterExitUIButton>;
  105931. }
  105932. /**
  105933. * UI to allow the user to enter/exit XR mode
  105934. */
  105935. export class WebXREnterExitUI implements IDisposable {
  105936. private scene;
  105937. private _overlay;
  105938. private _buttons;
  105939. private _activeButton;
  105940. /**
  105941. * Fired every time the active button is changed.
  105942. *
  105943. * When xr is entered via a button that launches xr that button will be the callback parameter
  105944. *
  105945. * When exiting xr the callback parameter will be null)
  105946. */
  105947. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  105948. /**
  105949. * Creates UI to allow the user to enter/exit XR mode
  105950. * @param scene the scene to add the ui to
  105951. * @param helper the xr experience helper to enter/exit xr with
  105952. * @param options options to configure the UI
  105953. * @returns the created ui
  105954. */
  105955. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  105956. private constructor();
  105957. private _updateButtons;
  105958. /**
  105959. * Disposes of the object
  105960. */
  105961. dispose(): void;
  105962. }
  105963. }
  105964. declare module BABYLON {
  105965. /**
  105966. * Represents an XR input
  105967. */
  105968. export class WebXRController {
  105969. private scene;
  105970. /** The underlying input source for the controller */
  105971. inputSource: XRInputSource;
  105972. private parentContainer;
  105973. /**
  105974. * 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
  105975. */
  105976. grip?: AbstractMesh;
  105977. /**
  105978. * Pointer which can be used to select objects or attach a visible laser to
  105979. */
  105980. pointer: AbstractMesh;
  105981. /**
  105982. * Event that fires when the controller is removed/disposed
  105983. */
  105984. onDisposeObservable: Observable<{}>;
  105985. private _tmpMatrix;
  105986. private _tmpQuaternion;
  105987. private _tmpVector;
  105988. /**
  105989. * Creates the controller
  105990. * @see https://doc.babylonjs.com/how_to/webxr
  105991. * @param scene the scene which the controller should be associated to
  105992. * @param inputSource the underlying input source for the controller
  105993. * @param parentContainer parent that the controller meshes should be children of
  105994. */
  105995. constructor(scene: Scene,
  105996. /** The underlying input source for the controller */
  105997. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  105998. /**
  105999. * Updates the controller pose based on the given XRFrame
  106000. * @param xrFrame xr frame to update the pose with
  106001. * @param referenceSpace reference space to use
  106002. */
  106003. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  106004. /**
  106005. * Gets a world space ray coming from the controller
  106006. * @param result the resulting ray
  106007. */
  106008. getWorldPointerRayToRef(result: Ray): void;
  106009. /**
  106010. * Disposes of the object
  106011. */
  106012. dispose(): void;
  106013. }
  106014. }
  106015. declare module BABYLON {
  106016. /**
  106017. * XR input used to track XR inputs such as controllers/rays
  106018. */
  106019. export class WebXRInput implements IDisposable {
  106020. /**
  106021. * Base experience the input listens to
  106022. */
  106023. baseExperience: WebXRExperienceHelper;
  106024. /**
  106025. * XR controllers being tracked
  106026. */
  106027. controllers: Array<WebXRController>;
  106028. private _frameObserver;
  106029. private _stateObserver;
  106030. /**
  106031. * Event when a controller has been connected/added
  106032. */
  106033. onControllerAddedObservable: Observable<WebXRController>;
  106034. /**
  106035. * Event when a controller has been removed/disconnected
  106036. */
  106037. onControllerRemovedObservable: Observable<WebXRController>;
  106038. /**
  106039. * Initializes the WebXRInput
  106040. * @param baseExperience experience helper which the input should be created for
  106041. */
  106042. constructor(
  106043. /**
  106044. * Base experience the input listens to
  106045. */
  106046. baseExperience: WebXRExperienceHelper);
  106047. private _onInputSourcesChange;
  106048. private _addAndRemoveControllers;
  106049. /**
  106050. * Disposes of the object
  106051. */
  106052. dispose(): void;
  106053. }
  106054. }
  106055. declare module BABYLON {
  106056. /**
  106057. * Enables teleportation
  106058. */
  106059. export class WebXRControllerTeleportation {
  106060. private _teleportationFillColor;
  106061. private _teleportationBorderColor;
  106062. private _tmpRay;
  106063. private _tmpVector;
  106064. /**
  106065. * Creates a WebXRControllerTeleportation
  106066. * @param input input manager to add teleportation to
  106067. * @param floorMeshes floormeshes which can be teleported to
  106068. */
  106069. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  106070. }
  106071. }
  106072. declare module BABYLON {
  106073. /**
  106074. * Handles pointer input automatically for the pointer of XR controllers
  106075. */
  106076. export class WebXRControllerPointerSelection {
  106077. private static _idCounter;
  106078. private _tmpRay;
  106079. /**
  106080. * Creates a WebXRControllerPointerSelection
  106081. * @param input input manager to setup pointer selection
  106082. */
  106083. constructor(input: WebXRInput);
  106084. private _convertNormalToDirectionOfRay;
  106085. private _updatePointerDistance;
  106086. }
  106087. }
  106088. declare module BABYLON {
  106089. /**
  106090. * Class used to represent data loading progression
  106091. */
  106092. export class SceneLoaderProgressEvent {
  106093. /** defines if data length to load can be evaluated */
  106094. readonly lengthComputable: boolean;
  106095. /** defines the loaded data length */
  106096. readonly loaded: number;
  106097. /** defines the data length to load */
  106098. readonly total: number;
  106099. /**
  106100. * Create a new progress event
  106101. * @param lengthComputable defines if data length to load can be evaluated
  106102. * @param loaded defines the loaded data length
  106103. * @param total defines the data length to load
  106104. */
  106105. constructor(
  106106. /** defines if data length to load can be evaluated */
  106107. lengthComputable: boolean,
  106108. /** defines the loaded data length */
  106109. loaded: number,
  106110. /** defines the data length to load */
  106111. total: number);
  106112. /**
  106113. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  106114. * @param event defines the source event
  106115. * @returns a new SceneLoaderProgressEvent
  106116. */
  106117. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  106118. }
  106119. /**
  106120. * Interface used by SceneLoader plugins to define supported file extensions
  106121. */
  106122. export interface ISceneLoaderPluginExtensions {
  106123. /**
  106124. * Defines the list of supported extensions
  106125. */
  106126. [extension: string]: {
  106127. isBinary: boolean;
  106128. };
  106129. }
  106130. /**
  106131. * Interface used by SceneLoader plugin factory
  106132. */
  106133. export interface ISceneLoaderPluginFactory {
  106134. /**
  106135. * Defines the name of the factory
  106136. */
  106137. name: string;
  106138. /**
  106139. * Function called to create a new plugin
  106140. * @return the new plugin
  106141. */
  106142. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  106143. /**
  106144. * Boolean indicating if the plugin can direct load specific data
  106145. */
  106146. canDirectLoad?: (data: string) => boolean;
  106147. }
  106148. /**
  106149. * Interface used to define a SceneLoader plugin
  106150. */
  106151. export interface ISceneLoaderPlugin {
  106152. /**
  106153. * The friendly name of this plugin.
  106154. */
  106155. name: string;
  106156. /**
  106157. * The file extensions supported by this plugin.
  106158. */
  106159. extensions: string | ISceneLoaderPluginExtensions;
  106160. /**
  106161. * Import meshes into a scene.
  106162. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106163. * @param scene The scene to import into
  106164. * @param data The data to import
  106165. * @param rootUrl The root url for scene and resources
  106166. * @param meshes The meshes array to import into
  106167. * @param particleSystems The particle systems array to import into
  106168. * @param skeletons The skeletons array to import into
  106169. * @param onError The callback when import fails
  106170. * @returns True if successful or false otherwise
  106171. */
  106172. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  106173. /**
  106174. * Load into a scene.
  106175. * @param scene The scene to load into
  106176. * @param data The data to import
  106177. * @param rootUrl The root url for scene and resources
  106178. * @param onError The callback when import fails
  106179. * @returns true if successful or false otherwise
  106180. */
  106181. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  106182. /**
  106183. * The callback that returns true if the data can be directly loaded.
  106184. */
  106185. canDirectLoad?: (data: string) => boolean;
  106186. /**
  106187. * The callback that allows custom handling of the root url based on the response url.
  106188. */
  106189. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106190. /**
  106191. * Load into an asset container.
  106192. * @param scene The scene to load into
  106193. * @param data The data to import
  106194. * @param rootUrl The root url for scene and resources
  106195. * @param onError The callback when import fails
  106196. * @returns The loaded asset container
  106197. */
  106198. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  106199. }
  106200. /**
  106201. * Interface used to define an async SceneLoader plugin
  106202. */
  106203. export interface ISceneLoaderPluginAsync {
  106204. /**
  106205. * The friendly name of this plugin.
  106206. */
  106207. name: string;
  106208. /**
  106209. * The file extensions supported by this plugin.
  106210. */
  106211. extensions: string | ISceneLoaderPluginExtensions;
  106212. /**
  106213. * Import meshes into a scene.
  106214. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106215. * @param scene The scene to import into
  106216. * @param data The data to import
  106217. * @param rootUrl The root url for scene and resources
  106218. * @param onProgress The callback when the load progresses
  106219. * @param fileName Defines the name of the file to load
  106220. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106221. */
  106222. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106223. meshes: AbstractMesh[];
  106224. particleSystems: IParticleSystem[];
  106225. skeletons: Skeleton[];
  106226. animationGroups: AnimationGroup[];
  106227. }>;
  106228. /**
  106229. * Load into a scene.
  106230. * @param scene The scene to load into
  106231. * @param data The data to import
  106232. * @param rootUrl The root url for scene and resources
  106233. * @param onProgress The callback when the load progresses
  106234. * @param fileName Defines the name of the file to load
  106235. * @returns Nothing
  106236. */
  106237. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106238. /**
  106239. * The callback that returns true if the data can be directly loaded.
  106240. */
  106241. canDirectLoad?: (data: string) => boolean;
  106242. /**
  106243. * The callback that allows custom handling of the root url based on the response url.
  106244. */
  106245. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106246. /**
  106247. * Load into an asset container.
  106248. * @param scene The scene to load into
  106249. * @param data The data to import
  106250. * @param rootUrl The root url for scene and resources
  106251. * @param onProgress The callback when the load progresses
  106252. * @param fileName Defines the name of the file to load
  106253. * @returns The loaded asset container
  106254. */
  106255. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106256. }
  106257. /**
  106258. * Class used to load scene from various file formats using registered plugins
  106259. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106260. */
  106261. export class SceneLoader {
  106262. /**
  106263. * No logging while loading
  106264. */
  106265. static readonly NO_LOGGING: number;
  106266. /**
  106267. * Minimal logging while loading
  106268. */
  106269. static readonly MINIMAL_LOGGING: number;
  106270. /**
  106271. * Summary logging while loading
  106272. */
  106273. static readonly SUMMARY_LOGGING: number;
  106274. /**
  106275. * Detailled logging while loading
  106276. */
  106277. static readonly DETAILED_LOGGING: number;
  106278. /**
  106279. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106280. */
  106281. static ForceFullSceneLoadingForIncremental: boolean;
  106282. /**
  106283. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106284. */
  106285. static ShowLoadingScreen: boolean;
  106286. /**
  106287. * Defines the current logging level (while loading the scene)
  106288. * @ignorenaming
  106289. */
  106290. static loggingLevel: number;
  106291. /**
  106292. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106293. */
  106294. static CleanBoneMatrixWeights: boolean;
  106295. /**
  106296. * Event raised when a plugin is used to load a scene
  106297. */
  106298. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106299. private static _registeredPlugins;
  106300. private static _getDefaultPlugin;
  106301. private static _getPluginForExtension;
  106302. private static _getPluginForDirectLoad;
  106303. private static _getPluginForFilename;
  106304. private static _getDirectLoad;
  106305. private static _loadData;
  106306. private static _getFileInfo;
  106307. /**
  106308. * Gets a plugin that can load the given extension
  106309. * @param extension defines the extension to load
  106310. * @returns a plugin or null if none works
  106311. */
  106312. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106313. /**
  106314. * Gets a boolean indicating that the given extension can be loaded
  106315. * @param extension defines the extension to load
  106316. * @returns true if the extension is supported
  106317. */
  106318. static IsPluginForExtensionAvailable(extension: string): boolean;
  106319. /**
  106320. * Adds a new plugin to the list of registered plugins
  106321. * @param plugin defines the plugin to add
  106322. */
  106323. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106324. /**
  106325. * Import meshes into a scene
  106326. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106327. * @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)
  106328. * @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)
  106329. * @param scene the instance of BABYLON.Scene to append to
  106330. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106331. * @param onProgress a callback with a progress event for each file being loaded
  106332. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106333. * @param pluginExtension the extension used to determine the plugin
  106334. * @returns The loaded plugin
  106335. */
  106336. 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>;
  106337. /**
  106338. * Import meshes into a scene
  106339. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106340. * @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)
  106341. * @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)
  106342. * @param scene the instance of BABYLON.Scene to append to
  106343. * @param onProgress a callback with a progress event for each file being loaded
  106344. * @param pluginExtension the extension used to determine the plugin
  106345. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106346. */
  106347. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106348. meshes: AbstractMesh[];
  106349. particleSystems: IParticleSystem[];
  106350. skeletons: Skeleton[];
  106351. animationGroups: AnimationGroup[];
  106352. }>;
  106353. /**
  106354. * Load a scene
  106355. * @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)
  106356. * @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)
  106357. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106358. * @param onSuccess a callback with the scene when import succeeds
  106359. * @param onProgress a callback with a progress event for each file being loaded
  106360. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106361. * @param pluginExtension the extension used to determine the plugin
  106362. * @returns The loaded plugin
  106363. */
  106364. 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>;
  106365. /**
  106366. * Load a scene
  106367. * @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)
  106368. * @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)
  106369. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106370. * @param onProgress a callback with a progress event for each file being loaded
  106371. * @param pluginExtension the extension used to determine the plugin
  106372. * @returns The loaded scene
  106373. */
  106374. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106375. /**
  106376. * Append a scene
  106377. * @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)
  106378. * @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)
  106379. * @param scene is the instance of BABYLON.Scene to append to
  106380. * @param onSuccess a callback with the scene when import succeeds
  106381. * @param onProgress a callback with a progress event for each file being loaded
  106382. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106383. * @param pluginExtension the extension used to determine the plugin
  106384. * @returns The loaded plugin
  106385. */
  106386. 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>;
  106387. /**
  106388. * Append a scene
  106389. * @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)
  106390. * @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)
  106391. * @param scene is the instance of BABYLON.Scene to append to
  106392. * @param onProgress a callback with a progress event for each file being loaded
  106393. * @param pluginExtension the extension used to determine the plugin
  106394. * @returns The given scene
  106395. */
  106396. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106397. /**
  106398. * Load a scene into an asset container
  106399. * @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)
  106400. * @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)
  106401. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106402. * @param onSuccess a callback with the scene when import succeeds
  106403. * @param onProgress a callback with a progress event for each file being loaded
  106404. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106405. * @param pluginExtension the extension used to determine the plugin
  106406. * @returns The loaded plugin
  106407. */
  106408. 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>;
  106409. /**
  106410. * Load a scene into an asset container
  106411. * @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)
  106412. * @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)
  106413. * @param scene is the instance of Scene to append to
  106414. * @param onProgress a callback with a progress event for each file being loaded
  106415. * @param pluginExtension the extension used to determine the plugin
  106416. * @returns The loaded asset container
  106417. */
  106418. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106419. }
  106420. }
  106421. declare module BABYLON {
  106422. /**
  106423. * Generic Controller
  106424. */
  106425. export class GenericController extends WebVRController {
  106426. /**
  106427. * Base Url for the controller model.
  106428. */
  106429. static readonly MODEL_BASE_URL: string;
  106430. /**
  106431. * File name for the controller model.
  106432. */
  106433. static readonly MODEL_FILENAME: string;
  106434. /**
  106435. * Creates a new GenericController from a gamepad
  106436. * @param vrGamepad the gamepad that the controller should be created from
  106437. */
  106438. constructor(vrGamepad: any);
  106439. /**
  106440. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106441. * @param scene scene in which to add meshes
  106442. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106443. */
  106444. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106445. /**
  106446. * Called once for each button that changed state since the last frame
  106447. * @param buttonIdx Which button index changed
  106448. * @param state New state of the button
  106449. * @param changes Which properties on the state changed since last frame
  106450. */
  106451. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106452. }
  106453. }
  106454. declare module BABYLON {
  106455. /**
  106456. * Defines the WindowsMotionController object that the state of the windows motion controller
  106457. */
  106458. export class WindowsMotionController extends WebVRController {
  106459. /**
  106460. * The base url used to load the left and right controller models
  106461. */
  106462. static MODEL_BASE_URL: string;
  106463. /**
  106464. * The name of the left controller model file
  106465. */
  106466. static MODEL_LEFT_FILENAME: string;
  106467. /**
  106468. * The name of the right controller model file
  106469. */
  106470. static MODEL_RIGHT_FILENAME: string;
  106471. /**
  106472. * The controller name prefix for this controller type
  106473. */
  106474. static readonly GAMEPAD_ID_PREFIX: string;
  106475. /**
  106476. * The controller id pattern for this controller type
  106477. */
  106478. private static readonly GAMEPAD_ID_PATTERN;
  106479. private _loadedMeshInfo;
  106480. private readonly _mapping;
  106481. /**
  106482. * Fired when the trackpad on this controller is clicked
  106483. */
  106484. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106485. /**
  106486. * Fired when the trackpad on this controller is modified
  106487. */
  106488. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106489. /**
  106490. * The current x and y values of this controller's trackpad
  106491. */
  106492. trackpad: StickValues;
  106493. /**
  106494. * Creates a new WindowsMotionController from a gamepad
  106495. * @param vrGamepad the gamepad that the controller should be created from
  106496. */
  106497. constructor(vrGamepad: any);
  106498. /**
  106499. * Fired when the trigger on this controller is modified
  106500. */
  106501. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106502. /**
  106503. * Fired when the menu button on this controller is modified
  106504. */
  106505. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106506. /**
  106507. * Fired when the grip button on this controller is modified
  106508. */
  106509. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106510. /**
  106511. * Fired when the thumbstick button on this controller is modified
  106512. */
  106513. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106514. /**
  106515. * Fired when the touchpad button on this controller is modified
  106516. */
  106517. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106518. /**
  106519. * Fired when the touchpad values on this controller are modified
  106520. */
  106521. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106522. private _updateTrackpad;
  106523. /**
  106524. * Called once per frame by the engine.
  106525. */
  106526. update(): void;
  106527. /**
  106528. * Called once for each button that changed state since the last frame
  106529. * @param buttonIdx Which button index changed
  106530. * @param state New state of the button
  106531. * @param changes Which properties on the state changed since last frame
  106532. */
  106533. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106534. /**
  106535. * Moves the buttons on the controller mesh based on their current state
  106536. * @param buttonName the name of the button to move
  106537. * @param buttonValue the value of the button which determines the buttons new position
  106538. */
  106539. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106540. /**
  106541. * Moves the axis on the controller mesh based on its current state
  106542. * @param axis the index of the axis
  106543. * @param axisValue the value of the axis which determines the meshes new position
  106544. * @hidden
  106545. */
  106546. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106547. /**
  106548. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106549. * @param scene scene in which to add meshes
  106550. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106551. */
  106552. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106553. /**
  106554. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106555. * can be transformed by button presses and axes values, based on this._mapping.
  106556. *
  106557. * @param scene scene in which the meshes exist
  106558. * @param meshes list of meshes that make up the controller model to process
  106559. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106560. */
  106561. private processModel;
  106562. private createMeshInfo;
  106563. /**
  106564. * Gets the ray of the controller in the direction the controller is pointing
  106565. * @param length the length the resulting ray should be
  106566. * @returns a ray in the direction the controller is pointing
  106567. */
  106568. getForwardRay(length?: number): Ray;
  106569. /**
  106570. * Disposes of the controller
  106571. */
  106572. dispose(): void;
  106573. }
  106574. }
  106575. declare module BABYLON {
  106576. /**
  106577. * Oculus Touch Controller
  106578. */
  106579. export class OculusTouchController extends WebVRController {
  106580. /**
  106581. * Base Url for the controller model.
  106582. */
  106583. static MODEL_BASE_URL: string;
  106584. /**
  106585. * File name for the left controller model.
  106586. */
  106587. static MODEL_LEFT_FILENAME: string;
  106588. /**
  106589. * File name for the right controller model.
  106590. */
  106591. static MODEL_RIGHT_FILENAME: string;
  106592. /**
  106593. * Base Url for the Quest controller model.
  106594. */
  106595. static QUEST_MODEL_BASE_URL: string;
  106596. /**
  106597. * @hidden
  106598. * If the controllers are running on a device that needs the updated Quest controller models
  106599. */
  106600. static _IsQuest: boolean;
  106601. /**
  106602. * Fired when the secondary trigger on this controller is modified
  106603. */
  106604. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106605. /**
  106606. * Fired when the thumb rest on this controller is modified
  106607. */
  106608. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106609. /**
  106610. * Creates a new OculusTouchController from a gamepad
  106611. * @param vrGamepad the gamepad that the controller should be created from
  106612. */
  106613. constructor(vrGamepad: any);
  106614. /**
  106615. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106616. * @param scene scene in which to add meshes
  106617. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106618. */
  106619. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106620. /**
  106621. * Fired when the A button on this controller is modified
  106622. */
  106623. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106624. /**
  106625. * Fired when the B button on this controller is modified
  106626. */
  106627. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106628. /**
  106629. * Fired when the X button on this controller is modified
  106630. */
  106631. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106632. /**
  106633. * Fired when the Y button on this controller is modified
  106634. */
  106635. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106636. /**
  106637. * Called once for each button that changed state since the last frame
  106638. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106639. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106640. * 2) secondary trigger (same)
  106641. * 3) A (right) X (left), touch, pressed = value
  106642. * 4) B / Y
  106643. * 5) thumb rest
  106644. * @param buttonIdx Which button index changed
  106645. * @param state New state of the button
  106646. * @param changes Which properties on the state changed since last frame
  106647. */
  106648. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106649. }
  106650. }
  106651. declare module BABYLON {
  106652. /**
  106653. * Vive Controller
  106654. */
  106655. export class ViveController extends WebVRController {
  106656. /**
  106657. * Base Url for the controller model.
  106658. */
  106659. static MODEL_BASE_URL: string;
  106660. /**
  106661. * File name for the controller model.
  106662. */
  106663. static MODEL_FILENAME: string;
  106664. /**
  106665. * Creates a new ViveController from a gamepad
  106666. * @param vrGamepad the gamepad that the controller should be created from
  106667. */
  106668. constructor(vrGamepad: any);
  106669. /**
  106670. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106671. * @param scene scene in which to add meshes
  106672. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106673. */
  106674. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106675. /**
  106676. * Fired when the left button on this controller is modified
  106677. */
  106678. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106679. /**
  106680. * Fired when the right button on this controller is modified
  106681. */
  106682. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106683. /**
  106684. * Fired when the menu button on this controller is modified
  106685. */
  106686. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106687. /**
  106688. * Called once for each button that changed state since the last frame
  106689. * Vive mapping:
  106690. * 0: touchpad
  106691. * 1: trigger
  106692. * 2: left AND right buttons
  106693. * 3: menu button
  106694. * @param buttonIdx Which button index changed
  106695. * @param state New state of the button
  106696. * @param changes Which properties on the state changed since last frame
  106697. */
  106698. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106699. }
  106700. }
  106701. declare module BABYLON {
  106702. /**
  106703. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  106704. */
  106705. export class WebXRControllerModelLoader {
  106706. /**
  106707. * Creates the WebXRControllerModelLoader
  106708. * @param input xr input that creates the controllers
  106709. */
  106710. constructor(input: WebXRInput);
  106711. }
  106712. }
  106713. declare module BABYLON {
  106714. /**
  106715. * Contains an array of blocks representing the octree
  106716. */
  106717. export interface IOctreeContainer<T> {
  106718. /**
  106719. * Blocks within the octree
  106720. */
  106721. blocks: Array<OctreeBlock<T>>;
  106722. }
  106723. /**
  106724. * Class used to store a cell in an octree
  106725. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106726. */
  106727. export class OctreeBlock<T> {
  106728. /**
  106729. * Gets the content of the current block
  106730. */
  106731. entries: T[];
  106732. /**
  106733. * Gets the list of block children
  106734. */
  106735. blocks: Array<OctreeBlock<T>>;
  106736. private _depth;
  106737. private _maxDepth;
  106738. private _capacity;
  106739. private _minPoint;
  106740. private _maxPoint;
  106741. private _boundingVectors;
  106742. private _creationFunc;
  106743. /**
  106744. * Creates a new block
  106745. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  106746. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  106747. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106748. * @param depth defines the current depth of this block in the octree
  106749. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  106750. * @param creationFunc defines a callback to call when an element is added to the block
  106751. */
  106752. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  106753. /**
  106754. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106755. */
  106756. readonly capacity: number;
  106757. /**
  106758. * Gets the minimum vector (in world space) of the block's bounding box
  106759. */
  106760. readonly minPoint: Vector3;
  106761. /**
  106762. * Gets the maximum vector (in world space) of the block's bounding box
  106763. */
  106764. readonly maxPoint: Vector3;
  106765. /**
  106766. * Add a new element to this block
  106767. * @param entry defines the element to add
  106768. */
  106769. addEntry(entry: T): void;
  106770. /**
  106771. * Remove an element from this block
  106772. * @param entry defines the element to remove
  106773. */
  106774. removeEntry(entry: T): void;
  106775. /**
  106776. * Add an array of elements to this block
  106777. * @param entries defines the array of elements to add
  106778. */
  106779. addEntries(entries: T[]): void;
  106780. /**
  106781. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106782. * @param frustumPlanes defines the frustum planes to test
  106783. * @param selection defines the array to store current content if selection is positive
  106784. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106785. */
  106786. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106787. /**
  106788. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106789. * @param sphereCenter defines the bounding sphere center
  106790. * @param sphereRadius defines the bounding sphere radius
  106791. * @param selection defines the array to store current content if selection is positive
  106792. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106793. */
  106794. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106795. /**
  106796. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106797. * @param ray defines the ray to test with
  106798. * @param selection defines the array to store current content if selection is positive
  106799. */
  106800. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  106801. /**
  106802. * Subdivide the content into child blocks (this block will then be empty)
  106803. */
  106804. createInnerBlocks(): void;
  106805. /**
  106806. * @hidden
  106807. */
  106808. 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;
  106809. }
  106810. }
  106811. declare module BABYLON {
  106812. /**
  106813. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  106814. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106815. */
  106816. export class Octree<T> {
  106817. /** 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.) */
  106818. maxDepth: number;
  106819. /**
  106820. * Blocks within the octree containing objects
  106821. */
  106822. blocks: Array<OctreeBlock<T>>;
  106823. /**
  106824. * Content stored in the octree
  106825. */
  106826. dynamicContent: T[];
  106827. private _maxBlockCapacity;
  106828. private _selectionContent;
  106829. private _creationFunc;
  106830. /**
  106831. * Creates a octree
  106832. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106833. * @param creationFunc function to be used to instatiate the octree
  106834. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  106835. * @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.)
  106836. */
  106837. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  106838. /** 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.) */
  106839. maxDepth?: number);
  106840. /**
  106841. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  106842. * @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);
  106843. * @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);
  106844. * @param entries meshes to be added to the octree blocks
  106845. */
  106846. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  106847. /**
  106848. * Adds a mesh to the octree
  106849. * @param entry Mesh to add to the octree
  106850. */
  106851. addMesh(entry: T): void;
  106852. /**
  106853. * Remove an element from the octree
  106854. * @param entry defines the element to remove
  106855. */
  106856. removeMesh(entry: T): void;
  106857. /**
  106858. * Selects an array of meshes within the frustum
  106859. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  106860. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  106861. * @returns array of meshes within the frustum
  106862. */
  106863. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  106864. /**
  106865. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  106866. * @param sphereCenter defines the bounding sphere center
  106867. * @param sphereRadius defines the bounding sphere radius
  106868. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106869. * @returns an array of objects that intersect the sphere
  106870. */
  106871. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  106872. /**
  106873. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  106874. * @param ray defines the ray to test with
  106875. * @returns array of intersected objects
  106876. */
  106877. intersectsRay(ray: Ray): SmartArray<T>;
  106878. /**
  106879. * Adds a mesh into the octree block if it intersects the block
  106880. */
  106881. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  106882. /**
  106883. * Adds a submesh into the octree block if it intersects the block
  106884. */
  106885. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  106886. }
  106887. }
  106888. declare module BABYLON {
  106889. interface Scene {
  106890. /**
  106891. * @hidden
  106892. * Backing Filed
  106893. */
  106894. _selectionOctree: Octree<AbstractMesh>;
  106895. /**
  106896. * Gets the octree used to boost mesh selection (picking)
  106897. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106898. */
  106899. selectionOctree: Octree<AbstractMesh>;
  106900. /**
  106901. * Creates or updates the octree used to boost selection (picking)
  106902. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106903. * @param maxCapacity defines the maximum capacity per leaf
  106904. * @param maxDepth defines the maximum depth of the octree
  106905. * @returns an octree of AbstractMesh
  106906. */
  106907. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  106908. }
  106909. interface AbstractMesh {
  106910. /**
  106911. * @hidden
  106912. * Backing Field
  106913. */
  106914. _submeshesOctree: Octree<SubMesh>;
  106915. /**
  106916. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106917. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106918. * @param maxCapacity defines the maximum size of each block (64 by default)
  106919. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106920. * @returns the new octree
  106921. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106922. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106923. */
  106924. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106925. }
  106926. /**
  106927. * Defines the octree scene component responsible to manage any octrees
  106928. * in a given scene.
  106929. */
  106930. export class OctreeSceneComponent {
  106931. /**
  106932. * The component name help to identify the component in the list of scene components.
  106933. */
  106934. readonly name: string;
  106935. /**
  106936. * The scene the component belongs to.
  106937. */
  106938. scene: Scene;
  106939. /**
  106940. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106941. */
  106942. readonly checksIsEnabled: boolean;
  106943. /**
  106944. * Creates a new instance of the component for the given scene
  106945. * @param scene Defines the scene to register the component in
  106946. */
  106947. constructor(scene: Scene);
  106948. /**
  106949. * Registers the component in a given scene
  106950. */
  106951. register(): void;
  106952. /**
  106953. * Return the list of active meshes
  106954. * @returns the list of active meshes
  106955. */
  106956. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  106957. /**
  106958. * Return the list of active sub meshes
  106959. * @param mesh The mesh to get the candidates sub meshes from
  106960. * @returns the list of active sub meshes
  106961. */
  106962. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  106963. private _tempRay;
  106964. /**
  106965. * Return the list of sub meshes intersecting with a given local ray
  106966. * @param mesh defines the mesh to find the submesh for
  106967. * @param localRay defines the ray in local space
  106968. * @returns the list of intersecting sub meshes
  106969. */
  106970. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  106971. /**
  106972. * Return the list of sub meshes colliding with a collider
  106973. * @param mesh defines the mesh to find the submesh for
  106974. * @param collider defines the collider to evaluate the collision against
  106975. * @returns the list of colliding sub meshes
  106976. */
  106977. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  106978. /**
  106979. * Rebuilds the elements related to this component in case of
  106980. * context lost for instance.
  106981. */
  106982. rebuild(): void;
  106983. /**
  106984. * Disposes the component and the associated ressources.
  106985. */
  106986. dispose(): void;
  106987. }
  106988. }
  106989. declare module BABYLON {
  106990. /**
  106991. * Renders a layer on top of an existing scene
  106992. */
  106993. export class UtilityLayerRenderer implements IDisposable {
  106994. /** the original scene that will be rendered on top of */
  106995. originalScene: Scene;
  106996. private _pointerCaptures;
  106997. private _lastPointerEvents;
  106998. private static _DefaultUtilityLayer;
  106999. private static _DefaultKeepDepthUtilityLayer;
  107000. private _sharedGizmoLight;
  107001. private _renderCamera;
  107002. /**
  107003. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  107004. * @returns the camera that is used when rendering the utility layer
  107005. */
  107006. getRenderCamera(): Nullable<Camera>;
  107007. /**
  107008. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  107009. * @param cam the camera that should be used when rendering the utility layer
  107010. */
  107011. setRenderCamera(cam: Nullable<Camera>): void;
  107012. /**
  107013. * @hidden
  107014. * Light which used by gizmos to get light shading
  107015. */
  107016. _getSharedGizmoLight(): HemisphericLight;
  107017. /**
  107018. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  107019. */
  107020. pickUtilitySceneFirst: boolean;
  107021. /**
  107022. * 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)
  107023. */
  107024. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  107025. /**
  107026. * 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)
  107027. */
  107028. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  107029. /**
  107030. * The scene that is rendered on top of the original scene
  107031. */
  107032. utilityLayerScene: Scene;
  107033. /**
  107034. * If the utility layer should automatically be rendered on top of existing scene
  107035. */
  107036. shouldRender: boolean;
  107037. /**
  107038. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  107039. */
  107040. onlyCheckPointerDownEvents: boolean;
  107041. /**
  107042. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  107043. */
  107044. processAllEvents: boolean;
  107045. /**
  107046. * Observable raised when the pointer move from the utility layer scene to the main scene
  107047. */
  107048. onPointerOutObservable: Observable<number>;
  107049. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  107050. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  107051. private _afterRenderObserver;
  107052. private _sceneDisposeObserver;
  107053. private _originalPointerObserver;
  107054. /**
  107055. * Instantiates a UtilityLayerRenderer
  107056. * @param originalScene the original scene that will be rendered on top of
  107057. * @param handleEvents boolean indicating if the utility layer should handle events
  107058. */
  107059. constructor(
  107060. /** the original scene that will be rendered on top of */
  107061. originalScene: Scene, handleEvents?: boolean);
  107062. private _notifyObservers;
  107063. /**
  107064. * Renders the utility layers scene on top of the original scene
  107065. */
  107066. render(): void;
  107067. /**
  107068. * Disposes of the renderer
  107069. */
  107070. dispose(): void;
  107071. private _updateCamera;
  107072. }
  107073. }
  107074. declare module BABYLON {
  107075. /**
  107076. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  107077. */
  107078. export class Gizmo implements IDisposable {
  107079. /** The utility layer the gizmo will be added to */
  107080. gizmoLayer: UtilityLayerRenderer;
  107081. /**
  107082. * The root mesh of the gizmo
  107083. */
  107084. _rootMesh: Mesh;
  107085. private _attachedMesh;
  107086. /**
  107087. * Ratio for the scale of the gizmo (Default: 1)
  107088. */
  107089. scaleRatio: number;
  107090. /**
  107091. * If a custom mesh has been set (Default: false)
  107092. */
  107093. protected _customMeshSet: boolean;
  107094. /**
  107095. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  107096. * * When set, interactions will be enabled
  107097. */
  107098. attachedMesh: Nullable<AbstractMesh>;
  107099. /**
  107100. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107101. * @param mesh The mesh to replace the default mesh of the gizmo
  107102. */
  107103. setCustomMesh(mesh: Mesh): void;
  107104. /**
  107105. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  107106. */
  107107. updateGizmoRotationToMatchAttachedMesh: boolean;
  107108. /**
  107109. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  107110. */
  107111. updateGizmoPositionToMatchAttachedMesh: boolean;
  107112. /**
  107113. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  107114. */
  107115. updateScale: boolean;
  107116. protected _interactionsEnabled: boolean;
  107117. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107118. private _beforeRenderObserver;
  107119. private _tempVector;
  107120. /**
  107121. * Creates a gizmo
  107122. * @param gizmoLayer The utility layer the gizmo will be added to
  107123. */
  107124. constructor(
  107125. /** The utility layer the gizmo will be added to */
  107126. gizmoLayer?: UtilityLayerRenderer);
  107127. /**
  107128. * Updates the gizmo to match the attached mesh's position/rotation
  107129. */
  107130. protected _update(): void;
  107131. /**
  107132. * Disposes of the gizmo
  107133. */
  107134. dispose(): void;
  107135. }
  107136. }
  107137. declare module BABYLON {
  107138. /**
  107139. * Single plane drag gizmo
  107140. */
  107141. export class PlaneDragGizmo extends Gizmo {
  107142. /**
  107143. * Drag behavior responsible for the gizmos dragging interactions
  107144. */
  107145. dragBehavior: PointerDragBehavior;
  107146. private _pointerObserver;
  107147. /**
  107148. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107149. */
  107150. snapDistance: number;
  107151. /**
  107152. * Event that fires each time the gizmo snaps to a new location.
  107153. * * snapDistance is the the change in distance
  107154. */
  107155. onSnapObservable: Observable<{
  107156. snapDistance: number;
  107157. }>;
  107158. private _plane;
  107159. private _coloredMaterial;
  107160. private _hoverMaterial;
  107161. private _isEnabled;
  107162. private _parent;
  107163. /** @hidden */
  107164. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  107165. /** @hidden */
  107166. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107167. /**
  107168. * Creates a PlaneDragGizmo
  107169. * @param gizmoLayer The utility layer the gizmo will be added to
  107170. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  107171. * @param color The color of the gizmo
  107172. */
  107173. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107174. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107175. /**
  107176. * If the gizmo is enabled
  107177. */
  107178. isEnabled: boolean;
  107179. /**
  107180. * Disposes of the gizmo
  107181. */
  107182. dispose(): void;
  107183. }
  107184. }
  107185. declare module BABYLON {
  107186. /**
  107187. * Gizmo that enables dragging a mesh along 3 axis
  107188. */
  107189. export class PositionGizmo extends Gizmo {
  107190. /**
  107191. * Internal gizmo used for interactions on the x axis
  107192. */
  107193. xGizmo: AxisDragGizmo;
  107194. /**
  107195. * Internal gizmo used for interactions on the y axis
  107196. */
  107197. yGizmo: AxisDragGizmo;
  107198. /**
  107199. * Internal gizmo used for interactions on the z axis
  107200. */
  107201. zGizmo: AxisDragGizmo;
  107202. /**
  107203. * Internal gizmo used for interactions on the yz plane
  107204. */
  107205. xPlaneGizmo: PlaneDragGizmo;
  107206. /**
  107207. * Internal gizmo used for interactions on the xz plane
  107208. */
  107209. yPlaneGizmo: PlaneDragGizmo;
  107210. /**
  107211. * Internal gizmo used for interactions on the xy plane
  107212. */
  107213. zPlaneGizmo: PlaneDragGizmo;
  107214. /**
  107215. * private variables
  107216. */
  107217. private _meshAttached;
  107218. private _updateGizmoRotationToMatchAttachedMesh;
  107219. private _snapDistance;
  107220. private _scaleRatio;
  107221. /** Fires an event when any of it's sub gizmos are dragged */
  107222. onDragStartObservable: Observable<unknown>;
  107223. /** Fires an event when any of it's sub gizmos are released from dragging */
  107224. onDragEndObservable: Observable<unknown>;
  107225. /**
  107226. * If set to true, planar drag is enabled
  107227. */
  107228. private _planarGizmoEnabled;
  107229. attachedMesh: Nullable<AbstractMesh>;
  107230. /**
  107231. * Creates a PositionGizmo
  107232. * @param gizmoLayer The utility layer the gizmo will be added to
  107233. */
  107234. constructor(gizmoLayer?: UtilityLayerRenderer);
  107235. /**
  107236. * If the planar drag gizmo is enabled
  107237. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107238. */
  107239. planarGizmoEnabled: boolean;
  107240. updateGizmoRotationToMatchAttachedMesh: boolean;
  107241. /**
  107242. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107243. */
  107244. snapDistance: number;
  107245. /**
  107246. * Ratio for the scale of the gizmo (Default: 1)
  107247. */
  107248. scaleRatio: number;
  107249. /**
  107250. * Disposes of the gizmo
  107251. */
  107252. dispose(): void;
  107253. /**
  107254. * CustomMeshes are not supported by this gizmo
  107255. * @param mesh The mesh to replace the default mesh of the gizmo
  107256. */
  107257. setCustomMesh(mesh: Mesh): void;
  107258. }
  107259. }
  107260. declare module BABYLON {
  107261. /**
  107262. * Single axis drag gizmo
  107263. */
  107264. export class AxisDragGizmo extends Gizmo {
  107265. /**
  107266. * Drag behavior responsible for the gizmos dragging interactions
  107267. */
  107268. dragBehavior: PointerDragBehavior;
  107269. private _pointerObserver;
  107270. /**
  107271. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107272. */
  107273. snapDistance: number;
  107274. /**
  107275. * Event that fires each time the gizmo snaps to a new location.
  107276. * * snapDistance is the the change in distance
  107277. */
  107278. onSnapObservable: Observable<{
  107279. snapDistance: number;
  107280. }>;
  107281. private _isEnabled;
  107282. private _parent;
  107283. private _arrow;
  107284. private _coloredMaterial;
  107285. private _hoverMaterial;
  107286. /** @hidden */
  107287. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107288. /** @hidden */
  107289. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107290. /**
  107291. * Creates an AxisDragGizmo
  107292. * @param gizmoLayer The utility layer the gizmo will be added to
  107293. * @param dragAxis The axis which the gizmo will be able to drag on
  107294. * @param color The color of the gizmo
  107295. */
  107296. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107297. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107298. /**
  107299. * If the gizmo is enabled
  107300. */
  107301. isEnabled: boolean;
  107302. /**
  107303. * Disposes of the gizmo
  107304. */
  107305. dispose(): void;
  107306. }
  107307. }
  107308. declare module BABYLON.Debug {
  107309. /**
  107310. * The Axes viewer will show 3 axes in a specific point in space
  107311. */
  107312. export class AxesViewer {
  107313. private _xAxis;
  107314. private _yAxis;
  107315. private _zAxis;
  107316. private _scaleLinesFactor;
  107317. private _instanced;
  107318. /**
  107319. * Gets the hosting scene
  107320. */
  107321. scene: Scene;
  107322. /**
  107323. * Gets or sets a number used to scale line length
  107324. */
  107325. scaleLines: number;
  107326. /** Gets the node hierarchy used to render x-axis */
  107327. readonly xAxis: TransformNode;
  107328. /** Gets the node hierarchy used to render y-axis */
  107329. readonly yAxis: TransformNode;
  107330. /** Gets the node hierarchy used to render z-axis */
  107331. readonly zAxis: TransformNode;
  107332. /**
  107333. * Creates a new AxesViewer
  107334. * @param scene defines the hosting scene
  107335. * @param scaleLines defines a number used to scale line length (1 by default)
  107336. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107337. * @param xAxis defines the node hierarchy used to render the x-axis
  107338. * @param yAxis defines the node hierarchy used to render the y-axis
  107339. * @param zAxis defines the node hierarchy used to render the z-axis
  107340. */
  107341. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107342. /**
  107343. * Force the viewer to update
  107344. * @param position defines the position of the viewer
  107345. * @param xaxis defines the x axis of the viewer
  107346. * @param yaxis defines the y axis of the viewer
  107347. * @param zaxis defines the z axis of the viewer
  107348. */
  107349. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107350. /**
  107351. * Creates an instance of this axes viewer.
  107352. * @returns a new axes viewer with instanced meshes
  107353. */
  107354. createInstance(): AxesViewer;
  107355. /** Releases resources */
  107356. dispose(): void;
  107357. private static _SetRenderingGroupId;
  107358. }
  107359. }
  107360. declare module BABYLON.Debug {
  107361. /**
  107362. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107363. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107364. */
  107365. export class BoneAxesViewer extends AxesViewer {
  107366. /**
  107367. * Gets or sets the target mesh where to display the axes viewer
  107368. */
  107369. mesh: Nullable<Mesh>;
  107370. /**
  107371. * Gets or sets the target bone where to display the axes viewer
  107372. */
  107373. bone: Nullable<Bone>;
  107374. /** Gets current position */
  107375. pos: Vector3;
  107376. /** Gets direction of X axis */
  107377. xaxis: Vector3;
  107378. /** Gets direction of Y axis */
  107379. yaxis: Vector3;
  107380. /** Gets direction of Z axis */
  107381. zaxis: Vector3;
  107382. /**
  107383. * Creates a new BoneAxesViewer
  107384. * @param scene defines the hosting scene
  107385. * @param bone defines the target bone
  107386. * @param mesh defines the target mesh
  107387. * @param scaleLines defines a scaling factor for line length (1 by default)
  107388. */
  107389. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107390. /**
  107391. * Force the viewer to update
  107392. */
  107393. update(): void;
  107394. /** Releases resources */
  107395. dispose(): void;
  107396. }
  107397. }
  107398. declare module BABYLON {
  107399. /**
  107400. * Interface used to define scene explorer extensibility option
  107401. */
  107402. export interface IExplorerExtensibilityOption {
  107403. /**
  107404. * Define the option label
  107405. */
  107406. label: string;
  107407. /**
  107408. * Defines the action to execute on click
  107409. */
  107410. action: (entity: any) => void;
  107411. }
  107412. /**
  107413. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107414. */
  107415. export interface IExplorerExtensibilityGroup {
  107416. /**
  107417. * Defines a predicate to test if a given type mut be extended
  107418. */
  107419. predicate: (entity: any) => boolean;
  107420. /**
  107421. * Gets the list of options added to a type
  107422. */
  107423. entries: IExplorerExtensibilityOption[];
  107424. }
  107425. /**
  107426. * Interface used to define the options to use to create the Inspector
  107427. */
  107428. export interface IInspectorOptions {
  107429. /**
  107430. * Display in overlay mode (default: false)
  107431. */
  107432. overlay?: boolean;
  107433. /**
  107434. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107435. */
  107436. globalRoot?: HTMLElement;
  107437. /**
  107438. * Display the Scene explorer
  107439. */
  107440. showExplorer?: boolean;
  107441. /**
  107442. * Display the property inspector
  107443. */
  107444. showInspector?: boolean;
  107445. /**
  107446. * Display in embed mode (both panes on the right)
  107447. */
  107448. embedMode?: boolean;
  107449. /**
  107450. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107451. */
  107452. handleResize?: boolean;
  107453. /**
  107454. * Allow the panes to popup (default: true)
  107455. */
  107456. enablePopup?: boolean;
  107457. /**
  107458. * Allow the panes to be closed by users (default: true)
  107459. */
  107460. enableClose?: boolean;
  107461. /**
  107462. * Optional list of extensibility entries
  107463. */
  107464. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107465. /**
  107466. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107467. */
  107468. inspectorURL?: string;
  107469. }
  107470. interface Scene {
  107471. /**
  107472. * @hidden
  107473. * Backing field
  107474. */
  107475. _debugLayer: DebugLayer;
  107476. /**
  107477. * Gets the debug layer (aka Inspector) associated with the scene
  107478. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107479. */
  107480. debugLayer: DebugLayer;
  107481. }
  107482. /**
  107483. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107484. * what is happening in your scene
  107485. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107486. */
  107487. export class DebugLayer {
  107488. /**
  107489. * Define the url to get the inspector script from.
  107490. * By default it uses the babylonjs CDN.
  107491. * @ignoreNaming
  107492. */
  107493. static InspectorURL: string;
  107494. private _scene;
  107495. private BJSINSPECTOR;
  107496. private _onPropertyChangedObservable?;
  107497. /**
  107498. * Observable triggered when a property is changed through the inspector.
  107499. */
  107500. readonly onPropertyChangedObservable: any;
  107501. /**
  107502. * Instantiates a new debug layer.
  107503. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107504. * what is happening in your scene
  107505. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107506. * @param scene Defines the scene to inspect
  107507. */
  107508. constructor(scene: Scene);
  107509. /** Creates the inspector window. */
  107510. private _createInspector;
  107511. /**
  107512. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107513. * @param entity defines the entity to select
  107514. * @param lineContainerTitle defines the specific block to highlight
  107515. */
  107516. select(entity: any, lineContainerTitle?: string): void;
  107517. /** Get the inspector from bundle or global */
  107518. private _getGlobalInspector;
  107519. /**
  107520. * Get if the inspector is visible or not.
  107521. * @returns true if visible otherwise, false
  107522. */
  107523. isVisible(): boolean;
  107524. /**
  107525. * Hide the inspector and close its window.
  107526. */
  107527. hide(): void;
  107528. /**
  107529. * Launch the debugLayer.
  107530. * @param config Define the configuration of the inspector
  107531. * @return a promise fulfilled when the debug layer is visible
  107532. */
  107533. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107534. }
  107535. }
  107536. declare module BABYLON {
  107537. /**
  107538. * Class containing static functions to help procedurally build meshes
  107539. */
  107540. export class BoxBuilder {
  107541. /**
  107542. * Creates a box mesh
  107543. * * The parameter `size` sets the size (float) of each box side (default 1)
  107544. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107545. * * 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)
  107546. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107547. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107548. * * If you create a double-sided mesh, you can choose what parts of 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
  107549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107550. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107551. * @param name defines the name of the mesh
  107552. * @param options defines the options used to create the mesh
  107553. * @param scene defines the hosting scene
  107554. * @returns the box mesh
  107555. */
  107556. static CreateBox(name: string, options: {
  107557. size?: number;
  107558. width?: number;
  107559. height?: number;
  107560. depth?: number;
  107561. faceUV?: Vector4[];
  107562. faceColors?: Color4[];
  107563. sideOrientation?: number;
  107564. frontUVs?: Vector4;
  107565. backUVs?: Vector4;
  107566. wrap?: boolean;
  107567. topBaseAt?: number;
  107568. bottomBaseAt?: number;
  107569. updatable?: boolean;
  107570. }, scene?: Nullable<Scene>): Mesh;
  107571. }
  107572. }
  107573. declare module BABYLON {
  107574. /**
  107575. * Class containing static functions to help procedurally build meshes
  107576. */
  107577. export class SphereBuilder {
  107578. /**
  107579. * Creates a sphere mesh
  107580. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107581. * * 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`)
  107582. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107583. * * 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
  107584. * * 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)
  107585. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107586. * * If you create a double-sided mesh, you can choose what parts of 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
  107587. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107588. * @param name defines the name of the mesh
  107589. * @param options defines the options used to create the mesh
  107590. * @param scene defines the hosting scene
  107591. * @returns the sphere mesh
  107592. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107593. */
  107594. static CreateSphere(name: string, options: {
  107595. segments?: number;
  107596. diameter?: number;
  107597. diameterX?: number;
  107598. diameterY?: number;
  107599. diameterZ?: number;
  107600. arc?: number;
  107601. slice?: number;
  107602. sideOrientation?: number;
  107603. frontUVs?: Vector4;
  107604. backUVs?: Vector4;
  107605. updatable?: boolean;
  107606. }, scene: any): Mesh;
  107607. }
  107608. }
  107609. declare module BABYLON.Debug {
  107610. /**
  107611. * Used to show the physics impostor around the specific mesh
  107612. */
  107613. export class PhysicsViewer {
  107614. /** @hidden */
  107615. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107616. /** @hidden */
  107617. protected _meshes: Array<Nullable<AbstractMesh>>;
  107618. /** @hidden */
  107619. protected _scene: Nullable<Scene>;
  107620. /** @hidden */
  107621. protected _numMeshes: number;
  107622. /** @hidden */
  107623. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107624. private _renderFunction;
  107625. private _utilityLayer;
  107626. private _debugBoxMesh;
  107627. private _debugSphereMesh;
  107628. private _debugCylinderMesh;
  107629. private _debugMaterial;
  107630. private _debugMeshMeshes;
  107631. /**
  107632. * Creates a new PhysicsViewer
  107633. * @param scene defines the hosting scene
  107634. */
  107635. constructor(scene: Scene);
  107636. /** @hidden */
  107637. protected _updateDebugMeshes(): void;
  107638. /**
  107639. * Renders a specified physic impostor
  107640. * @param impostor defines the impostor to render
  107641. * @param targetMesh defines the mesh represented by the impostor
  107642. * @returns the new debug mesh used to render the impostor
  107643. */
  107644. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107645. /**
  107646. * Hides a specified physic impostor
  107647. * @param impostor defines the impostor to hide
  107648. */
  107649. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107650. private _getDebugMaterial;
  107651. private _getDebugBoxMesh;
  107652. private _getDebugSphereMesh;
  107653. private _getDebugCylinderMesh;
  107654. private _getDebugMeshMesh;
  107655. private _getDebugMesh;
  107656. /** Releases all resources */
  107657. dispose(): void;
  107658. }
  107659. }
  107660. declare module BABYLON {
  107661. /**
  107662. * Class containing static functions to help procedurally build meshes
  107663. */
  107664. export class LinesBuilder {
  107665. /**
  107666. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107667. * * 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
  107668. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107669. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107670. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107671. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107672. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107673. * * 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
  107674. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107675. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107676. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107677. * @param name defines the name of the new line system
  107678. * @param options defines the options used to create the line system
  107679. * @param scene defines the hosting scene
  107680. * @returns a new line system mesh
  107681. */
  107682. static CreateLineSystem(name: string, options: {
  107683. lines: Vector3[][];
  107684. updatable?: boolean;
  107685. instance?: Nullable<LinesMesh>;
  107686. colors?: Nullable<Color4[][]>;
  107687. useVertexAlpha?: boolean;
  107688. }, scene: Nullable<Scene>): LinesMesh;
  107689. /**
  107690. * Creates a line mesh
  107691. * 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
  107692. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107693. * * The parameter `points` is an array successive Vector3
  107694. * * 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
  107695. * * The optional parameter `colors` is an array of successive Color4, one per line point
  107696. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  107697. * * When updating an instance, remember that only point positions can change, not the number of points
  107698. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107699. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  107700. * @param name defines the name of the new line system
  107701. * @param options defines the options used to create the line system
  107702. * @param scene defines the hosting scene
  107703. * @returns a new line mesh
  107704. */
  107705. static CreateLines(name: string, options: {
  107706. points: Vector3[];
  107707. updatable?: boolean;
  107708. instance?: Nullable<LinesMesh>;
  107709. colors?: Color4[];
  107710. useVertexAlpha?: boolean;
  107711. }, scene?: Nullable<Scene>): LinesMesh;
  107712. /**
  107713. * Creates a dashed line mesh
  107714. * * 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
  107715. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107716. * * The parameter `points` is an array successive Vector3
  107717. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  107718. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  107719. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  107720. * * 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
  107721. * * When updating an instance, remember that only point positions can change, not the number of points
  107722. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107723. * @param name defines the name of the mesh
  107724. * @param options defines the options used to create the mesh
  107725. * @param scene defines the hosting scene
  107726. * @returns the dashed line mesh
  107727. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  107728. */
  107729. static CreateDashedLines(name: string, options: {
  107730. points: Vector3[];
  107731. dashSize?: number;
  107732. gapSize?: number;
  107733. dashNb?: number;
  107734. updatable?: boolean;
  107735. instance?: LinesMesh;
  107736. }, scene?: Nullable<Scene>): LinesMesh;
  107737. }
  107738. }
  107739. declare module BABYLON {
  107740. /**
  107741. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107742. * in order to better appreciate the issue one might have.
  107743. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107744. */
  107745. export class RayHelper {
  107746. /**
  107747. * Defines the ray we are currently tryin to visualize.
  107748. */
  107749. ray: Nullable<Ray>;
  107750. private _renderPoints;
  107751. private _renderLine;
  107752. private _renderFunction;
  107753. private _scene;
  107754. private _updateToMeshFunction;
  107755. private _attachedToMesh;
  107756. private _meshSpaceDirection;
  107757. private _meshSpaceOrigin;
  107758. /**
  107759. * Helper function to create a colored helper in a scene in one line.
  107760. * @param ray Defines the ray we are currently tryin to visualize
  107761. * @param scene Defines the scene the ray is used in
  107762. * @param color Defines the color we want to see the ray in
  107763. * @returns The newly created ray helper.
  107764. */
  107765. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  107766. /**
  107767. * Instantiate a new ray helper.
  107768. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107769. * in order to better appreciate the issue one might have.
  107770. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107771. * @param ray Defines the ray we are currently tryin to visualize
  107772. */
  107773. constructor(ray: Ray);
  107774. /**
  107775. * Shows the ray we are willing to debug.
  107776. * @param scene Defines the scene the ray needs to be rendered in
  107777. * @param color Defines the color the ray needs to be rendered in
  107778. */
  107779. show(scene: Scene, color?: Color3): void;
  107780. /**
  107781. * Hides the ray we are debugging.
  107782. */
  107783. hide(): void;
  107784. private _render;
  107785. /**
  107786. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  107787. * @param mesh Defines the mesh we want the helper attached to
  107788. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  107789. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  107790. * @param length Defines the length of the ray
  107791. */
  107792. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  107793. /**
  107794. * Detach the ray helper from the mesh it has previously been attached to.
  107795. */
  107796. detachFromMesh(): void;
  107797. private _updateToMesh;
  107798. /**
  107799. * Dispose the helper and release its associated resources.
  107800. */
  107801. dispose(): void;
  107802. }
  107803. }
  107804. declare module BABYLON.Debug {
  107805. /**
  107806. * Class used to render a debug view of a given skeleton
  107807. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  107808. */
  107809. export class SkeletonViewer {
  107810. /** defines the skeleton to render */
  107811. skeleton: Skeleton;
  107812. /** defines the mesh attached to the skeleton */
  107813. mesh: AbstractMesh;
  107814. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107815. autoUpdateBonesMatrices: boolean;
  107816. /** defines the rendering group id to use with the viewer */
  107817. renderingGroupId: number;
  107818. /** Gets or sets the color used to render the skeleton */
  107819. color: Color3;
  107820. private _scene;
  107821. private _debugLines;
  107822. private _debugMesh;
  107823. private _isEnabled;
  107824. private _renderFunction;
  107825. private _utilityLayer;
  107826. /**
  107827. * Returns the mesh used to render the bones
  107828. */
  107829. readonly debugMesh: Nullable<LinesMesh>;
  107830. /**
  107831. * Creates a new SkeletonViewer
  107832. * @param skeleton defines the skeleton to render
  107833. * @param mesh defines the mesh attached to the skeleton
  107834. * @param scene defines the hosting scene
  107835. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  107836. * @param renderingGroupId defines the rendering group id to use with the viewer
  107837. */
  107838. constructor(
  107839. /** defines the skeleton to render */
  107840. skeleton: Skeleton,
  107841. /** defines the mesh attached to the skeleton */
  107842. mesh: AbstractMesh, scene: Scene,
  107843. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107844. autoUpdateBonesMatrices?: boolean,
  107845. /** defines the rendering group id to use with the viewer */
  107846. renderingGroupId?: number);
  107847. /** Gets or sets a boolean indicating if the viewer is enabled */
  107848. isEnabled: boolean;
  107849. private _getBonePosition;
  107850. private _getLinesForBonesWithLength;
  107851. private _getLinesForBonesNoLength;
  107852. /** Update the viewer to sync with current skeleton state */
  107853. update(): void;
  107854. /** Release associated resources */
  107855. dispose(): void;
  107856. }
  107857. }
  107858. declare module BABYLON {
  107859. /**
  107860. * Options to create the null engine
  107861. */
  107862. export class NullEngineOptions {
  107863. /**
  107864. * Render width (Default: 512)
  107865. */
  107866. renderWidth: number;
  107867. /**
  107868. * Render height (Default: 256)
  107869. */
  107870. renderHeight: number;
  107871. /**
  107872. * Texture size (Default: 512)
  107873. */
  107874. textureSize: number;
  107875. /**
  107876. * If delta time between frames should be constant
  107877. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107878. */
  107879. deterministicLockstep: boolean;
  107880. /**
  107881. * Maximum about of steps between frames (Default: 4)
  107882. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107883. */
  107884. lockstepMaxSteps: number;
  107885. }
  107886. /**
  107887. * The null engine class provides support for headless version of babylon.js.
  107888. * This can be used in server side scenario or for testing purposes
  107889. */
  107890. export class NullEngine extends Engine {
  107891. private _options;
  107892. /**
  107893. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107894. */
  107895. isDeterministicLockStep(): boolean;
  107896. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  107897. getLockstepMaxSteps(): number;
  107898. /**
  107899. * Sets hardware scaling, used to save performance if needed
  107900. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  107901. */
  107902. getHardwareScalingLevel(): number;
  107903. constructor(options?: NullEngineOptions);
  107904. createVertexBuffer(vertices: FloatArray): DataBuffer;
  107905. createIndexBuffer(indices: IndicesArray): DataBuffer;
  107906. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  107907. getRenderWidth(useScreen?: boolean): number;
  107908. getRenderHeight(useScreen?: boolean): number;
  107909. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  107910. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107911. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107912. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107913. bindSamplers(effect: Effect): void;
  107914. enableEffect(effect: Effect): void;
  107915. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107916. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107917. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107918. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107919. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107920. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107921. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107922. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107923. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107924. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107925. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107926. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107927. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  107928. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  107929. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107930. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107931. setFloat(uniform: WebGLUniformLocation, value: number): void;
  107932. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  107933. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  107934. setBool(uniform: WebGLUniformLocation, bool: number): void;
  107935. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  107936. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  107937. bindBuffers(vertexBuffers: {
  107938. [key: string]: VertexBuffer;
  107939. }, indexBuffer: DataBuffer, effect: Effect): void;
  107940. wipeCaches(bruteForce?: boolean): void;
  107941. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  107942. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  107943. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  107944. /** @hidden */
  107945. _createTexture(): WebGLTexture;
  107946. /** @hidden */
  107947. _releaseTexture(texture: InternalTexture): void;
  107948. 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;
  107949. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  107950. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  107951. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  107952. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  107953. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  107954. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  107955. areAllEffectsReady(): boolean;
  107956. /**
  107957. * @hidden
  107958. * Get the current error code of the webGL context
  107959. * @returns the error code
  107960. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  107961. */
  107962. getError(): number;
  107963. /** @hidden */
  107964. _getUnpackAlignement(): number;
  107965. /** @hidden */
  107966. _unpackFlipY(value: boolean): void;
  107967. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  107968. /**
  107969. * Updates a dynamic vertex buffer.
  107970. * @param vertexBuffer the vertex buffer to update
  107971. * @param data the data used to update the vertex buffer
  107972. * @param byteOffset the byte offset of the data (optional)
  107973. * @param byteLength the byte length of the data (optional)
  107974. */
  107975. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  107976. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  107977. /** @hidden */
  107978. _bindTexture(channel: number, texture: InternalTexture): void;
  107979. /** @hidden */
  107980. _releaseBuffer(buffer: DataBuffer): boolean;
  107981. releaseEffects(): void;
  107982. displayLoadingUI(): void;
  107983. hideLoadingUI(): void;
  107984. /** @hidden */
  107985. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107986. /** @hidden */
  107987. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107988. /** @hidden */
  107989. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107990. /** @hidden */
  107991. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  107992. }
  107993. }
  107994. declare module BABYLON {
  107995. /** @hidden */
  107996. export class _OcclusionDataStorage {
  107997. /** @hidden */
  107998. occlusionInternalRetryCounter: number;
  107999. /** @hidden */
  108000. isOcclusionQueryInProgress: boolean;
  108001. /** @hidden */
  108002. isOccluded: boolean;
  108003. /** @hidden */
  108004. occlusionRetryCount: number;
  108005. /** @hidden */
  108006. occlusionType: number;
  108007. /** @hidden */
  108008. occlusionQueryAlgorithmType: number;
  108009. }
  108010. interface Engine {
  108011. /**
  108012. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  108013. * @return the new query
  108014. */
  108015. createQuery(): WebGLQuery;
  108016. /**
  108017. * Delete and release a webGL query
  108018. * @param query defines the query to delete
  108019. * @return the current engine
  108020. */
  108021. deleteQuery(query: WebGLQuery): Engine;
  108022. /**
  108023. * Check if a given query has resolved and got its value
  108024. * @param query defines the query to check
  108025. * @returns true if the query got its value
  108026. */
  108027. isQueryResultAvailable(query: WebGLQuery): boolean;
  108028. /**
  108029. * Gets the value of a given query
  108030. * @param query defines the query to check
  108031. * @returns the value of the query
  108032. */
  108033. getQueryResult(query: WebGLQuery): number;
  108034. /**
  108035. * Initiates an occlusion query
  108036. * @param algorithmType defines the algorithm to use
  108037. * @param query defines the query to use
  108038. * @returns the current engine
  108039. * @see http://doc.babylonjs.com/features/occlusionquery
  108040. */
  108041. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  108042. /**
  108043. * Ends an occlusion query
  108044. * @see http://doc.babylonjs.com/features/occlusionquery
  108045. * @param algorithmType defines the algorithm to use
  108046. * @returns the current engine
  108047. */
  108048. endOcclusionQuery(algorithmType: number): Engine;
  108049. /**
  108050. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  108051. * Please note that only one query can be issued at a time
  108052. * @returns a time token used to track the time span
  108053. */
  108054. startTimeQuery(): Nullable<_TimeToken>;
  108055. /**
  108056. * Ends a time query
  108057. * @param token defines the token used to measure the time span
  108058. * @returns the time spent (in ns)
  108059. */
  108060. endTimeQuery(token: _TimeToken): int;
  108061. /** @hidden */
  108062. _currentNonTimestampToken: Nullable<_TimeToken>;
  108063. /** @hidden */
  108064. _createTimeQuery(): WebGLQuery;
  108065. /** @hidden */
  108066. _deleteTimeQuery(query: WebGLQuery): void;
  108067. /** @hidden */
  108068. _getGlAlgorithmType(algorithmType: number): number;
  108069. /** @hidden */
  108070. _getTimeQueryResult(query: WebGLQuery): any;
  108071. /** @hidden */
  108072. _getTimeQueryAvailability(query: WebGLQuery): any;
  108073. }
  108074. interface AbstractMesh {
  108075. /**
  108076. * Backing filed
  108077. * @hidden
  108078. */
  108079. __occlusionDataStorage: _OcclusionDataStorage;
  108080. /**
  108081. * Access property
  108082. * @hidden
  108083. */
  108084. _occlusionDataStorage: _OcclusionDataStorage;
  108085. /**
  108086. * 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.
  108087. * The default value is -1 which means don't break the query and wait till the result
  108088. * @see http://doc.babylonjs.com/features/occlusionquery
  108089. */
  108090. occlusionRetryCount: number;
  108091. /**
  108092. * 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:
  108093. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  108094. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  108095. * * 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.
  108096. * @see http://doc.babylonjs.com/features/occlusionquery
  108097. */
  108098. occlusionType: number;
  108099. /**
  108100. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  108101. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  108102. * * 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.
  108103. * @see http://doc.babylonjs.com/features/occlusionquery
  108104. */
  108105. occlusionQueryAlgorithmType: number;
  108106. /**
  108107. * 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
  108108. * @see http://doc.babylonjs.com/features/occlusionquery
  108109. */
  108110. isOccluded: boolean;
  108111. /**
  108112. * Flag to check the progress status of the query
  108113. * @see http://doc.babylonjs.com/features/occlusionquery
  108114. */
  108115. isOcclusionQueryInProgress: boolean;
  108116. }
  108117. }
  108118. declare module BABYLON {
  108119. /** @hidden */
  108120. export var _forceTransformFeedbackToBundle: boolean;
  108121. interface Engine {
  108122. /**
  108123. * Creates a webGL transform feedback object
  108124. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  108125. * @returns the webGL transform feedback object
  108126. */
  108127. createTransformFeedback(): WebGLTransformFeedback;
  108128. /**
  108129. * Delete a webGL transform feedback object
  108130. * @param value defines the webGL transform feedback object to delete
  108131. */
  108132. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  108133. /**
  108134. * Bind a webGL transform feedback object to the webgl context
  108135. * @param value defines the webGL transform feedback object to bind
  108136. */
  108137. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  108138. /**
  108139. * Begins a transform feedback operation
  108140. * @param usePoints defines if points or triangles must be used
  108141. */
  108142. beginTransformFeedback(usePoints: boolean): void;
  108143. /**
  108144. * Ends a transform feedback operation
  108145. */
  108146. endTransformFeedback(): void;
  108147. /**
  108148. * Specify the varyings to use with transform feedback
  108149. * @param program defines the associated webGL program
  108150. * @param value defines the list of strings representing the varying names
  108151. */
  108152. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  108153. /**
  108154. * Bind a webGL buffer for a transform feedback operation
  108155. * @param value defines the webGL buffer to bind
  108156. */
  108157. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  108158. }
  108159. }
  108160. declare module BABYLON {
  108161. /**
  108162. * Creation options of the multi render target texture.
  108163. */
  108164. export interface IMultiRenderTargetOptions {
  108165. /**
  108166. * Define if the texture needs to create mip maps after render.
  108167. */
  108168. generateMipMaps?: boolean;
  108169. /**
  108170. * Define the types of all the draw buffers we want to create
  108171. */
  108172. types?: number[];
  108173. /**
  108174. * Define the sampling modes of all the draw buffers we want to create
  108175. */
  108176. samplingModes?: number[];
  108177. /**
  108178. * Define if a depth buffer is required
  108179. */
  108180. generateDepthBuffer?: boolean;
  108181. /**
  108182. * Define if a stencil buffer is required
  108183. */
  108184. generateStencilBuffer?: boolean;
  108185. /**
  108186. * Define if a depth texture is required instead of a depth buffer
  108187. */
  108188. generateDepthTexture?: boolean;
  108189. /**
  108190. * Define the number of desired draw buffers
  108191. */
  108192. textureCount?: number;
  108193. /**
  108194. * Define if aspect ratio should be adapted to the texture or stay the scene one
  108195. */
  108196. doNotChangeAspectRatio?: boolean;
  108197. /**
  108198. * Define the default type of the buffers we are creating
  108199. */
  108200. defaultType?: number;
  108201. }
  108202. /**
  108203. * A multi render target, like a render target provides the ability to render to a texture.
  108204. * Unlike the render target, it can render to several draw buffers in one draw.
  108205. * This is specially interesting in deferred rendering or for any effects requiring more than
  108206. * just one color from a single pass.
  108207. */
  108208. export class MultiRenderTarget extends RenderTargetTexture {
  108209. private _internalTextures;
  108210. private _textures;
  108211. private _multiRenderTargetOptions;
  108212. /**
  108213. * Get if draw buffers are currently supported by the used hardware and browser.
  108214. */
  108215. readonly isSupported: boolean;
  108216. /**
  108217. * Get the list of textures generated by the multi render target.
  108218. */
  108219. readonly textures: Texture[];
  108220. /**
  108221. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108222. */
  108223. readonly depthTexture: Texture;
  108224. /**
  108225. * Set the wrapping mode on U of all the textures we are rendering to.
  108226. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108227. */
  108228. wrapU: number;
  108229. /**
  108230. * Set the wrapping mode on V of all the textures we are rendering to.
  108231. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108232. */
  108233. wrapV: number;
  108234. /**
  108235. * Instantiate a new multi render target texture.
  108236. * A multi render target, like a render target provides the ability to render to a texture.
  108237. * Unlike the render target, it can render to several draw buffers in one draw.
  108238. * This is specially interesting in deferred rendering or for any effects requiring more than
  108239. * just one color from a single pass.
  108240. * @param name Define the name of the texture
  108241. * @param size Define the size of the buffers to render to
  108242. * @param count Define the number of target we are rendering into
  108243. * @param scene Define the scene the texture belongs to
  108244. * @param options Define the options used to create the multi render target
  108245. */
  108246. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108247. /** @hidden */
  108248. _rebuild(): void;
  108249. private _createInternalTextures;
  108250. private _createTextures;
  108251. /**
  108252. * Define the number of samples used if MSAA is enabled.
  108253. */
  108254. samples: number;
  108255. /**
  108256. * Resize all the textures in the multi render target.
  108257. * Be carrefull as it will recreate all the data in the new texture.
  108258. * @param size Define the new size
  108259. */
  108260. resize(size: any): void;
  108261. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108262. /**
  108263. * Dispose the render targets and their associated resources
  108264. */
  108265. dispose(): void;
  108266. /**
  108267. * Release all the underlying texture used as draw buffers.
  108268. */
  108269. releaseInternalTextures(): void;
  108270. }
  108271. }
  108272. declare module BABYLON {
  108273. interface Engine {
  108274. /**
  108275. * Unbind a list of render target textures from the webGL context
  108276. * This is used only when drawBuffer extension or webGL2 are active
  108277. * @param textures defines the render target textures to unbind
  108278. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108279. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108280. */
  108281. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108282. /**
  108283. * Create a multi render target texture
  108284. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108285. * @param size defines the size of the texture
  108286. * @param options defines the creation options
  108287. * @returns the cube texture as an InternalTexture
  108288. */
  108289. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108290. /**
  108291. * Update the sample count for a given multiple render target texture
  108292. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108293. * @param textures defines the textures to update
  108294. * @param samples defines the sample count to set
  108295. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108296. */
  108297. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108298. }
  108299. }
  108300. declare module BABYLON {
  108301. /**
  108302. * Gather the list of clipboard event types as constants.
  108303. */
  108304. export class ClipboardEventTypes {
  108305. /**
  108306. * The clipboard event is fired when a copy command is active (pressed).
  108307. */
  108308. static readonly COPY: number;
  108309. /**
  108310. * The clipboard event is fired when a cut command is active (pressed).
  108311. */
  108312. static readonly CUT: number;
  108313. /**
  108314. * The clipboard event is fired when a paste command is active (pressed).
  108315. */
  108316. static readonly PASTE: number;
  108317. }
  108318. /**
  108319. * This class is used to store clipboard related info for the onClipboardObservable event.
  108320. */
  108321. export class ClipboardInfo {
  108322. /**
  108323. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108324. */
  108325. type: number;
  108326. /**
  108327. * Defines the related dom event
  108328. */
  108329. event: ClipboardEvent;
  108330. /**
  108331. *Creates an instance of ClipboardInfo.
  108332. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108333. * @param event Defines the related dom event
  108334. */
  108335. constructor(
  108336. /**
  108337. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108338. */
  108339. type: number,
  108340. /**
  108341. * Defines the related dom event
  108342. */
  108343. event: ClipboardEvent);
  108344. /**
  108345. * Get the clipboard event's type from the keycode.
  108346. * @param keyCode Defines the keyCode for the current keyboard event.
  108347. * @return {number}
  108348. */
  108349. static GetTypeFromCharacter(keyCode: number): number;
  108350. }
  108351. }
  108352. declare module BABYLON {
  108353. /**
  108354. * Google Daydream controller
  108355. */
  108356. export class DaydreamController extends WebVRController {
  108357. /**
  108358. * Base Url for the controller model.
  108359. */
  108360. static MODEL_BASE_URL: string;
  108361. /**
  108362. * File name for the controller model.
  108363. */
  108364. static MODEL_FILENAME: string;
  108365. /**
  108366. * Gamepad Id prefix used to identify Daydream Controller.
  108367. */
  108368. static readonly GAMEPAD_ID_PREFIX: string;
  108369. /**
  108370. * Creates a new DaydreamController from a gamepad
  108371. * @param vrGamepad the gamepad that the controller should be created from
  108372. */
  108373. constructor(vrGamepad: any);
  108374. /**
  108375. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108376. * @param scene scene in which to add meshes
  108377. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108378. */
  108379. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108380. /**
  108381. * Called once for each button that changed state since the last frame
  108382. * @param buttonIdx Which button index changed
  108383. * @param state New state of the button
  108384. * @param changes Which properties on the state changed since last frame
  108385. */
  108386. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108387. }
  108388. }
  108389. declare module BABYLON {
  108390. /**
  108391. * Gear VR Controller
  108392. */
  108393. export class GearVRController extends WebVRController {
  108394. /**
  108395. * Base Url for the controller model.
  108396. */
  108397. static MODEL_BASE_URL: string;
  108398. /**
  108399. * File name for the controller model.
  108400. */
  108401. static MODEL_FILENAME: string;
  108402. /**
  108403. * Gamepad Id prefix used to identify this controller.
  108404. */
  108405. static readonly GAMEPAD_ID_PREFIX: string;
  108406. private readonly _buttonIndexToObservableNameMap;
  108407. /**
  108408. * Creates a new GearVRController from a gamepad
  108409. * @param vrGamepad the gamepad that the controller should be created from
  108410. */
  108411. constructor(vrGamepad: any);
  108412. /**
  108413. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108414. * @param scene scene in which to add meshes
  108415. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108416. */
  108417. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108418. /**
  108419. * Called once for each button that changed state since the last frame
  108420. * @param buttonIdx Which button index changed
  108421. * @param state New state of the button
  108422. * @param changes Which properties on the state changed since last frame
  108423. */
  108424. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108425. }
  108426. }
  108427. declare module BABYLON {
  108428. /**
  108429. * Class containing static functions to help procedurally build meshes
  108430. */
  108431. export class PolyhedronBuilder {
  108432. /**
  108433. * Creates a polyhedron mesh
  108434. * * 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
  108435. * * The parameter `size` (positive float, default 1) sets the polygon size
  108436. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108437. * * 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`
  108438. * * 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
  108439. * * 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)`)
  108440. * * 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
  108441. * * 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
  108442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108443. * * If you create a double-sided mesh, you can choose what parts of 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
  108444. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108445. * @param name defines the name of the mesh
  108446. * @param options defines the options used to create the mesh
  108447. * @param scene defines the hosting scene
  108448. * @returns the polyhedron mesh
  108449. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108450. */
  108451. static CreatePolyhedron(name: string, options: {
  108452. type?: number;
  108453. size?: number;
  108454. sizeX?: number;
  108455. sizeY?: number;
  108456. sizeZ?: number;
  108457. custom?: any;
  108458. faceUV?: Vector4[];
  108459. faceColors?: Color4[];
  108460. flat?: boolean;
  108461. updatable?: boolean;
  108462. sideOrientation?: number;
  108463. frontUVs?: Vector4;
  108464. backUVs?: Vector4;
  108465. }, scene?: Nullable<Scene>): Mesh;
  108466. }
  108467. }
  108468. declare module BABYLON {
  108469. /**
  108470. * Gizmo that enables scaling a mesh along 3 axis
  108471. */
  108472. export class ScaleGizmo extends Gizmo {
  108473. /**
  108474. * Internal gizmo used for interactions on the x axis
  108475. */
  108476. xGizmo: AxisScaleGizmo;
  108477. /**
  108478. * Internal gizmo used for interactions on the y axis
  108479. */
  108480. yGizmo: AxisScaleGizmo;
  108481. /**
  108482. * Internal gizmo used for interactions on the z axis
  108483. */
  108484. zGizmo: AxisScaleGizmo;
  108485. /**
  108486. * Internal gizmo used to scale all axis equally
  108487. */
  108488. uniformScaleGizmo: AxisScaleGizmo;
  108489. private _meshAttached;
  108490. private _updateGizmoRotationToMatchAttachedMesh;
  108491. private _snapDistance;
  108492. private _scaleRatio;
  108493. private _uniformScalingMesh;
  108494. private _octahedron;
  108495. /** Fires an event when any of it's sub gizmos are dragged */
  108496. onDragStartObservable: Observable<unknown>;
  108497. /** Fires an event when any of it's sub gizmos are released from dragging */
  108498. onDragEndObservable: Observable<unknown>;
  108499. attachedMesh: Nullable<AbstractMesh>;
  108500. /**
  108501. * Creates a ScaleGizmo
  108502. * @param gizmoLayer The utility layer the gizmo will be added to
  108503. */
  108504. constructor(gizmoLayer?: UtilityLayerRenderer);
  108505. updateGizmoRotationToMatchAttachedMesh: boolean;
  108506. /**
  108507. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108508. */
  108509. snapDistance: number;
  108510. /**
  108511. * Ratio for the scale of the gizmo (Default: 1)
  108512. */
  108513. scaleRatio: number;
  108514. /**
  108515. * Disposes of the gizmo
  108516. */
  108517. dispose(): void;
  108518. }
  108519. }
  108520. declare module BABYLON {
  108521. /**
  108522. * Single axis scale gizmo
  108523. */
  108524. export class AxisScaleGizmo extends Gizmo {
  108525. /**
  108526. * Drag behavior responsible for the gizmos dragging interactions
  108527. */
  108528. dragBehavior: PointerDragBehavior;
  108529. private _pointerObserver;
  108530. /**
  108531. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108532. */
  108533. snapDistance: number;
  108534. /**
  108535. * Event that fires each time the gizmo snaps to a new location.
  108536. * * snapDistance is the the change in distance
  108537. */
  108538. onSnapObservable: Observable<{
  108539. snapDistance: number;
  108540. }>;
  108541. /**
  108542. * If the scaling operation should be done on all axis (default: false)
  108543. */
  108544. uniformScaling: boolean;
  108545. private _isEnabled;
  108546. private _parent;
  108547. private _arrow;
  108548. private _coloredMaterial;
  108549. private _hoverMaterial;
  108550. /**
  108551. * Creates an AxisScaleGizmo
  108552. * @param gizmoLayer The utility layer the gizmo will be added to
  108553. * @param dragAxis The axis which the gizmo will be able to scale on
  108554. * @param color The color of the gizmo
  108555. */
  108556. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108557. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108558. /**
  108559. * If the gizmo is enabled
  108560. */
  108561. isEnabled: boolean;
  108562. /**
  108563. * Disposes of the gizmo
  108564. */
  108565. dispose(): void;
  108566. /**
  108567. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108568. * @param mesh The mesh to replace the default mesh of the gizmo
  108569. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108570. */
  108571. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108572. }
  108573. }
  108574. declare module BABYLON {
  108575. /**
  108576. * Bounding box gizmo
  108577. */
  108578. export class BoundingBoxGizmo extends Gizmo {
  108579. private _lineBoundingBox;
  108580. private _rotateSpheresParent;
  108581. private _scaleBoxesParent;
  108582. private _boundingDimensions;
  108583. private _renderObserver;
  108584. private _pointerObserver;
  108585. private _scaleDragSpeed;
  108586. private _tmpQuaternion;
  108587. private _tmpVector;
  108588. private _tmpRotationMatrix;
  108589. /**
  108590. * 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)
  108591. */
  108592. ignoreChildren: boolean;
  108593. /**
  108594. * 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)
  108595. */
  108596. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108597. /**
  108598. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108599. */
  108600. rotationSphereSize: number;
  108601. /**
  108602. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108603. */
  108604. scaleBoxSize: number;
  108605. /**
  108606. * 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)
  108607. */
  108608. fixedDragMeshScreenSize: boolean;
  108609. /**
  108610. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108611. */
  108612. fixedDragMeshScreenSizeDistanceFactor: number;
  108613. /**
  108614. * Fired when a rotation sphere or scale box is dragged
  108615. */
  108616. onDragStartObservable: Observable<{}>;
  108617. /**
  108618. * Fired when a scale box is dragged
  108619. */
  108620. onScaleBoxDragObservable: Observable<{}>;
  108621. /**
  108622. * Fired when a scale box drag is ended
  108623. */
  108624. onScaleBoxDragEndObservable: Observable<{}>;
  108625. /**
  108626. * Fired when a rotation sphere is dragged
  108627. */
  108628. onRotationSphereDragObservable: Observable<{}>;
  108629. /**
  108630. * Fired when a rotation sphere drag is ended
  108631. */
  108632. onRotationSphereDragEndObservable: Observable<{}>;
  108633. /**
  108634. * 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)
  108635. */
  108636. scalePivot: Nullable<Vector3>;
  108637. /**
  108638. * Mesh used as a pivot to rotate the attached mesh
  108639. */
  108640. private _anchorMesh;
  108641. private _existingMeshScale;
  108642. private _dragMesh;
  108643. private pointerDragBehavior;
  108644. private coloredMaterial;
  108645. private hoverColoredMaterial;
  108646. /**
  108647. * Sets the color of the bounding box gizmo
  108648. * @param color the color to set
  108649. */
  108650. setColor(color: Color3): void;
  108651. /**
  108652. * Creates an BoundingBoxGizmo
  108653. * @param gizmoLayer The utility layer the gizmo will be added to
  108654. * @param color The color of the gizmo
  108655. */
  108656. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108657. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108658. private _selectNode;
  108659. /**
  108660. * Updates the bounding box information for the Gizmo
  108661. */
  108662. updateBoundingBox(): void;
  108663. private _updateRotationSpheres;
  108664. private _updateScaleBoxes;
  108665. /**
  108666. * Enables rotation on the specified axis and disables rotation on the others
  108667. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108668. */
  108669. setEnabledRotationAxis(axis: string): void;
  108670. /**
  108671. * Enables/disables scaling
  108672. * @param enable if scaling should be enabled
  108673. */
  108674. setEnabledScaling(enable: boolean): void;
  108675. private _updateDummy;
  108676. /**
  108677. * Enables a pointer drag behavior on the bounding box of the gizmo
  108678. */
  108679. enableDragBehavior(): void;
  108680. /**
  108681. * Disposes of the gizmo
  108682. */
  108683. dispose(): void;
  108684. /**
  108685. * 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)
  108686. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  108687. * @returns the bounding box mesh with the passed in mesh as a child
  108688. */
  108689. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  108690. /**
  108691. * CustomMeshes are not supported by this gizmo
  108692. * @param mesh The mesh to replace the default mesh of the gizmo
  108693. */
  108694. setCustomMesh(mesh: Mesh): void;
  108695. }
  108696. }
  108697. declare module BABYLON {
  108698. /**
  108699. * Single plane rotation gizmo
  108700. */
  108701. export class PlaneRotationGizmo extends Gizmo {
  108702. /**
  108703. * Drag behavior responsible for the gizmos dragging interactions
  108704. */
  108705. dragBehavior: PointerDragBehavior;
  108706. private _pointerObserver;
  108707. /**
  108708. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  108709. */
  108710. snapDistance: number;
  108711. /**
  108712. * Event that fires each time the gizmo snaps to a new location.
  108713. * * snapDistance is the the change in distance
  108714. */
  108715. onSnapObservable: Observable<{
  108716. snapDistance: number;
  108717. }>;
  108718. private _isEnabled;
  108719. private _parent;
  108720. /**
  108721. * Creates a PlaneRotationGizmo
  108722. * @param gizmoLayer The utility layer the gizmo will be added to
  108723. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  108724. * @param color The color of the gizmo
  108725. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108726. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108727. */
  108728. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  108729. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108730. /**
  108731. * If the gizmo is enabled
  108732. */
  108733. isEnabled: boolean;
  108734. /**
  108735. * Disposes of the gizmo
  108736. */
  108737. dispose(): void;
  108738. }
  108739. }
  108740. declare module BABYLON {
  108741. /**
  108742. * Gizmo that enables rotating a mesh along 3 axis
  108743. */
  108744. export class RotationGizmo extends Gizmo {
  108745. /**
  108746. * Internal gizmo used for interactions on the x axis
  108747. */
  108748. xGizmo: PlaneRotationGizmo;
  108749. /**
  108750. * Internal gizmo used for interactions on the y axis
  108751. */
  108752. yGizmo: PlaneRotationGizmo;
  108753. /**
  108754. * Internal gizmo used for interactions on the z axis
  108755. */
  108756. zGizmo: PlaneRotationGizmo;
  108757. /** Fires an event when any of it's sub gizmos are dragged */
  108758. onDragStartObservable: Observable<unknown>;
  108759. /** Fires an event when any of it's sub gizmos are released from dragging */
  108760. onDragEndObservable: Observable<unknown>;
  108761. private _meshAttached;
  108762. attachedMesh: Nullable<AbstractMesh>;
  108763. /**
  108764. * Creates a RotationGizmo
  108765. * @param gizmoLayer The utility layer the gizmo will be added to
  108766. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108767. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108768. */
  108769. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  108770. updateGizmoRotationToMatchAttachedMesh: boolean;
  108771. /**
  108772. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108773. */
  108774. snapDistance: number;
  108775. /**
  108776. * Ratio for the scale of the gizmo (Default: 1)
  108777. */
  108778. scaleRatio: number;
  108779. /**
  108780. * Disposes of the gizmo
  108781. */
  108782. dispose(): void;
  108783. /**
  108784. * CustomMeshes are not supported by this gizmo
  108785. * @param mesh The mesh to replace the default mesh of the gizmo
  108786. */
  108787. setCustomMesh(mesh: Mesh): void;
  108788. }
  108789. }
  108790. declare module BABYLON {
  108791. /**
  108792. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  108793. */
  108794. export class GizmoManager implements IDisposable {
  108795. private scene;
  108796. /**
  108797. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  108798. */
  108799. gizmos: {
  108800. positionGizmo: Nullable<PositionGizmo>;
  108801. rotationGizmo: Nullable<RotationGizmo>;
  108802. scaleGizmo: Nullable<ScaleGizmo>;
  108803. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  108804. };
  108805. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  108806. clearGizmoOnEmptyPointerEvent: boolean;
  108807. /** Fires an event when the manager is attached to a mesh */
  108808. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  108809. private _gizmosEnabled;
  108810. private _pointerObserver;
  108811. private _attachedMesh;
  108812. private _boundingBoxColor;
  108813. private _defaultUtilityLayer;
  108814. private _defaultKeepDepthUtilityLayer;
  108815. /**
  108816. * When bounding box gizmo is enabled, this can be used to track drag/end events
  108817. */
  108818. boundingBoxDragBehavior: SixDofDragBehavior;
  108819. /**
  108820. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  108821. */
  108822. attachableMeshes: Nullable<Array<AbstractMesh>>;
  108823. /**
  108824. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  108825. */
  108826. usePointerToAttachGizmos: boolean;
  108827. /**
  108828. * Utility layer that the bounding box gizmo belongs to
  108829. */
  108830. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  108831. /**
  108832. * Utility layer that all gizmos besides bounding box belong to
  108833. */
  108834. readonly utilityLayer: UtilityLayerRenderer;
  108835. /**
  108836. * Instatiates a gizmo manager
  108837. * @param scene the scene to overlay the gizmos on top of
  108838. */
  108839. constructor(scene: Scene);
  108840. /**
  108841. * Attaches a set of gizmos to the specified mesh
  108842. * @param mesh The mesh the gizmo's should be attached to
  108843. */
  108844. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  108845. /**
  108846. * If the position gizmo is enabled
  108847. */
  108848. positionGizmoEnabled: boolean;
  108849. /**
  108850. * If the rotation gizmo is enabled
  108851. */
  108852. rotationGizmoEnabled: boolean;
  108853. /**
  108854. * If the scale gizmo is enabled
  108855. */
  108856. scaleGizmoEnabled: boolean;
  108857. /**
  108858. * If the boundingBox gizmo is enabled
  108859. */
  108860. boundingBoxGizmoEnabled: boolean;
  108861. /**
  108862. * Disposes of the gizmo manager
  108863. */
  108864. dispose(): void;
  108865. }
  108866. }
  108867. declare module BABYLON {
  108868. /**
  108869. * A directional light is defined by a direction (what a surprise!).
  108870. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  108871. * 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.
  108872. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108873. */
  108874. export class DirectionalLight extends ShadowLight {
  108875. private _shadowFrustumSize;
  108876. /**
  108877. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  108878. */
  108879. /**
  108880. * Specifies a fix frustum size for the shadow generation.
  108881. */
  108882. shadowFrustumSize: number;
  108883. private _shadowOrthoScale;
  108884. /**
  108885. * Gets the shadow projection scale against the optimal computed one.
  108886. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108887. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108888. */
  108889. /**
  108890. * Sets the shadow projection scale against the optimal computed one.
  108891. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108892. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108893. */
  108894. shadowOrthoScale: number;
  108895. /**
  108896. * Automatically compute the projection matrix to best fit (including all the casters)
  108897. * on each frame.
  108898. */
  108899. autoUpdateExtends: boolean;
  108900. private _orthoLeft;
  108901. private _orthoRight;
  108902. private _orthoTop;
  108903. private _orthoBottom;
  108904. /**
  108905. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  108906. * The directional light is emitted from everywhere in the given direction.
  108907. * It can cast shadows.
  108908. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108909. * @param name The friendly name of the light
  108910. * @param direction The direction of the light
  108911. * @param scene The scene the light belongs to
  108912. */
  108913. constructor(name: string, direction: Vector3, scene: Scene);
  108914. /**
  108915. * Returns the string "DirectionalLight".
  108916. * @return The class name
  108917. */
  108918. getClassName(): string;
  108919. /**
  108920. * Returns the integer 1.
  108921. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108922. */
  108923. getTypeID(): number;
  108924. /**
  108925. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108926. * Returns the DirectionalLight Shadow projection matrix.
  108927. */
  108928. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108929. /**
  108930. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  108931. * Returns the DirectionalLight Shadow projection matrix.
  108932. */
  108933. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  108934. /**
  108935. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  108936. * Returns the DirectionalLight Shadow projection matrix.
  108937. */
  108938. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108939. protected _buildUniformLayout(): void;
  108940. /**
  108941. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  108942. * @param effect The effect to update
  108943. * @param lightIndex The index of the light in the effect to update
  108944. * @returns The directional light
  108945. */
  108946. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  108947. /**
  108948. * Gets the minZ used for shadow according to both the scene and the light.
  108949. *
  108950. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108951. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108952. * @param activeCamera The camera we are returning the min for
  108953. * @returns the depth min z
  108954. */
  108955. getDepthMinZ(activeCamera: Camera): number;
  108956. /**
  108957. * Gets the maxZ used for shadow according to both the scene and the light.
  108958. *
  108959. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108960. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108961. * @param activeCamera The camera we are returning the max for
  108962. * @returns the depth max z
  108963. */
  108964. getDepthMaxZ(activeCamera: Camera): number;
  108965. /**
  108966. * Prepares the list of defines specific to the light type.
  108967. * @param defines the list of defines
  108968. * @param lightIndex defines the index of the light for the effect
  108969. */
  108970. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108971. }
  108972. }
  108973. declare module BABYLON {
  108974. /**
  108975. * Class containing static functions to help procedurally build meshes
  108976. */
  108977. export class HemisphereBuilder {
  108978. /**
  108979. * Creates a hemisphere mesh
  108980. * @param name defines the name of the mesh
  108981. * @param options defines the options used to create the mesh
  108982. * @param scene defines the hosting scene
  108983. * @returns the hemisphere mesh
  108984. */
  108985. static CreateHemisphere(name: string, options: {
  108986. segments?: number;
  108987. diameter?: number;
  108988. sideOrientation?: number;
  108989. }, scene: any): Mesh;
  108990. }
  108991. }
  108992. declare module BABYLON {
  108993. /**
  108994. * A spot light is defined by a position, a direction, an angle, and an exponent.
  108995. * These values define a cone of light starting from the position, emitting toward the direction.
  108996. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  108997. * and the exponent defines the speed of the decay of the light with distance (reach).
  108998. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108999. */
  109000. export class SpotLight extends ShadowLight {
  109001. private _angle;
  109002. private _innerAngle;
  109003. private _cosHalfAngle;
  109004. private _lightAngleScale;
  109005. private _lightAngleOffset;
  109006. /**
  109007. * Gets the cone angle of the spot light in Radians.
  109008. */
  109009. /**
  109010. * Sets the cone angle of the spot light in Radians.
  109011. */
  109012. angle: number;
  109013. /**
  109014. * Only used in gltf falloff mode, this defines the angle where
  109015. * the directional falloff will start before cutting at angle which could be seen
  109016. * as outer angle.
  109017. */
  109018. /**
  109019. * Only used in gltf falloff mode, this defines the angle where
  109020. * the directional falloff will start before cutting at angle which could be seen
  109021. * as outer angle.
  109022. */
  109023. innerAngle: number;
  109024. private _shadowAngleScale;
  109025. /**
  109026. * Allows scaling the angle of the light for shadow generation only.
  109027. */
  109028. /**
  109029. * Allows scaling the angle of the light for shadow generation only.
  109030. */
  109031. shadowAngleScale: number;
  109032. /**
  109033. * The light decay speed with the distance from the emission spot.
  109034. */
  109035. exponent: number;
  109036. private _projectionTextureMatrix;
  109037. /**
  109038. * Allows reading the projecton texture
  109039. */
  109040. readonly projectionTextureMatrix: Matrix;
  109041. protected _projectionTextureLightNear: number;
  109042. /**
  109043. * Gets the near clip of the Spotlight for texture projection.
  109044. */
  109045. /**
  109046. * Sets the near clip of the Spotlight for texture projection.
  109047. */
  109048. projectionTextureLightNear: number;
  109049. protected _projectionTextureLightFar: number;
  109050. /**
  109051. * Gets the far clip of the Spotlight for texture projection.
  109052. */
  109053. /**
  109054. * Sets the far clip of the Spotlight for texture projection.
  109055. */
  109056. projectionTextureLightFar: number;
  109057. protected _projectionTextureUpDirection: Vector3;
  109058. /**
  109059. * Gets the Up vector of the Spotlight for texture projection.
  109060. */
  109061. /**
  109062. * Sets the Up vector of the Spotlight for texture projection.
  109063. */
  109064. projectionTextureUpDirection: Vector3;
  109065. private _projectionTexture;
  109066. /**
  109067. * Gets the projection texture of the light.
  109068. */
  109069. /**
  109070. * Sets the projection texture of the light.
  109071. */
  109072. projectionTexture: Nullable<BaseTexture>;
  109073. private _projectionTextureViewLightDirty;
  109074. private _projectionTextureProjectionLightDirty;
  109075. private _projectionTextureDirty;
  109076. private _projectionTextureViewTargetVector;
  109077. private _projectionTextureViewLightMatrix;
  109078. private _projectionTextureProjectionLightMatrix;
  109079. private _projectionTextureScalingMatrix;
  109080. /**
  109081. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  109082. * It can cast shadows.
  109083. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109084. * @param name The light friendly name
  109085. * @param position The position of the spot light in the scene
  109086. * @param direction The direction of the light in the scene
  109087. * @param angle The cone angle of the light in Radians
  109088. * @param exponent The light decay speed with the distance from the emission spot
  109089. * @param scene The scene the lights belongs to
  109090. */
  109091. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  109092. /**
  109093. * Returns the string "SpotLight".
  109094. * @returns the class name
  109095. */
  109096. getClassName(): string;
  109097. /**
  109098. * Returns the integer 2.
  109099. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109100. */
  109101. getTypeID(): number;
  109102. /**
  109103. * Overrides the direction setter to recompute the projection texture view light Matrix.
  109104. */
  109105. protected _setDirection(value: Vector3): void;
  109106. /**
  109107. * Overrides the position setter to recompute the projection texture view light Matrix.
  109108. */
  109109. protected _setPosition(value: Vector3): void;
  109110. /**
  109111. * 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.
  109112. * Returns the SpotLight.
  109113. */
  109114. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109115. protected _computeProjectionTextureViewLightMatrix(): void;
  109116. protected _computeProjectionTextureProjectionLightMatrix(): void;
  109117. /**
  109118. * Main function for light texture projection matrix computing.
  109119. */
  109120. protected _computeProjectionTextureMatrix(): void;
  109121. protected _buildUniformLayout(): void;
  109122. private _computeAngleValues;
  109123. /**
  109124. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  109125. * @param effect The effect to update
  109126. * @param lightIndex The index of the light in the effect to update
  109127. * @returns The spot light
  109128. */
  109129. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  109130. /**
  109131. * Disposes the light and the associated resources.
  109132. */
  109133. dispose(): void;
  109134. /**
  109135. * Prepares the list of defines specific to the light type.
  109136. * @param defines the list of defines
  109137. * @param lightIndex defines the index of the light for the effect
  109138. */
  109139. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109140. }
  109141. }
  109142. declare module BABYLON {
  109143. /**
  109144. * Gizmo that enables viewing a light
  109145. */
  109146. export class LightGizmo extends Gizmo {
  109147. private _lightMesh;
  109148. private _material;
  109149. private cachedPosition;
  109150. private cachedForward;
  109151. /**
  109152. * Creates a LightGizmo
  109153. * @param gizmoLayer The utility layer the gizmo will be added to
  109154. */
  109155. constructor(gizmoLayer?: UtilityLayerRenderer);
  109156. private _light;
  109157. /**
  109158. * The light that the gizmo is attached to
  109159. */
  109160. light: Nullable<Light>;
  109161. /**
  109162. * Gets the material used to render the light gizmo
  109163. */
  109164. readonly material: StandardMaterial;
  109165. /**
  109166. * @hidden
  109167. * Updates the gizmo to match the attached mesh's position/rotation
  109168. */
  109169. protected _update(): void;
  109170. private static _Scale;
  109171. /**
  109172. * Creates the lines for a light mesh
  109173. */
  109174. private static _createLightLines;
  109175. /**
  109176. * Disposes of the light gizmo
  109177. */
  109178. dispose(): void;
  109179. private static _CreateHemisphericLightMesh;
  109180. private static _CreatePointLightMesh;
  109181. private static _CreateSpotLightMesh;
  109182. private static _CreateDirectionalLightMesh;
  109183. }
  109184. }
  109185. declare module BABYLON {
  109186. /** @hidden */
  109187. export var backgroundFragmentDeclaration: {
  109188. name: string;
  109189. shader: string;
  109190. };
  109191. }
  109192. declare module BABYLON {
  109193. /** @hidden */
  109194. export var backgroundUboDeclaration: {
  109195. name: string;
  109196. shader: string;
  109197. };
  109198. }
  109199. declare module BABYLON {
  109200. /** @hidden */
  109201. export var backgroundPixelShader: {
  109202. name: string;
  109203. shader: string;
  109204. };
  109205. }
  109206. declare module BABYLON {
  109207. /** @hidden */
  109208. export var backgroundVertexDeclaration: {
  109209. name: string;
  109210. shader: string;
  109211. };
  109212. }
  109213. declare module BABYLON {
  109214. /** @hidden */
  109215. export var backgroundVertexShader: {
  109216. name: string;
  109217. shader: string;
  109218. };
  109219. }
  109220. declare module BABYLON {
  109221. /**
  109222. * Background material used to create an efficient environement around your scene.
  109223. */
  109224. export class BackgroundMaterial extends PushMaterial {
  109225. /**
  109226. * Standard reflectance value at parallel view angle.
  109227. */
  109228. static StandardReflectance0: number;
  109229. /**
  109230. * Standard reflectance value at grazing angle.
  109231. */
  109232. static StandardReflectance90: number;
  109233. protected _primaryColor: Color3;
  109234. /**
  109235. * Key light Color (multiply against the environement texture)
  109236. */
  109237. primaryColor: Color3;
  109238. protected __perceptualColor: Nullable<Color3>;
  109239. /**
  109240. * Experimental Internal Use Only.
  109241. *
  109242. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109243. * This acts as a helper to set the primary color to a more "human friendly" value.
  109244. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109245. * output color as close as possible from the chosen value.
  109246. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109247. * part of lighting setup.)
  109248. */
  109249. _perceptualColor: Nullable<Color3>;
  109250. protected _primaryColorShadowLevel: float;
  109251. /**
  109252. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109253. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109254. */
  109255. primaryColorShadowLevel: float;
  109256. protected _primaryColorHighlightLevel: float;
  109257. /**
  109258. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109259. * The primary color is used at the level chosen to define what the white area would look.
  109260. */
  109261. primaryColorHighlightLevel: float;
  109262. protected _reflectionTexture: Nullable<BaseTexture>;
  109263. /**
  109264. * Reflection Texture used in the material.
  109265. * Should be author in a specific way for the best result (refer to the documentation).
  109266. */
  109267. reflectionTexture: Nullable<BaseTexture>;
  109268. protected _reflectionBlur: float;
  109269. /**
  109270. * Reflection Texture level of blur.
  109271. *
  109272. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109273. * texture twice.
  109274. */
  109275. reflectionBlur: float;
  109276. protected _diffuseTexture: Nullable<BaseTexture>;
  109277. /**
  109278. * Diffuse Texture used in the material.
  109279. * Should be author in a specific way for the best result (refer to the documentation).
  109280. */
  109281. diffuseTexture: Nullable<BaseTexture>;
  109282. protected _shadowLights: Nullable<IShadowLight[]>;
  109283. /**
  109284. * Specify the list of lights casting shadow on the material.
  109285. * All scene shadow lights will be included if null.
  109286. */
  109287. shadowLights: Nullable<IShadowLight[]>;
  109288. protected _shadowLevel: float;
  109289. /**
  109290. * Helps adjusting the shadow to a softer level if required.
  109291. * 0 means black shadows and 1 means no shadows.
  109292. */
  109293. shadowLevel: float;
  109294. protected _sceneCenter: Vector3;
  109295. /**
  109296. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109297. * It is usually zero but might be interesting to modify according to your setup.
  109298. */
  109299. sceneCenter: Vector3;
  109300. protected _opacityFresnel: boolean;
  109301. /**
  109302. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109303. * This helps ensuring a nice transition when the camera goes under the ground.
  109304. */
  109305. opacityFresnel: boolean;
  109306. protected _reflectionFresnel: boolean;
  109307. /**
  109308. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109309. * This helps adding a mirror texture on the ground.
  109310. */
  109311. reflectionFresnel: boolean;
  109312. protected _reflectionFalloffDistance: number;
  109313. /**
  109314. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109315. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109316. */
  109317. reflectionFalloffDistance: number;
  109318. protected _reflectionAmount: number;
  109319. /**
  109320. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109321. */
  109322. reflectionAmount: number;
  109323. protected _reflectionReflectance0: number;
  109324. /**
  109325. * This specifies the weight of the reflection at grazing angle.
  109326. */
  109327. reflectionReflectance0: number;
  109328. protected _reflectionReflectance90: number;
  109329. /**
  109330. * This specifies the weight of the reflection at a perpendicular point of view.
  109331. */
  109332. reflectionReflectance90: number;
  109333. /**
  109334. * Sets the reflection reflectance fresnel values according to the default standard
  109335. * empirically know to work well :-)
  109336. */
  109337. reflectionStandardFresnelWeight: number;
  109338. protected _useRGBColor: boolean;
  109339. /**
  109340. * Helps to directly use the maps channels instead of their level.
  109341. */
  109342. useRGBColor: boolean;
  109343. protected _enableNoise: boolean;
  109344. /**
  109345. * This helps reducing the banding effect that could occur on the background.
  109346. */
  109347. enableNoise: boolean;
  109348. /**
  109349. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109350. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109351. * Recommended to be keep at 1.0 except for special cases.
  109352. */
  109353. fovMultiplier: number;
  109354. private _fovMultiplier;
  109355. /**
  109356. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109357. */
  109358. useEquirectangularFOV: boolean;
  109359. private _maxSimultaneousLights;
  109360. /**
  109361. * Number of Simultaneous lights allowed on the material.
  109362. */
  109363. maxSimultaneousLights: int;
  109364. /**
  109365. * Default configuration related to image processing available in the Background Material.
  109366. */
  109367. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109368. /**
  109369. * Keep track of the image processing observer to allow dispose and replace.
  109370. */
  109371. private _imageProcessingObserver;
  109372. /**
  109373. * Attaches a new image processing configuration to the PBR Material.
  109374. * @param configuration (if null the scene configuration will be use)
  109375. */
  109376. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109377. /**
  109378. * Gets the image processing configuration used either in this material.
  109379. */
  109380. /**
  109381. * Sets the Default image processing configuration used either in the this material.
  109382. *
  109383. * If sets to null, the scene one is in use.
  109384. */
  109385. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109386. /**
  109387. * Gets wether the color curves effect is enabled.
  109388. */
  109389. /**
  109390. * Sets wether the color curves effect is enabled.
  109391. */
  109392. cameraColorCurvesEnabled: boolean;
  109393. /**
  109394. * Gets wether the color grading effect is enabled.
  109395. */
  109396. /**
  109397. * Gets wether the color grading effect is enabled.
  109398. */
  109399. cameraColorGradingEnabled: boolean;
  109400. /**
  109401. * Gets wether tonemapping is enabled or not.
  109402. */
  109403. /**
  109404. * Sets wether tonemapping is enabled or not
  109405. */
  109406. cameraToneMappingEnabled: boolean;
  109407. /**
  109408. * The camera exposure used on this material.
  109409. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109410. * This corresponds to a photographic exposure.
  109411. */
  109412. /**
  109413. * The camera exposure used on this material.
  109414. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109415. * This corresponds to a photographic exposure.
  109416. */
  109417. cameraExposure: float;
  109418. /**
  109419. * Gets The camera contrast used on this material.
  109420. */
  109421. /**
  109422. * Sets The camera contrast used on this material.
  109423. */
  109424. cameraContrast: float;
  109425. /**
  109426. * Gets the Color Grading 2D Lookup Texture.
  109427. */
  109428. /**
  109429. * Sets the Color Grading 2D Lookup Texture.
  109430. */
  109431. cameraColorGradingTexture: Nullable<BaseTexture>;
  109432. /**
  109433. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109434. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109435. * 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;
  109436. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109437. */
  109438. /**
  109439. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109440. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109441. * 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;
  109442. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109443. */
  109444. cameraColorCurves: Nullable<ColorCurves>;
  109445. /**
  109446. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109447. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109448. */
  109449. switchToBGR: boolean;
  109450. private _renderTargets;
  109451. private _reflectionControls;
  109452. private _white;
  109453. private _primaryShadowColor;
  109454. private _primaryHighlightColor;
  109455. /**
  109456. * Instantiates a Background Material in the given scene
  109457. * @param name The friendly name of the material
  109458. * @param scene The scene to add the material to
  109459. */
  109460. constructor(name: string, scene: Scene);
  109461. /**
  109462. * Gets a boolean indicating that current material needs to register RTT
  109463. */
  109464. readonly hasRenderTargetTextures: boolean;
  109465. /**
  109466. * The entire material has been created in order to prevent overdraw.
  109467. * @returns false
  109468. */
  109469. needAlphaTesting(): boolean;
  109470. /**
  109471. * The entire material has been created in order to prevent overdraw.
  109472. * @returns true if blending is enable
  109473. */
  109474. needAlphaBlending(): boolean;
  109475. /**
  109476. * Checks wether the material is ready to be rendered for a given mesh.
  109477. * @param mesh The mesh to render
  109478. * @param subMesh The submesh to check against
  109479. * @param useInstances Specify wether or not the material is used with instances
  109480. * @returns true if all the dependencies are ready (Textures, Effects...)
  109481. */
  109482. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109483. /**
  109484. * Compute the primary color according to the chosen perceptual color.
  109485. */
  109486. private _computePrimaryColorFromPerceptualColor;
  109487. /**
  109488. * Compute the highlights and shadow colors according to their chosen levels.
  109489. */
  109490. private _computePrimaryColors;
  109491. /**
  109492. * Build the uniform buffer used in the material.
  109493. */
  109494. buildUniformLayout(): void;
  109495. /**
  109496. * Unbind the material.
  109497. */
  109498. unbind(): void;
  109499. /**
  109500. * Bind only the world matrix to the material.
  109501. * @param world The world matrix to bind.
  109502. */
  109503. bindOnlyWorldMatrix(world: Matrix): void;
  109504. /**
  109505. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109506. * @param world The world matrix to bind.
  109507. * @param subMesh The submesh to bind for.
  109508. */
  109509. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109510. /**
  109511. * Dispose the material.
  109512. * @param forceDisposeEffect Force disposal of the associated effect.
  109513. * @param forceDisposeTextures Force disposal of the associated textures.
  109514. */
  109515. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109516. /**
  109517. * Clones the material.
  109518. * @param name The cloned name.
  109519. * @returns The cloned material.
  109520. */
  109521. clone(name: string): BackgroundMaterial;
  109522. /**
  109523. * Serializes the current material to its JSON representation.
  109524. * @returns The JSON representation.
  109525. */
  109526. serialize(): any;
  109527. /**
  109528. * Gets the class name of the material
  109529. * @returns "BackgroundMaterial"
  109530. */
  109531. getClassName(): string;
  109532. /**
  109533. * Parse a JSON input to create back a background material.
  109534. * @param source The JSON data to parse
  109535. * @param scene The scene to create the parsed material in
  109536. * @param rootUrl The root url of the assets the material depends upon
  109537. * @returns the instantiated BackgroundMaterial.
  109538. */
  109539. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109540. }
  109541. }
  109542. declare module BABYLON {
  109543. /**
  109544. * Represents the different options available during the creation of
  109545. * a Environment helper.
  109546. *
  109547. * This can control the default ground, skybox and image processing setup of your scene.
  109548. */
  109549. export interface IEnvironmentHelperOptions {
  109550. /**
  109551. * Specifies wether or not to create a ground.
  109552. * True by default.
  109553. */
  109554. createGround: boolean;
  109555. /**
  109556. * Specifies the ground size.
  109557. * 15 by default.
  109558. */
  109559. groundSize: number;
  109560. /**
  109561. * The texture used on the ground for the main color.
  109562. * Comes from the BabylonJS CDN by default.
  109563. *
  109564. * Remarks: Can be either a texture or a url.
  109565. */
  109566. groundTexture: string | BaseTexture;
  109567. /**
  109568. * The color mixed in the ground texture by default.
  109569. * BabylonJS clearColor by default.
  109570. */
  109571. groundColor: Color3;
  109572. /**
  109573. * Specifies the ground opacity.
  109574. * 1 by default.
  109575. */
  109576. groundOpacity: number;
  109577. /**
  109578. * Enables the ground to receive shadows.
  109579. * True by default.
  109580. */
  109581. enableGroundShadow: boolean;
  109582. /**
  109583. * Helps preventing the shadow to be fully black on the ground.
  109584. * 0.5 by default.
  109585. */
  109586. groundShadowLevel: number;
  109587. /**
  109588. * Creates a mirror texture attach to the ground.
  109589. * false by default.
  109590. */
  109591. enableGroundMirror: boolean;
  109592. /**
  109593. * Specifies the ground mirror size ratio.
  109594. * 0.3 by default as the default kernel is 64.
  109595. */
  109596. groundMirrorSizeRatio: number;
  109597. /**
  109598. * Specifies the ground mirror blur kernel size.
  109599. * 64 by default.
  109600. */
  109601. groundMirrorBlurKernel: number;
  109602. /**
  109603. * Specifies the ground mirror visibility amount.
  109604. * 1 by default
  109605. */
  109606. groundMirrorAmount: number;
  109607. /**
  109608. * Specifies the ground mirror reflectance weight.
  109609. * This uses the standard weight of the background material to setup the fresnel effect
  109610. * of the mirror.
  109611. * 1 by default.
  109612. */
  109613. groundMirrorFresnelWeight: number;
  109614. /**
  109615. * Specifies the ground mirror Falloff distance.
  109616. * This can helps reducing the size of the reflection.
  109617. * 0 by Default.
  109618. */
  109619. groundMirrorFallOffDistance: number;
  109620. /**
  109621. * Specifies the ground mirror texture type.
  109622. * Unsigned Int by Default.
  109623. */
  109624. groundMirrorTextureType: number;
  109625. /**
  109626. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109627. * the shown objects.
  109628. */
  109629. groundYBias: number;
  109630. /**
  109631. * Specifies wether or not to create a skybox.
  109632. * True by default.
  109633. */
  109634. createSkybox: boolean;
  109635. /**
  109636. * Specifies the skybox size.
  109637. * 20 by default.
  109638. */
  109639. skyboxSize: number;
  109640. /**
  109641. * The texture used on the skybox for the main color.
  109642. * Comes from the BabylonJS CDN by default.
  109643. *
  109644. * Remarks: Can be either a texture or a url.
  109645. */
  109646. skyboxTexture: string | BaseTexture;
  109647. /**
  109648. * The color mixed in the skybox texture by default.
  109649. * BabylonJS clearColor by default.
  109650. */
  109651. skyboxColor: Color3;
  109652. /**
  109653. * The background rotation around the Y axis of the scene.
  109654. * This helps aligning the key lights of your scene with the background.
  109655. * 0 by default.
  109656. */
  109657. backgroundYRotation: number;
  109658. /**
  109659. * Compute automatically the size of the elements to best fit with the scene.
  109660. */
  109661. sizeAuto: boolean;
  109662. /**
  109663. * Default position of the rootMesh if autoSize is not true.
  109664. */
  109665. rootPosition: Vector3;
  109666. /**
  109667. * Sets up the image processing in the scene.
  109668. * true by default.
  109669. */
  109670. setupImageProcessing: boolean;
  109671. /**
  109672. * The texture used as your environment texture in the scene.
  109673. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109674. *
  109675. * Remarks: Can be either a texture or a url.
  109676. */
  109677. environmentTexture: string | BaseTexture;
  109678. /**
  109679. * The value of the exposure to apply to the scene.
  109680. * 0.6 by default if setupImageProcessing is true.
  109681. */
  109682. cameraExposure: number;
  109683. /**
  109684. * The value of the contrast to apply to the scene.
  109685. * 1.6 by default if setupImageProcessing is true.
  109686. */
  109687. cameraContrast: number;
  109688. /**
  109689. * Specifies wether or not tonemapping should be enabled in the scene.
  109690. * true by default if setupImageProcessing is true.
  109691. */
  109692. toneMappingEnabled: boolean;
  109693. }
  109694. /**
  109695. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  109696. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  109697. * It also helps with the default setup of your imageProcessing configuration.
  109698. */
  109699. export class EnvironmentHelper {
  109700. /**
  109701. * Default ground texture URL.
  109702. */
  109703. private static _groundTextureCDNUrl;
  109704. /**
  109705. * Default skybox texture URL.
  109706. */
  109707. private static _skyboxTextureCDNUrl;
  109708. /**
  109709. * Default environment texture URL.
  109710. */
  109711. private static _environmentTextureCDNUrl;
  109712. /**
  109713. * Creates the default options for the helper.
  109714. */
  109715. private static _getDefaultOptions;
  109716. private _rootMesh;
  109717. /**
  109718. * Gets the root mesh created by the helper.
  109719. */
  109720. readonly rootMesh: Mesh;
  109721. private _skybox;
  109722. /**
  109723. * Gets the skybox created by the helper.
  109724. */
  109725. readonly skybox: Nullable<Mesh>;
  109726. private _skyboxTexture;
  109727. /**
  109728. * Gets the skybox texture created by the helper.
  109729. */
  109730. readonly skyboxTexture: Nullable<BaseTexture>;
  109731. private _skyboxMaterial;
  109732. /**
  109733. * Gets the skybox material created by the helper.
  109734. */
  109735. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  109736. private _ground;
  109737. /**
  109738. * Gets the ground mesh created by the helper.
  109739. */
  109740. readonly ground: Nullable<Mesh>;
  109741. private _groundTexture;
  109742. /**
  109743. * Gets the ground texture created by the helper.
  109744. */
  109745. readonly groundTexture: Nullable<BaseTexture>;
  109746. private _groundMirror;
  109747. /**
  109748. * Gets the ground mirror created by the helper.
  109749. */
  109750. readonly groundMirror: Nullable<MirrorTexture>;
  109751. /**
  109752. * Gets the ground mirror render list to helps pushing the meshes
  109753. * you wish in the ground reflection.
  109754. */
  109755. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  109756. private _groundMaterial;
  109757. /**
  109758. * Gets the ground material created by the helper.
  109759. */
  109760. readonly groundMaterial: Nullable<BackgroundMaterial>;
  109761. /**
  109762. * Stores the creation options.
  109763. */
  109764. private readonly _scene;
  109765. private _options;
  109766. /**
  109767. * This observable will be notified with any error during the creation of the environment,
  109768. * mainly texture creation errors.
  109769. */
  109770. onErrorObservable: Observable<{
  109771. message?: string;
  109772. exception?: any;
  109773. }>;
  109774. /**
  109775. * constructor
  109776. * @param options Defines the options we want to customize the helper
  109777. * @param scene The scene to add the material to
  109778. */
  109779. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  109780. /**
  109781. * Updates the background according to the new options
  109782. * @param options
  109783. */
  109784. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  109785. /**
  109786. * Sets the primary color of all the available elements.
  109787. * @param color the main color to affect to the ground and the background
  109788. */
  109789. setMainColor(color: Color3): void;
  109790. /**
  109791. * Setup the image processing according to the specified options.
  109792. */
  109793. private _setupImageProcessing;
  109794. /**
  109795. * Setup the environment texture according to the specified options.
  109796. */
  109797. private _setupEnvironmentTexture;
  109798. /**
  109799. * Setup the background according to the specified options.
  109800. */
  109801. private _setupBackground;
  109802. /**
  109803. * Get the scene sizes according to the setup.
  109804. */
  109805. private _getSceneSize;
  109806. /**
  109807. * Setup the ground according to the specified options.
  109808. */
  109809. private _setupGround;
  109810. /**
  109811. * Setup the ground material according to the specified options.
  109812. */
  109813. private _setupGroundMaterial;
  109814. /**
  109815. * Setup the ground diffuse texture according to the specified options.
  109816. */
  109817. private _setupGroundDiffuseTexture;
  109818. /**
  109819. * Setup the ground mirror texture according to the specified options.
  109820. */
  109821. private _setupGroundMirrorTexture;
  109822. /**
  109823. * Setup the ground to receive the mirror texture.
  109824. */
  109825. private _setupMirrorInGroundMaterial;
  109826. /**
  109827. * Setup the skybox according to the specified options.
  109828. */
  109829. private _setupSkybox;
  109830. /**
  109831. * Setup the skybox material according to the specified options.
  109832. */
  109833. private _setupSkyboxMaterial;
  109834. /**
  109835. * Setup the skybox reflection texture according to the specified options.
  109836. */
  109837. private _setupSkyboxReflectionTexture;
  109838. private _errorHandler;
  109839. /**
  109840. * Dispose all the elements created by the Helper.
  109841. */
  109842. dispose(): void;
  109843. }
  109844. }
  109845. declare module BABYLON {
  109846. /**
  109847. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  109848. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  109849. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  109850. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  109851. */
  109852. export class PhotoDome extends TransformNode {
  109853. /**
  109854. * Define the image as a Monoscopic panoramic 360 image.
  109855. */
  109856. static readonly MODE_MONOSCOPIC: number;
  109857. /**
  109858. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109859. */
  109860. static readonly MODE_TOPBOTTOM: number;
  109861. /**
  109862. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109863. */
  109864. static readonly MODE_SIDEBYSIDE: number;
  109865. private _useDirectMapping;
  109866. /**
  109867. * The texture being displayed on the sphere
  109868. */
  109869. protected _photoTexture: Texture;
  109870. /**
  109871. * Gets or sets the texture being displayed on the sphere
  109872. */
  109873. photoTexture: Texture;
  109874. /**
  109875. * Observable raised when an error occured while loading the 360 image
  109876. */
  109877. onLoadErrorObservable: Observable<string>;
  109878. /**
  109879. * The skybox material
  109880. */
  109881. protected _material: BackgroundMaterial;
  109882. /**
  109883. * The surface used for the skybox
  109884. */
  109885. protected _mesh: Mesh;
  109886. /**
  109887. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109888. * Also see the options.resolution property.
  109889. */
  109890. fovMultiplier: number;
  109891. private _imageMode;
  109892. /**
  109893. * Gets or set the current video mode for the video. It can be:
  109894. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  109895. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109896. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109897. */
  109898. imageMode: number;
  109899. /**
  109900. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  109901. * @param name Element's name, child elements will append suffixes for their own names.
  109902. * @param urlsOfPhoto defines the url of the photo to display
  109903. * @param options defines an object containing optional or exposed sub element properties
  109904. * @param onError defines a callback called when an error occured while loading the texture
  109905. */
  109906. constructor(name: string, urlOfPhoto: string, options: {
  109907. resolution?: number;
  109908. size?: number;
  109909. useDirectMapping?: boolean;
  109910. faceForward?: boolean;
  109911. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  109912. private _onBeforeCameraRenderObserver;
  109913. private _changeImageMode;
  109914. /**
  109915. * Releases resources associated with this node.
  109916. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109917. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109918. */
  109919. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109920. }
  109921. }
  109922. declare module BABYLON {
  109923. /** @hidden */
  109924. export var rgbdDecodePixelShader: {
  109925. name: string;
  109926. shader: string;
  109927. };
  109928. }
  109929. declare module BABYLON {
  109930. /**
  109931. * Class used to host texture specific utilities
  109932. */
  109933. export class BRDFTextureTools {
  109934. /**
  109935. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  109936. * @param texture the texture to expand.
  109937. */
  109938. private static _ExpandDefaultBRDFTexture;
  109939. /**
  109940. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  109941. * @param scene defines the hosting scene
  109942. * @returns the environment BRDF texture
  109943. */
  109944. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  109945. private static _environmentBRDFBase64Texture;
  109946. }
  109947. }
  109948. declare module BABYLON {
  109949. /**
  109950. * @hidden
  109951. */
  109952. export interface IMaterialClearCoatDefines {
  109953. CLEARCOAT: boolean;
  109954. CLEARCOAT_DEFAULTIOR: boolean;
  109955. CLEARCOAT_TEXTURE: boolean;
  109956. CLEARCOAT_TEXTUREDIRECTUV: number;
  109957. CLEARCOAT_BUMP: boolean;
  109958. CLEARCOAT_BUMPDIRECTUV: number;
  109959. CLEARCOAT_TINT: boolean;
  109960. CLEARCOAT_TINT_TEXTURE: boolean;
  109961. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109962. /** @hidden */
  109963. _areTexturesDirty: boolean;
  109964. }
  109965. /**
  109966. * Define the code related to the clear coat parameters of the pbr material.
  109967. */
  109968. export class PBRClearCoatConfiguration {
  109969. /**
  109970. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109971. * The default fits with a polyurethane material.
  109972. */
  109973. private static readonly _DefaultIndexOfRefraction;
  109974. private _isEnabled;
  109975. /**
  109976. * Defines if the clear coat is enabled in the material.
  109977. */
  109978. isEnabled: boolean;
  109979. /**
  109980. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  109981. */
  109982. intensity: number;
  109983. /**
  109984. * Defines the clear coat layer roughness.
  109985. */
  109986. roughness: number;
  109987. private _indexOfRefraction;
  109988. /**
  109989. * Defines the index of refraction of the clear coat.
  109990. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109991. * The default fits with a polyurethane material.
  109992. * Changing the default value is more performance intensive.
  109993. */
  109994. indexOfRefraction: number;
  109995. private _texture;
  109996. /**
  109997. * Stores the clear coat values in a texture.
  109998. */
  109999. texture: Nullable<BaseTexture>;
  110000. private _bumpTexture;
  110001. /**
  110002. * Define the clear coat specific bump texture.
  110003. */
  110004. bumpTexture: Nullable<BaseTexture>;
  110005. private _isTintEnabled;
  110006. /**
  110007. * Defines if the clear coat tint is enabled in the material.
  110008. */
  110009. isTintEnabled: boolean;
  110010. /**
  110011. * Defines the clear coat tint of the material.
  110012. * This is only use if tint is enabled
  110013. */
  110014. tintColor: Color3;
  110015. /**
  110016. * Defines the distance at which the tint color should be found in the
  110017. * clear coat media.
  110018. * This is only use if tint is enabled
  110019. */
  110020. tintColorAtDistance: number;
  110021. /**
  110022. * Defines the clear coat layer thickness.
  110023. * This is only use if tint is enabled
  110024. */
  110025. tintThickness: number;
  110026. private _tintTexture;
  110027. /**
  110028. * Stores the clear tint values in a texture.
  110029. * rgb is tint
  110030. * a is a thickness factor
  110031. */
  110032. tintTexture: Nullable<BaseTexture>;
  110033. /** @hidden */
  110034. private _internalMarkAllSubMeshesAsTexturesDirty;
  110035. /** @hidden */
  110036. _markAllSubMeshesAsTexturesDirty(): void;
  110037. /**
  110038. * Instantiate a new istance of clear coat configuration.
  110039. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110040. */
  110041. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110042. /**
  110043. * Gets wehter the submesh is ready to be used or not.
  110044. * @param defines the list of "defines" to update.
  110045. * @param scene defines the scene the material belongs to.
  110046. * @param engine defines the engine the material belongs to.
  110047. * @param disableBumpMap defines wether the material disables bump or not.
  110048. * @returns - boolean indicating that the submesh is ready or not.
  110049. */
  110050. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  110051. /**
  110052. * Checks to see if a texture is used in the material.
  110053. * @param defines the list of "defines" to update.
  110054. * @param scene defines the scene to the material belongs to.
  110055. */
  110056. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  110057. /**
  110058. * Binds the material data.
  110059. * @param uniformBuffer defines the Uniform buffer to fill in.
  110060. * @param scene defines the scene the material belongs to.
  110061. * @param engine defines the engine the material belongs to.
  110062. * @param disableBumpMap defines wether the material disables bump or not.
  110063. * @param isFrozen defines wether the material is frozen or not.
  110064. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110065. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110066. */
  110067. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  110068. /**
  110069. * Checks to see if a texture is used in the material.
  110070. * @param texture - Base texture to use.
  110071. * @returns - Boolean specifying if a texture is used in the material.
  110072. */
  110073. hasTexture(texture: BaseTexture): boolean;
  110074. /**
  110075. * Returns an array of the actively used textures.
  110076. * @param activeTextures Array of BaseTextures
  110077. */
  110078. getActiveTextures(activeTextures: BaseTexture[]): void;
  110079. /**
  110080. * Returns the animatable textures.
  110081. * @param animatables Array of animatable textures.
  110082. */
  110083. getAnimatables(animatables: IAnimatable[]): void;
  110084. /**
  110085. * Disposes the resources of the material.
  110086. * @param forceDisposeTextures - Forces the disposal of all textures.
  110087. */
  110088. dispose(forceDisposeTextures?: boolean): void;
  110089. /**
  110090. * Get the current class name of the texture useful for serialization or dynamic coding.
  110091. * @returns "PBRClearCoatConfiguration"
  110092. */
  110093. getClassName(): string;
  110094. /**
  110095. * Add fallbacks to the effect fallbacks list.
  110096. * @param defines defines the Base texture to use.
  110097. * @param fallbacks defines the current fallback list.
  110098. * @param currentRank defines the current fallback rank.
  110099. * @returns the new fallback rank.
  110100. */
  110101. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110102. /**
  110103. * Add the required uniforms to the current list.
  110104. * @param uniforms defines the current uniform list.
  110105. */
  110106. static AddUniforms(uniforms: string[]): void;
  110107. /**
  110108. * Add the required samplers to the current list.
  110109. * @param samplers defines the current sampler list.
  110110. */
  110111. static AddSamplers(samplers: string[]): void;
  110112. /**
  110113. * Add the required uniforms to the current buffer.
  110114. * @param uniformBuffer defines the current uniform buffer.
  110115. */
  110116. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110117. /**
  110118. * Makes a duplicate of the current configuration into another one.
  110119. * @param clearCoatConfiguration define the config where to copy the info
  110120. */
  110121. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  110122. /**
  110123. * Serializes this clear coat configuration.
  110124. * @returns - An object with the serialized config.
  110125. */
  110126. serialize(): any;
  110127. /**
  110128. * Parses a anisotropy Configuration from a serialized object.
  110129. * @param source - Serialized object.
  110130. * @param scene Defines the scene we are parsing for
  110131. * @param rootUrl Defines the rootUrl to load from
  110132. */
  110133. parse(source: any, scene: Scene, rootUrl: string): void;
  110134. }
  110135. }
  110136. declare module BABYLON {
  110137. /**
  110138. * @hidden
  110139. */
  110140. export interface IMaterialAnisotropicDefines {
  110141. ANISOTROPIC: boolean;
  110142. ANISOTROPIC_TEXTURE: boolean;
  110143. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110144. MAINUV1: boolean;
  110145. _areTexturesDirty: boolean;
  110146. _needUVs: boolean;
  110147. }
  110148. /**
  110149. * Define the code related to the anisotropic parameters of the pbr material.
  110150. */
  110151. export class PBRAnisotropicConfiguration {
  110152. private _isEnabled;
  110153. /**
  110154. * Defines if the anisotropy is enabled in the material.
  110155. */
  110156. isEnabled: boolean;
  110157. /**
  110158. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  110159. */
  110160. intensity: number;
  110161. /**
  110162. * Defines if the effect is along the tangents, bitangents or in between.
  110163. * By default, the effect is "strectching" the highlights along the tangents.
  110164. */
  110165. direction: Vector2;
  110166. private _texture;
  110167. /**
  110168. * Stores the anisotropy values in a texture.
  110169. * rg is direction (like normal from -1 to 1)
  110170. * b is a intensity
  110171. */
  110172. texture: Nullable<BaseTexture>;
  110173. /** @hidden */
  110174. private _internalMarkAllSubMeshesAsTexturesDirty;
  110175. /** @hidden */
  110176. _markAllSubMeshesAsTexturesDirty(): void;
  110177. /**
  110178. * Instantiate a new istance of anisotropy configuration.
  110179. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110180. */
  110181. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110182. /**
  110183. * Specifies that the submesh is ready to be used.
  110184. * @param defines the list of "defines" to update.
  110185. * @param scene defines the scene the material belongs to.
  110186. * @returns - boolean indicating that the submesh is ready or not.
  110187. */
  110188. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  110189. /**
  110190. * Checks to see if a texture is used in the material.
  110191. * @param defines the list of "defines" to update.
  110192. * @param mesh the mesh we are preparing the defines for.
  110193. * @param scene defines the scene the material belongs to.
  110194. */
  110195. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  110196. /**
  110197. * Binds the material data.
  110198. * @param uniformBuffer defines the Uniform buffer to fill in.
  110199. * @param scene defines the scene the material belongs to.
  110200. * @param isFrozen defines wether the material is frozen or not.
  110201. */
  110202. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110203. /**
  110204. * Checks to see if a texture is used in the material.
  110205. * @param texture - Base texture to use.
  110206. * @returns - Boolean specifying if a texture is used in the material.
  110207. */
  110208. hasTexture(texture: BaseTexture): boolean;
  110209. /**
  110210. * Returns an array of the actively used textures.
  110211. * @param activeTextures Array of BaseTextures
  110212. */
  110213. getActiveTextures(activeTextures: BaseTexture[]): void;
  110214. /**
  110215. * Returns the animatable textures.
  110216. * @param animatables Array of animatable textures.
  110217. */
  110218. getAnimatables(animatables: IAnimatable[]): void;
  110219. /**
  110220. * Disposes the resources of the material.
  110221. * @param forceDisposeTextures - Forces the disposal of all textures.
  110222. */
  110223. dispose(forceDisposeTextures?: boolean): void;
  110224. /**
  110225. * Get the current class name of the texture useful for serialization or dynamic coding.
  110226. * @returns "PBRAnisotropicConfiguration"
  110227. */
  110228. getClassName(): string;
  110229. /**
  110230. * Add fallbacks to the effect fallbacks list.
  110231. * @param defines defines the Base texture to use.
  110232. * @param fallbacks defines the current fallback list.
  110233. * @param currentRank defines the current fallback rank.
  110234. * @returns the new fallback rank.
  110235. */
  110236. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110237. /**
  110238. * Add the required uniforms to the current list.
  110239. * @param uniforms defines the current uniform list.
  110240. */
  110241. static AddUniforms(uniforms: string[]): void;
  110242. /**
  110243. * Add the required uniforms to the current buffer.
  110244. * @param uniformBuffer defines the current uniform buffer.
  110245. */
  110246. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110247. /**
  110248. * Add the required samplers to the current list.
  110249. * @param samplers defines the current sampler list.
  110250. */
  110251. static AddSamplers(samplers: string[]): void;
  110252. /**
  110253. * Makes a duplicate of the current configuration into another one.
  110254. * @param anisotropicConfiguration define the config where to copy the info
  110255. */
  110256. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110257. /**
  110258. * Serializes this anisotropy configuration.
  110259. * @returns - An object with the serialized config.
  110260. */
  110261. serialize(): any;
  110262. /**
  110263. * Parses a anisotropy Configuration from a serialized object.
  110264. * @param source - Serialized object.
  110265. * @param scene Defines the scene we are parsing for
  110266. * @param rootUrl Defines the rootUrl to load from
  110267. */
  110268. parse(source: any, scene: Scene, rootUrl: string): void;
  110269. }
  110270. }
  110271. declare module BABYLON {
  110272. /**
  110273. * @hidden
  110274. */
  110275. export interface IMaterialBRDFDefines {
  110276. BRDF_V_HEIGHT_CORRELATED: boolean;
  110277. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110278. SPHERICAL_HARMONICS: boolean;
  110279. /** @hidden */
  110280. _areMiscDirty: boolean;
  110281. }
  110282. /**
  110283. * Define the code related to the BRDF parameters of the pbr material.
  110284. */
  110285. export class PBRBRDFConfiguration {
  110286. /**
  110287. * Default value used for the energy conservation.
  110288. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110289. */
  110290. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110291. /**
  110292. * Default value used for the Smith Visibility Height Correlated mode.
  110293. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110294. */
  110295. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110296. /**
  110297. * Default value used for the IBL diffuse part.
  110298. * This can help switching back to the polynomials mode globally which is a tiny bit
  110299. * less GPU intensive at the drawback of a lower quality.
  110300. */
  110301. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110302. private _useEnergyConservation;
  110303. /**
  110304. * Defines if the material uses energy conservation.
  110305. */
  110306. useEnergyConservation: boolean;
  110307. private _useSmithVisibilityHeightCorrelated;
  110308. /**
  110309. * LEGACY Mode set to false
  110310. * Defines if the material uses height smith correlated visibility term.
  110311. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110312. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110313. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110314. * Not relying on height correlated will also disable energy conservation.
  110315. */
  110316. useSmithVisibilityHeightCorrelated: boolean;
  110317. private _useSphericalHarmonics;
  110318. /**
  110319. * LEGACY Mode set to false
  110320. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110321. * diffuse part of the IBL.
  110322. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110323. * to the ground truth.
  110324. */
  110325. useSphericalHarmonics: boolean;
  110326. /** @hidden */
  110327. private _internalMarkAllSubMeshesAsMiscDirty;
  110328. /** @hidden */
  110329. _markAllSubMeshesAsMiscDirty(): void;
  110330. /**
  110331. * Instantiate a new istance of clear coat configuration.
  110332. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110333. */
  110334. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110335. /**
  110336. * Checks to see if a texture is used in the material.
  110337. * @param defines the list of "defines" to update.
  110338. */
  110339. prepareDefines(defines: IMaterialBRDFDefines): void;
  110340. /**
  110341. * Get the current class name of the texture useful for serialization or dynamic coding.
  110342. * @returns "PBRClearCoatConfiguration"
  110343. */
  110344. getClassName(): string;
  110345. /**
  110346. * Makes a duplicate of the current configuration into another one.
  110347. * @param brdfConfiguration define the config where to copy the info
  110348. */
  110349. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110350. /**
  110351. * Serializes this BRDF configuration.
  110352. * @returns - An object with the serialized config.
  110353. */
  110354. serialize(): any;
  110355. /**
  110356. * Parses a anisotropy Configuration from a serialized object.
  110357. * @param source - Serialized object.
  110358. * @param scene Defines the scene we are parsing for
  110359. * @param rootUrl Defines the rootUrl to load from
  110360. */
  110361. parse(source: any, scene: Scene, rootUrl: string): void;
  110362. }
  110363. }
  110364. declare module BABYLON {
  110365. /**
  110366. * @hidden
  110367. */
  110368. export interface IMaterialSheenDefines {
  110369. SHEEN: boolean;
  110370. SHEEN_TEXTURE: boolean;
  110371. SHEEN_TEXTUREDIRECTUV: number;
  110372. SHEEN_LINKWITHALBEDO: boolean;
  110373. /** @hidden */
  110374. _areTexturesDirty: boolean;
  110375. }
  110376. /**
  110377. * Define the code related to the Sheen parameters of the pbr material.
  110378. */
  110379. export class PBRSheenConfiguration {
  110380. private _isEnabled;
  110381. /**
  110382. * Defines if the material uses sheen.
  110383. */
  110384. isEnabled: boolean;
  110385. private _linkSheenWithAlbedo;
  110386. /**
  110387. * Defines if the sheen is linked to the sheen color.
  110388. */
  110389. linkSheenWithAlbedo: boolean;
  110390. /**
  110391. * Defines the sheen intensity.
  110392. */
  110393. intensity: number;
  110394. /**
  110395. * Defines the sheen color.
  110396. */
  110397. color: Color3;
  110398. private _texture;
  110399. /**
  110400. * Stores the sheen tint values in a texture.
  110401. * rgb is tint
  110402. * a is a intensity
  110403. */
  110404. texture: Nullable<BaseTexture>;
  110405. /** @hidden */
  110406. private _internalMarkAllSubMeshesAsTexturesDirty;
  110407. /** @hidden */
  110408. _markAllSubMeshesAsTexturesDirty(): void;
  110409. /**
  110410. * Instantiate a new istance of clear coat configuration.
  110411. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110412. */
  110413. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110414. /**
  110415. * Specifies that the submesh is ready to be used.
  110416. * @param defines the list of "defines" to update.
  110417. * @param scene defines the scene the material belongs to.
  110418. * @returns - boolean indicating that the submesh is ready or not.
  110419. */
  110420. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110421. /**
  110422. * Checks to see if a texture is used in the material.
  110423. * @param defines the list of "defines" to update.
  110424. * @param scene defines the scene the material belongs to.
  110425. */
  110426. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110427. /**
  110428. * Binds the material data.
  110429. * @param uniformBuffer defines the Uniform buffer to fill in.
  110430. * @param scene defines the scene the material belongs to.
  110431. * @param isFrozen defines wether the material is frozen or not.
  110432. */
  110433. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110434. /**
  110435. * Checks to see if a texture is used in the material.
  110436. * @param texture - Base texture to use.
  110437. * @returns - Boolean specifying if a texture is used in the material.
  110438. */
  110439. hasTexture(texture: BaseTexture): boolean;
  110440. /**
  110441. * Returns an array of the actively used textures.
  110442. * @param activeTextures Array of BaseTextures
  110443. */
  110444. getActiveTextures(activeTextures: BaseTexture[]): void;
  110445. /**
  110446. * Returns the animatable textures.
  110447. * @param animatables Array of animatable textures.
  110448. */
  110449. getAnimatables(animatables: IAnimatable[]): void;
  110450. /**
  110451. * Disposes the resources of the material.
  110452. * @param forceDisposeTextures - Forces the disposal of all textures.
  110453. */
  110454. dispose(forceDisposeTextures?: boolean): void;
  110455. /**
  110456. * Get the current class name of the texture useful for serialization or dynamic coding.
  110457. * @returns "PBRSheenConfiguration"
  110458. */
  110459. getClassName(): string;
  110460. /**
  110461. * Add fallbacks to the effect fallbacks list.
  110462. * @param defines defines the Base texture to use.
  110463. * @param fallbacks defines the current fallback list.
  110464. * @param currentRank defines the current fallback rank.
  110465. * @returns the new fallback rank.
  110466. */
  110467. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110468. /**
  110469. * Add the required uniforms to the current list.
  110470. * @param uniforms defines the current uniform list.
  110471. */
  110472. static AddUniforms(uniforms: string[]): void;
  110473. /**
  110474. * Add the required uniforms to the current buffer.
  110475. * @param uniformBuffer defines the current uniform buffer.
  110476. */
  110477. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110478. /**
  110479. * Add the required samplers to the current list.
  110480. * @param samplers defines the current sampler list.
  110481. */
  110482. static AddSamplers(samplers: string[]): void;
  110483. /**
  110484. * Makes a duplicate of the current configuration into another one.
  110485. * @param sheenConfiguration define the config where to copy the info
  110486. */
  110487. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110488. /**
  110489. * Serializes this BRDF configuration.
  110490. * @returns - An object with the serialized config.
  110491. */
  110492. serialize(): any;
  110493. /**
  110494. * Parses a anisotropy Configuration from a serialized object.
  110495. * @param source - Serialized object.
  110496. * @param scene Defines the scene we are parsing for
  110497. * @param rootUrl Defines the rootUrl to load from
  110498. */
  110499. parse(source: any, scene: Scene, rootUrl: string): void;
  110500. }
  110501. }
  110502. declare module BABYLON {
  110503. /**
  110504. * @hidden
  110505. */
  110506. export interface IMaterialSubSurfaceDefines {
  110507. SUBSURFACE: boolean;
  110508. SS_REFRACTION: boolean;
  110509. SS_TRANSLUCENCY: boolean;
  110510. SS_SCATERRING: boolean;
  110511. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110512. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110513. SS_REFRACTIONMAP_3D: boolean;
  110514. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110515. SS_LODINREFRACTIONALPHA: boolean;
  110516. SS_GAMMAREFRACTION: boolean;
  110517. SS_RGBDREFRACTION: boolean;
  110518. SS_LINEARSPECULARREFRACTION: boolean;
  110519. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110520. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110521. /** @hidden */
  110522. _areTexturesDirty: boolean;
  110523. }
  110524. /**
  110525. * Define the code related to the sub surface parameters of the pbr material.
  110526. */
  110527. export class PBRSubSurfaceConfiguration {
  110528. private _isRefractionEnabled;
  110529. /**
  110530. * Defines if the refraction is enabled in the material.
  110531. */
  110532. isRefractionEnabled: boolean;
  110533. private _isTranslucencyEnabled;
  110534. /**
  110535. * Defines if the translucency is enabled in the material.
  110536. */
  110537. isTranslucencyEnabled: boolean;
  110538. private _isScatteringEnabled;
  110539. /**
  110540. * Defines the refraction intensity of the material.
  110541. * The refraction when enabled replaces the Diffuse part of the material.
  110542. * The intensity helps transitionning between diffuse and refraction.
  110543. */
  110544. refractionIntensity: number;
  110545. /**
  110546. * Defines the translucency intensity of the material.
  110547. * When translucency has been enabled, this defines how much of the "translucency"
  110548. * is addded to the diffuse part of the material.
  110549. */
  110550. translucencyIntensity: number;
  110551. /**
  110552. * Defines the scattering intensity of the material.
  110553. * When scattering has been enabled, this defines how much of the "scattered light"
  110554. * is addded to the diffuse part of the material.
  110555. */
  110556. scatteringIntensity: number;
  110557. private _thicknessTexture;
  110558. /**
  110559. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110560. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110561. * 0 would mean minimumThickness
  110562. * 1 would mean maximumThickness
  110563. * The other channels might be use as a mask to vary the different effects intensity.
  110564. */
  110565. thicknessTexture: Nullable<BaseTexture>;
  110566. private _refractionTexture;
  110567. /**
  110568. * Defines the texture to use for refraction.
  110569. */
  110570. refractionTexture: Nullable<BaseTexture>;
  110571. private _indexOfRefraction;
  110572. /**
  110573. * Defines the index of refraction used in the material.
  110574. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110575. */
  110576. indexOfRefraction: number;
  110577. private _invertRefractionY;
  110578. /**
  110579. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110580. */
  110581. invertRefractionY: boolean;
  110582. private _linkRefractionWithTransparency;
  110583. /**
  110584. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110585. * Materials half opaque for instance using refraction could benefit from this control.
  110586. */
  110587. linkRefractionWithTransparency: boolean;
  110588. /**
  110589. * Defines the minimum thickness stored in the thickness map.
  110590. * If no thickness map is defined, this value will be used to simulate thickness.
  110591. */
  110592. minimumThickness: number;
  110593. /**
  110594. * Defines the maximum thickness stored in the thickness map.
  110595. */
  110596. maximumThickness: number;
  110597. /**
  110598. * Defines the volume tint of the material.
  110599. * This is used for both translucency and scattering.
  110600. */
  110601. tintColor: Color3;
  110602. /**
  110603. * Defines the distance at which the tint color should be found in the media.
  110604. * This is used for refraction only.
  110605. */
  110606. tintColorAtDistance: number;
  110607. /**
  110608. * Defines how far each channel transmit through the media.
  110609. * It is defined as a color to simplify it selection.
  110610. */
  110611. diffusionDistance: Color3;
  110612. private _useMaskFromThicknessTexture;
  110613. /**
  110614. * Stores the intensity of the different subsurface effects in the thickness texture.
  110615. * * the green channel is the translucency intensity.
  110616. * * the blue channel is the scattering intensity.
  110617. * * the alpha channel is the refraction intensity.
  110618. */
  110619. useMaskFromThicknessTexture: boolean;
  110620. /** @hidden */
  110621. private _internalMarkAllSubMeshesAsTexturesDirty;
  110622. /** @hidden */
  110623. _markAllSubMeshesAsTexturesDirty(): void;
  110624. /**
  110625. * Instantiate a new istance of sub surface configuration.
  110626. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110627. */
  110628. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110629. /**
  110630. * Gets wehter the submesh is ready to be used or not.
  110631. * @param defines the list of "defines" to update.
  110632. * @param scene defines the scene the material belongs to.
  110633. * @returns - boolean indicating that the submesh is ready or not.
  110634. */
  110635. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110636. /**
  110637. * Checks to see if a texture is used in the material.
  110638. * @param defines the list of "defines" to update.
  110639. * @param scene defines the scene to the material belongs to.
  110640. */
  110641. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110642. /**
  110643. * Binds the material data.
  110644. * @param uniformBuffer defines the Uniform buffer to fill in.
  110645. * @param scene defines the scene the material belongs to.
  110646. * @param engine defines the engine the material belongs to.
  110647. * @param isFrozen defines wether the material is frozen or not.
  110648. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110649. */
  110650. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110651. /**
  110652. * Unbinds the material from the mesh.
  110653. * @param activeEffect defines the effect that should be unbound from.
  110654. * @returns true if unbound, otherwise false
  110655. */
  110656. unbind(activeEffect: Effect): boolean;
  110657. /**
  110658. * Returns the texture used for refraction or null if none is used.
  110659. * @param scene defines the scene the material belongs to.
  110660. * @returns - Refraction texture if present. If no refraction texture and refraction
  110661. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110662. */
  110663. private _getRefractionTexture;
  110664. /**
  110665. * Returns true if alpha blending should be disabled.
  110666. */
  110667. readonly disableAlphaBlending: boolean;
  110668. /**
  110669. * Fills the list of render target textures.
  110670. * @param renderTargets the list of render targets to update
  110671. */
  110672. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110673. /**
  110674. * Checks to see if a texture is used in the material.
  110675. * @param texture - Base texture to use.
  110676. * @returns - Boolean specifying if a texture is used in the material.
  110677. */
  110678. hasTexture(texture: BaseTexture): boolean;
  110679. /**
  110680. * Gets a boolean indicating that current material needs to register RTT
  110681. * @returns true if this uses a render target otherwise false.
  110682. */
  110683. hasRenderTargetTextures(): boolean;
  110684. /**
  110685. * Returns an array of the actively used textures.
  110686. * @param activeTextures Array of BaseTextures
  110687. */
  110688. getActiveTextures(activeTextures: BaseTexture[]): void;
  110689. /**
  110690. * Returns the animatable textures.
  110691. * @param animatables Array of animatable textures.
  110692. */
  110693. getAnimatables(animatables: IAnimatable[]): void;
  110694. /**
  110695. * Disposes the resources of the material.
  110696. * @param forceDisposeTextures - Forces the disposal of all textures.
  110697. */
  110698. dispose(forceDisposeTextures?: boolean): void;
  110699. /**
  110700. * Get the current class name of the texture useful for serialization or dynamic coding.
  110701. * @returns "PBRSubSurfaceConfiguration"
  110702. */
  110703. getClassName(): string;
  110704. /**
  110705. * Add fallbacks to the effect fallbacks list.
  110706. * @param defines defines the Base texture to use.
  110707. * @param fallbacks defines the current fallback list.
  110708. * @param currentRank defines the current fallback rank.
  110709. * @returns the new fallback rank.
  110710. */
  110711. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110712. /**
  110713. * Add the required uniforms to the current list.
  110714. * @param uniforms defines the current uniform list.
  110715. */
  110716. static AddUniforms(uniforms: string[]): void;
  110717. /**
  110718. * Add the required samplers to the current list.
  110719. * @param samplers defines the current sampler list.
  110720. */
  110721. static AddSamplers(samplers: string[]): void;
  110722. /**
  110723. * Add the required uniforms to the current buffer.
  110724. * @param uniformBuffer defines the current uniform buffer.
  110725. */
  110726. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110727. /**
  110728. * Makes a duplicate of the current configuration into another one.
  110729. * @param configuration define the config where to copy the info
  110730. */
  110731. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  110732. /**
  110733. * Serializes this Sub Surface configuration.
  110734. * @returns - An object with the serialized config.
  110735. */
  110736. serialize(): any;
  110737. /**
  110738. * Parses a anisotropy Configuration from a serialized object.
  110739. * @param source - Serialized object.
  110740. * @param scene Defines the scene we are parsing for
  110741. * @param rootUrl Defines the rootUrl to load from
  110742. */
  110743. parse(source: any, scene: Scene, rootUrl: string): void;
  110744. }
  110745. }
  110746. declare module BABYLON {
  110747. /** @hidden */
  110748. export var pbrFragmentDeclaration: {
  110749. name: string;
  110750. shader: string;
  110751. };
  110752. }
  110753. declare module BABYLON {
  110754. /** @hidden */
  110755. export var pbrUboDeclaration: {
  110756. name: string;
  110757. shader: string;
  110758. };
  110759. }
  110760. declare module BABYLON {
  110761. /** @hidden */
  110762. export var pbrFragmentExtraDeclaration: {
  110763. name: string;
  110764. shader: string;
  110765. };
  110766. }
  110767. declare module BABYLON {
  110768. /** @hidden */
  110769. export var pbrFragmentSamplersDeclaration: {
  110770. name: string;
  110771. shader: string;
  110772. };
  110773. }
  110774. declare module BABYLON {
  110775. /** @hidden */
  110776. export var pbrHelperFunctions: {
  110777. name: string;
  110778. shader: string;
  110779. };
  110780. }
  110781. declare module BABYLON {
  110782. /** @hidden */
  110783. export var harmonicsFunctions: {
  110784. name: string;
  110785. shader: string;
  110786. };
  110787. }
  110788. declare module BABYLON {
  110789. /** @hidden */
  110790. export var pbrDirectLightingSetupFunctions: {
  110791. name: string;
  110792. shader: string;
  110793. };
  110794. }
  110795. declare module BABYLON {
  110796. /** @hidden */
  110797. export var pbrDirectLightingFalloffFunctions: {
  110798. name: string;
  110799. shader: string;
  110800. };
  110801. }
  110802. declare module BABYLON {
  110803. /** @hidden */
  110804. export var pbrBRDFFunctions: {
  110805. name: string;
  110806. shader: string;
  110807. };
  110808. }
  110809. declare module BABYLON {
  110810. /** @hidden */
  110811. export var pbrDirectLightingFunctions: {
  110812. name: string;
  110813. shader: string;
  110814. };
  110815. }
  110816. declare module BABYLON {
  110817. /** @hidden */
  110818. export var pbrIBLFunctions: {
  110819. name: string;
  110820. shader: string;
  110821. };
  110822. }
  110823. declare module BABYLON {
  110824. /** @hidden */
  110825. export var pbrDebug: {
  110826. name: string;
  110827. shader: string;
  110828. };
  110829. }
  110830. declare module BABYLON {
  110831. /** @hidden */
  110832. export var pbrPixelShader: {
  110833. name: string;
  110834. shader: string;
  110835. };
  110836. }
  110837. declare module BABYLON {
  110838. /** @hidden */
  110839. export var pbrVertexDeclaration: {
  110840. name: string;
  110841. shader: string;
  110842. };
  110843. }
  110844. declare module BABYLON {
  110845. /** @hidden */
  110846. export var pbrVertexShader: {
  110847. name: string;
  110848. shader: string;
  110849. };
  110850. }
  110851. declare module BABYLON {
  110852. /**
  110853. * Manages the defines for the PBR Material.
  110854. * @hidden
  110855. */
  110856. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  110857. PBR: boolean;
  110858. MAINUV1: boolean;
  110859. MAINUV2: boolean;
  110860. UV1: boolean;
  110861. UV2: boolean;
  110862. ALBEDO: boolean;
  110863. ALBEDODIRECTUV: number;
  110864. VERTEXCOLOR: boolean;
  110865. AMBIENT: boolean;
  110866. AMBIENTDIRECTUV: number;
  110867. AMBIENTINGRAYSCALE: boolean;
  110868. OPACITY: boolean;
  110869. VERTEXALPHA: boolean;
  110870. OPACITYDIRECTUV: number;
  110871. OPACITYRGB: boolean;
  110872. ALPHATEST: boolean;
  110873. DEPTHPREPASS: boolean;
  110874. ALPHABLEND: boolean;
  110875. ALPHAFROMALBEDO: boolean;
  110876. ALPHATESTVALUE: string;
  110877. SPECULAROVERALPHA: boolean;
  110878. RADIANCEOVERALPHA: boolean;
  110879. ALPHAFRESNEL: boolean;
  110880. LINEARALPHAFRESNEL: boolean;
  110881. PREMULTIPLYALPHA: boolean;
  110882. EMISSIVE: boolean;
  110883. EMISSIVEDIRECTUV: number;
  110884. REFLECTIVITY: boolean;
  110885. REFLECTIVITYDIRECTUV: number;
  110886. SPECULARTERM: boolean;
  110887. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  110888. MICROSURFACEAUTOMATIC: boolean;
  110889. LODBASEDMICROSFURACE: boolean;
  110890. MICROSURFACEMAP: boolean;
  110891. MICROSURFACEMAPDIRECTUV: number;
  110892. METALLICWORKFLOW: boolean;
  110893. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  110894. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  110895. METALLNESSSTOREINMETALMAPBLUE: boolean;
  110896. AOSTOREINMETALMAPRED: boolean;
  110897. ENVIRONMENTBRDF: boolean;
  110898. ENVIRONMENTBRDF_RGBD: boolean;
  110899. NORMAL: boolean;
  110900. TANGENT: boolean;
  110901. BUMP: boolean;
  110902. BUMPDIRECTUV: number;
  110903. OBJECTSPACE_NORMALMAP: boolean;
  110904. PARALLAX: boolean;
  110905. PARALLAXOCCLUSION: boolean;
  110906. NORMALXYSCALE: boolean;
  110907. LIGHTMAP: boolean;
  110908. LIGHTMAPDIRECTUV: number;
  110909. USELIGHTMAPASSHADOWMAP: boolean;
  110910. GAMMALIGHTMAP: boolean;
  110911. REFLECTION: boolean;
  110912. REFLECTIONMAP_3D: boolean;
  110913. REFLECTIONMAP_SPHERICAL: boolean;
  110914. REFLECTIONMAP_PLANAR: boolean;
  110915. REFLECTIONMAP_CUBIC: boolean;
  110916. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110917. REFLECTIONMAP_PROJECTION: boolean;
  110918. REFLECTIONMAP_SKYBOX: boolean;
  110919. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110920. REFLECTIONMAP_EXPLICIT: boolean;
  110921. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110922. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110923. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110924. INVERTCUBICMAP: boolean;
  110925. USESPHERICALFROMREFLECTIONMAP: boolean;
  110926. USEIRRADIANCEMAP: boolean;
  110927. SPHERICAL_HARMONICS: boolean;
  110928. USESPHERICALINVERTEX: boolean;
  110929. REFLECTIONMAP_OPPOSITEZ: boolean;
  110930. LODINREFLECTIONALPHA: boolean;
  110931. GAMMAREFLECTION: boolean;
  110932. RGBDREFLECTION: boolean;
  110933. LINEARSPECULARREFLECTION: boolean;
  110934. RADIANCEOCCLUSION: boolean;
  110935. HORIZONOCCLUSION: boolean;
  110936. INSTANCES: boolean;
  110937. NUM_BONE_INFLUENCERS: number;
  110938. BonesPerMesh: number;
  110939. BONETEXTURE: boolean;
  110940. NONUNIFORMSCALING: boolean;
  110941. MORPHTARGETS: boolean;
  110942. MORPHTARGETS_NORMAL: boolean;
  110943. MORPHTARGETS_TANGENT: boolean;
  110944. MORPHTARGETS_UV: boolean;
  110945. NUM_MORPH_INFLUENCERS: number;
  110946. IMAGEPROCESSING: boolean;
  110947. VIGNETTE: boolean;
  110948. VIGNETTEBLENDMODEMULTIPLY: boolean;
  110949. VIGNETTEBLENDMODEOPAQUE: boolean;
  110950. TONEMAPPING: boolean;
  110951. TONEMAPPING_ACES: boolean;
  110952. CONTRAST: boolean;
  110953. COLORCURVES: boolean;
  110954. COLORGRADING: boolean;
  110955. COLORGRADING3D: boolean;
  110956. SAMPLER3DGREENDEPTH: boolean;
  110957. SAMPLER3DBGRMAP: boolean;
  110958. IMAGEPROCESSINGPOSTPROCESS: boolean;
  110959. EXPOSURE: boolean;
  110960. MULTIVIEW: boolean;
  110961. USEPHYSICALLIGHTFALLOFF: boolean;
  110962. USEGLTFLIGHTFALLOFF: boolean;
  110963. TWOSIDEDLIGHTING: boolean;
  110964. SHADOWFLOAT: boolean;
  110965. CLIPPLANE: boolean;
  110966. CLIPPLANE2: boolean;
  110967. CLIPPLANE3: boolean;
  110968. CLIPPLANE4: boolean;
  110969. POINTSIZE: boolean;
  110970. FOG: boolean;
  110971. LOGARITHMICDEPTH: boolean;
  110972. FORCENORMALFORWARD: boolean;
  110973. SPECULARAA: boolean;
  110974. CLEARCOAT: boolean;
  110975. CLEARCOAT_DEFAULTIOR: boolean;
  110976. CLEARCOAT_TEXTURE: boolean;
  110977. CLEARCOAT_TEXTUREDIRECTUV: number;
  110978. CLEARCOAT_BUMP: boolean;
  110979. CLEARCOAT_BUMPDIRECTUV: number;
  110980. CLEARCOAT_TINT: boolean;
  110981. CLEARCOAT_TINT_TEXTURE: boolean;
  110982. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110983. ANISOTROPIC: boolean;
  110984. ANISOTROPIC_TEXTURE: boolean;
  110985. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110986. BRDF_V_HEIGHT_CORRELATED: boolean;
  110987. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110988. SHEEN: boolean;
  110989. SHEEN_TEXTURE: boolean;
  110990. SHEEN_TEXTUREDIRECTUV: number;
  110991. SHEEN_LINKWITHALBEDO: boolean;
  110992. SUBSURFACE: boolean;
  110993. SS_REFRACTION: boolean;
  110994. SS_TRANSLUCENCY: boolean;
  110995. SS_SCATERRING: boolean;
  110996. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110997. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110998. SS_REFRACTIONMAP_3D: boolean;
  110999. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111000. SS_LODINREFRACTIONALPHA: boolean;
  111001. SS_GAMMAREFRACTION: boolean;
  111002. SS_RGBDREFRACTION: boolean;
  111003. SS_LINEARSPECULARREFRACTION: boolean;
  111004. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111005. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111006. UNLIT: boolean;
  111007. DEBUGMODE: number;
  111008. /**
  111009. * Initializes the PBR Material defines.
  111010. */
  111011. constructor();
  111012. /**
  111013. * Resets the PBR Material defines.
  111014. */
  111015. reset(): void;
  111016. }
  111017. /**
  111018. * The Physically based material base class of BJS.
  111019. *
  111020. * This offers the main features of a standard PBR material.
  111021. * For more information, please refer to the documentation :
  111022. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111023. */
  111024. export abstract class PBRBaseMaterial extends PushMaterial {
  111025. /**
  111026. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111027. */
  111028. static readonly PBRMATERIAL_OPAQUE: number;
  111029. /**
  111030. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111031. */
  111032. static readonly PBRMATERIAL_ALPHATEST: number;
  111033. /**
  111034. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111035. */
  111036. static readonly PBRMATERIAL_ALPHABLEND: number;
  111037. /**
  111038. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111039. * They are also discarded below the alpha cutoff threshold to improve performances.
  111040. */
  111041. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111042. /**
  111043. * Defines the default value of how much AO map is occluding the analytical lights
  111044. * (point spot...).
  111045. */
  111046. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111047. /**
  111048. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  111049. */
  111050. static readonly LIGHTFALLOFF_PHYSICAL: number;
  111051. /**
  111052. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  111053. * to enhance interoperability with other engines.
  111054. */
  111055. static readonly LIGHTFALLOFF_GLTF: number;
  111056. /**
  111057. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  111058. * to enhance interoperability with other materials.
  111059. */
  111060. static readonly LIGHTFALLOFF_STANDARD: number;
  111061. /**
  111062. * Intensity of the direct lights e.g. the four lights available in your scene.
  111063. * This impacts both the direct diffuse and specular highlights.
  111064. */
  111065. protected _directIntensity: number;
  111066. /**
  111067. * Intensity of the emissive part of the material.
  111068. * This helps controlling the emissive effect without modifying the emissive color.
  111069. */
  111070. protected _emissiveIntensity: number;
  111071. /**
  111072. * Intensity of the environment e.g. how much the environment will light the object
  111073. * either through harmonics for rough material or through the refelction for shiny ones.
  111074. */
  111075. protected _environmentIntensity: number;
  111076. /**
  111077. * This is a special control allowing the reduction of the specular highlights coming from the
  111078. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111079. */
  111080. protected _specularIntensity: number;
  111081. /**
  111082. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  111083. */
  111084. private _lightingInfos;
  111085. /**
  111086. * Debug Control allowing disabling the bump map on this material.
  111087. */
  111088. protected _disableBumpMap: boolean;
  111089. /**
  111090. * AKA Diffuse Texture in standard nomenclature.
  111091. */
  111092. protected _albedoTexture: Nullable<BaseTexture>;
  111093. /**
  111094. * AKA Occlusion Texture in other nomenclature.
  111095. */
  111096. protected _ambientTexture: Nullable<BaseTexture>;
  111097. /**
  111098. * AKA Occlusion Texture Intensity in other nomenclature.
  111099. */
  111100. protected _ambientTextureStrength: number;
  111101. /**
  111102. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111103. * 1 means it completely occludes it
  111104. * 0 mean it has no impact
  111105. */
  111106. protected _ambientTextureImpactOnAnalyticalLights: number;
  111107. /**
  111108. * Stores the alpha values in a texture.
  111109. */
  111110. protected _opacityTexture: Nullable<BaseTexture>;
  111111. /**
  111112. * Stores the reflection values in a texture.
  111113. */
  111114. protected _reflectionTexture: Nullable<BaseTexture>;
  111115. /**
  111116. * Stores the emissive values in a texture.
  111117. */
  111118. protected _emissiveTexture: Nullable<BaseTexture>;
  111119. /**
  111120. * AKA Specular texture in other nomenclature.
  111121. */
  111122. protected _reflectivityTexture: Nullable<BaseTexture>;
  111123. /**
  111124. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111125. */
  111126. protected _metallicTexture: Nullable<BaseTexture>;
  111127. /**
  111128. * Specifies the metallic scalar of the metallic/roughness workflow.
  111129. * Can also be used to scale the metalness values of the metallic texture.
  111130. */
  111131. protected _metallic: Nullable<number>;
  111132. /**
  111133. * Specifies the roughness scalar of the metallic/roughness workflow.
  111134. * Can also be used to scale the roughness values of the metallic texture.
  111135. */
  111136. protected _roughness: Nullable<number>;
  111137. /**
  111138. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111139. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111140. */
  111141. protected _microSurfaceTexture: Nullable<BaseTexture>;
  111142. /**
  111143. * Stores surface normal data used to displace a mesh in a texture.
  111144. */
  111145. protected _bumpTexture: Nullable<BaseTexture>;
  111146. /**
  111147. * Stores the pre-calculated light information of a mesh in a texture.
  111148. */
  111149. protected _lightmapTexture: Nullable<BaseTexture>;
  111150. /**
  111151. * The color of a material in ambient lighting.
  111152. */
  111153. protected _ambientColor: Color3;
  111154. /**
  111155. * AKA Diffuse Color in other nomenclature.
  111156. */
  111157. protected _albedoColor: Color3;
  111158. /**
  111159. * AKA Specular Color in other nomenclature.
  111160. */
  111161. protected _reflectivityColor: Color3;
  111162. /**
  111163. * The color applied when light is reflected from a material.
  111164. */
  111165. protected _reflectionColor: Color3;
  111166. /**
  111167. * The color applied when light is emitted from a material.
  111168. */
  111169. protected _emissiveColor: Color3;
  111170. /**
  111171. * AKA Glossiness in other nomenclature.
  111172. */
  111173. protected _microSurface: number;
  111174. /**
  111175. * Specifies that the material will use the light map as a show map.
  111176. */
  111177. protected _useLightmapAsShadowmap: boolean;
  111178. /**
  111179. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111180. * makes the reflect vector face the model (under horizon).
  111181. */
  111182. protected _useHorizonOcclusion: boolean;
  111183. /**
  111184. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111185. * too much the area relying on ambient texture to define their ambient occlusion.
  111186. */
  111187. protected _useRadianceOcclusion: boolean;
  111188. /**
  111189. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111190. */
  111191. protected _useAlphaFromAlbedoTexture: boolean;
  111192. /**
  111193. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  111194. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111195. */
  111196. protected _useSpecularOverAlpha: boolean;
  111197. /**
  111198. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111199. */
  111200. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111201. /**
  111202. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111203. */
  111204. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  111205. /**
  111206. * Specifies if the metallic texture contains the roughness information in its green channel.
  111207. */
  111208. protected _useRoughnessFromMetallicTextureGreen: boolean;
  111209. /**
  111210. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111211. */
  111212. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111213. /**
  111214. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111215. */
  111216. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111217. /**
  111218. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111219. */
  111220. protected _useAmbientInGrayScale: boolean;
  111221. /**
  111222. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111223. * The material will try to infer what glossiness each pixel should be.
  111224. */
  111225. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111226. /**
  111227. * Defines the falloff type used in this material.
  111228. * It by default is Physical.
  111229. */
  111230. protected _lightFalloff: number;
  111231. /**
  111232. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111233. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111234. */
  111235. protected _useRadianceOverAlpha: boolean;
  111236. /**
  111237. * Allows using an object space normal map (instead of tangent space).
  111238. */
  111239. protected _useObjectSpaceNormalMap: boolean;
  111240. /**
  111241. * Allows using the bump map in parallax mode.
  111242. */
  111243. protected _useParallax: boolean;
  111244. /**
  111245. * Allows using the bump map in parallax occlusion mode.
  111246. */
  111247. protected _useParallaxOcclusion: boolean;
  111248. /**
  111249. * Controls the scale bias of the parallax mode.
  111250. */
  111251. protected _parallaxScaleBias: number;
  111252. /**
  111253. * If sets to true, disables all the lights affecting the material.
  111254. */
  111255. protected _disableLighting: boolean;
  111256. /**
  111257. * Number of Simultaneous lights allowed on the material.
  111258. */
  111259. protected _maxSimultaneousLights: number;
  111260. /**
  111261. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111262. */
  111263. protected _invertNormalMapX: boolean;
  111264. /**
  111265. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111266. */
  111267. protected _invertNormalMapY: boolean;
  111268. /**
  111269. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111270. */
  111271. protected _twoSidedLighting: boolean;
  111272. /**
  111273. * Defines the alpha limits in alpha test mode.
  111274. */
  111275. protected _alphaCutOff: number;
  111276. /**
  111277. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111278. */
  111279. protected _forceAlphaTest: boolean;
  111280. /**
  111281. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111282. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111283. */
  111284. protected _useAlphaFresnel: boolean;
  111285. /**
  111286. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111287. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111288. */
  111289. protected _useLinearAlphaFresnel: boolean;
  111290. /**
  111291. * The transparency mode of the material.
  111292. */
  111293. protected _transparencyMode: Nullable<number>;
  111294. /**
  111295. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111296. * from cos thetav and roughness:
  111297. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111298. */
  111299. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111300. /**
  111301. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111302. */
  111303. protected _forceIrradianceInFragment: boolean;
  111304. /**
  111305. * Force normal to face away from face.
  111306. */
  111307. protected _forceNormalForward: boolean;
  111308. /**
  111309. * Enables specular anti aliasing in the PBR shader.
  111310. * It will both interacts on the Geometry for analytical and IBL lighting.
  111311. * It also prefilter the roughness map based on the bump values.
  111312. */
  111313. protected _enableSpecularAntiAliasing: boolean;
  111314. /**
  111315. * Default configuration related to image processing available in the PBR Material.
  111316. */
  111317. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111318. /**
  111319. * Keep track of the image processing observer to allow dispose and replace.
  111320. */
  111321. private _imageProcessingObserver;
  111322. /**
  111323. * Attaches a new image processing configuration to the PBR Material.
  111324. * @param configuration
  111325. */
  111326. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111327. /**
  111328. * Stores the available render targets.
  111329. */
  111330. private _renderTargets;
  111331. /**
  111332. * Sets the global ambient color for the material used in lighting calculations.
  111333. */
  111334. private _globalAmbientColor;
  111335. /**
  111336. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111337. */
  111338. private _useLogarithmicDepth;
  111339. /**
  111340. * If set to true, no lighting calculations will be applied.
  111341. */
  111342. private _unlit;
  111343. private _debugMode;
  111344. /**
  111345. * @hidden
  111346. * This is reserved for the inspector.
  111347. * Defines the material debug mode.
  111348. * It helps seeing only some components of the material while troubleshooting.
  111349. */
  111350. debugMode: number;
  111351. /**
  111352. * @hidden
  111353. * This is reserved for the inspector.
  111354. * Specify from where on screen the debug mode should start.
  111355. * The value goes from -1 (full screen) to 1 (not visible)
  111356. * It helps with side by side comparison against the final render
  111357. * This defaults to -1
  111358. */
  111359. private debugLimit;
  111360. /**
  111361. * @hidden
  111362. * This is reserved for the inspector.
  111363. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111364. * You can use the factor to better multiply the final value.
  111365. */
  111366. private debugFactor;
  111367. /**
  111368. * Defines the clear coat layer parameters for the material.
  111369. */
  111370. readonly clearCoat: PBRClearCoatConfiguration;
  111371. /**
  111372. * Defines the anisotropic parameters for the material.
  111373. */
  111374. readonly anisotropy: PBRAnisotropicConfiguration;
  111375. /**
  111376. * Defines the BRDF parameters for the material.
  111377. */
  111378. readonly brdf: PBRBRDFConfiguration;
  111379. /**
  111380. * Defines the Sheen parameters for the material.
  111381. */
  111382. readonly sheen: PBRSheenConfiguration;
  111383. /**
  111384. * Defines the SubSurface parameters for the material.
  111385. */
  111386. readonly subSurface: PBRSubSurfaceConfiguration;
  111387. /**
  111388. * Custom callback helping to override the default shader used in the material.
  111389. */
  111390. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111391. /**
  111392. * Instantiates a new PBRMaterial instance.
  111393. *
  111394. * @param name The material name
  111395. * @param scene The scene the material will be use in.
  111396. */
  111397. constructor(name: string, scene: Scene);
  111398. /**
  111399. * Gets a boolean indicating that current material needs to register RTT
  111400. */
  111401. readonly hasRenderTargetTextures: boolean;
  111402. /**
  111403. * Gets the name of the material class.
  111404. */
  111405. getClassName(): string;
  111406. /**
  111407. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111408. */
  111409. /**
  111410. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111411. */
  111412. useLogarithmicDepth: boolean;
  111413. /**
  111414. * Gets the current transparency mode.
  111415. */
  111416. /**
  111417. * Sets the transparency mode of the material.
  111418. *
  111419. * | Value | Type | Description |
  111420. * | ----- | ----------------------------------- | ----------- |
  111421. * | 0 | OPAQUE | |
  111422. * | 1 | ALPHATEST | |
  111423. * | 2 | ALPHABLEND | |
  111424. * | 3 | ALPHATESTANDBLEND | |
  111425. *
  111426. */
  111427. transparencyMode: Nullable<number>;
  111428. /**
  111429. * Returns true if alpha blending should be disabled.
  111430. */
  111431. private readonly _disableAlphaBlending;
  111432. /**
  111433. * Specifies whether or not this material should be rendered in alpha blend mode.
  111434. */
  111435. needAlphaBlending(): boolean;
  111436. /**
  111437. * Specifies if the mesh will require alpha blending.
  111438. * @param mesh - BJS mesh.
  111439. */
  111440. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111441. /**
  111442. * Specifies whether or not this material should be rendered in alpha test mode.
  111443. */
  111444. needAlphaTesting(): boolean;
  111445. /**
  111446. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111447. */
  111448. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111449. /**
  111450. * Gets the texture used for the alpha test.
  111451. */
  111452. getAlphaTestTexture(): Nullable<BaseTexture>;
  111453. /**
  111454. * Specifies that the submesh is ready to be used.
  111455. * @param mesh - BJS mesh.
  111456. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111457. * @param useInstances - Specifies that instances should be used.
  111458. * @returns - boolean indicating that the submesh is ready or not.
  111459. */
  111460. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111461. /**
  111462. * Specifies if the material uses metallic roughness workflow.
  111463. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111464. */
  111465. isMetallicWorkflow(): boolean;
  111466. private _prepareEffect;
  111467. private _prepareDefines;
  111468. /**
  111469. * Force shader compilation
  111470. */
  111471. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111472. clipPlane: boolean;
  111473. }>): void;
  111474. /**
  111475. * Initializes the uniform buffer layout for the shader.
  111476. */
  111477. buildUniformLayout(): void;
  111478. /**
  111479. * Unbinds the material from the mesh
  111480. */
  111481. unbind(): void;
  111482. /**
  111483. * Binds the submesh data.
  111484. * @param world - The world matrix.
  111485. * @param mesh - The BJS mesh.
  111486. * @param subMesh - A submesh of the BJS mesh.
  111487. */
  111488. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111489. /**
  111490. * Returns the animatable textures.
  111491. * @returns - Array of animatable textures.
  111492. */
  111493. getAnimatables(): IAnimatable[];
  111494. /**
  111495. * Returns the texture used for reflections.
  111496. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111497. */
  111498. private _getReflectionTexture;
  111499. /**
  111500. * Returns an array of the actively used textures.
  111501. * @returns - Array of BaseTextures
  111502. */
  111503. getActiveTextures(): BaseTexture[];
  111504. /**
  111505. * Checks to see if a texture is used in the material.
  111506. * @param texture - Base texture to use.
  111507. * @returns - Boolean specifying if a texture is used in the material.
  111508. */
  111509. hasTexture(texture: BaseTexture): boolean;
  111510. /**
  111511. * Disposes the resources of the material.
  111512. * @param forceDisposeEffect - Forces the disposal of effects.
  111513. * @param forceDisposeTextures - Forces the disposal of all textures.
  111514. */
  111515. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111516. }
  111517. }
  111518. declare module BABYLON {
  111519. /**
  111520. * The Physically based material of BJS.
  111521. *
  111522. * This offers the main features of a standard PBR material.
  111523. * For more information, please refer to the documentation :
  111524. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111525. */
  111526. export class PBRMaterial extends PBRBaseMaterial {
  111527. /**
  111528. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111529. */
  111530. static readonly PBRMATERIAL_OPAQUE: number;
  111531. /**
  111532. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111533. */
  111534. static readonly PBRMATERIAL_ALPHATEST: number;
  111535. /**
  111536. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111537. */
  111538. static readonly PBRMATERIAL_ALPHABLEND: number;
  111539. /**
  111540. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111541. * They are also discarded below the alpha cutoff threshold to improve performances.
  111542. */
  111543. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111544. /**
  111545. * Defines the default value of how much AO map is occluding the analytical lights
  111546. * (point spot...).
  111547. */
  111548. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111549. /**
  111550. * Intensity of the direct lights e.g. the four lights available in your scene.
  111551. * This impacts both the direct diffuse and specular highlights.
  111552. */
  111553. directIntensity: number;
  111554. /**
  111555. * Intensity of the emissive part of the material.
  111556. * This helps controlling the emissive effect without modifying the emissive color.
  111557. */
  111558. emissiveIntensity: number;
  111559. /**
  111560. * Intensity of the environment e.g. how much the environment will light the object
  111561. * either through harmonics for rough material or through the refelction for shiny ones.
  111562. */
  111563. environmentIntensity: number;
  111564. /**
  111565. * This is a special control allowing the reduction of the specular highlights coming from the
  111566. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111567. */
  111568. specularIntensity: number;
  111569. /**
  111570. * Debug Control allowing disabling the bump map on this material.
  111571. */
  111572. disableBumpMap: boolean;
  111573. /**
  111574. * AKA Diffuse Texture in standard nomenclature.
  111575. */
  111576. albedoTexture: BaseTexture;
  111577. /**
  111578. * AKA Occlusion Texture in other nomenclature.
  111579. */
  111580. ambientTexture: BaseTexture;
  111581. /**
  111582. * AKA Occlusion Texture Intensity in other nomenclature.
  111583. */
  111584. ambientTextureStrength: number;
  111585. /**
  111586. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111587. * 1 means it completely occludes it
  111588. * 0 mean it has no impact
  111589. */
  111590. ambientTextureImpactOnAnalyticalLights: number;
  111591. /**
  111592. * Stores the alpha values in a texture.
  111593. */
  111594. opacityTexture: BaseTexture;
  111595. /**
  111596. * Stores the reflection values in a texture.
  111597. */
  111598. reflectionTexture: Nullable<BaseTexture>;
  111599. /**
  111600. * Stores the emissive values in a texture.
  111601. */
  111602. emissiveTexture: BaseTexture;
  111603. /**
  111604. * AKA Specular texture in other nomenclature.
  111605. */
  111606. reflectivityTexture: BaseTexture;
  111607. /**
  111608. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111609. */
  111610. metallicTexture: BaseTexture;
  111611. /**
  111612. * Specifies the metallic scalar of the metallic/roughness workflow.
  111613. * Can also be used to scale the metalness values of the metallic texture.
  111614. */
  111615. metallic: Nullable<number>;
  111616. /**
  111617. * Specifies the roughness scalar of the metallic/roughness workflow.
  111618. * Can also be used to scale the roughness values of the metallic texture.
  111619. */
  111620. roughness: Nullable<number>;
  111621. /**
  111622. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111623. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111624. */
  111625. microSurfaceTexture: BaseTexture;
  111626. /**
  111627. * Stores surface normal data used to displace a mesh in a texture.
  111628. */
  111629. bumpTexture: BaseTexture;
  111630. /**
  111631. * Stores the pre-calculated light information of a mesh in a texture.
  111632. */
  111633. lightmapTexture: BaseTexture;
  111634. /**
  111635. * Stores the refracted light information in a texture.
  111636. */
  111637. refractionTexture: Nullable<BaseTexture>;
  111638. /**
  111639. * The color of a material in ambient lighting.
  111640. */
  111641. ambientColor: Color3;
  111642. /**
  111643. * AKA Diffuse Color in other nomenclature.
  111644. */
  111645. albedoColor: Color3;
  111646. /**
  111647. * AKA Specular Color in other nomenclature.
  111648. */
  111649. reflectivityColor: Color3;
  111650. /**
  111651. * The color reflected from the material.
  111652. */
  111653. reflectionColor: Color3;
  111654. /**
  111655. * The color emitted from the material.
  111656. */
  111657. emissiveColor: Color3;
  111658. /**
  111659. * AKA Glossiness in other nomenclature.
  111660. */
  111661. microSurface: number;
  111662. /**
  111663. * source material index of refraction (IOR)' / 'destination material IOR.
  111664. */
  111665. indexOfRefraction: number;
  111666. /**
  111667. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111668. */
  111669. invertRefractionY: boolean;
  111670. /**
  111671. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111672. * Materials half opaque for instance using refraction could benefit from this control.
  111673. */
  111674. linkRefractionWithTransparency: boolean;
  111675. /**
  111676. * If true, the light map contains occlusion information instead of lighting info.
  111677. */
  111678. useLightmapAsShadowmap: boolean;
  111679. /**
  111680. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111681. */
  111682. useAlphaFromAlbedoTexture: boolean;
  111683. /**
  111684. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111685. */
  111686. forceAlphaTest: boolean;
  111687. /**
  111688. * Defines the alpha limits in alpha test mode.
  111689. */
  111690. alphaCutOff: number;
  111691. /**
  111692. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  111693. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111694. */
  111695. useSpecularOverAlpha: boolean;
  111696. /**
  111697. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111698. */
  111699. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111700. /**
  111701. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111702. */
  111703. useRoughnessFromMetallicTextureAlpha: boolean;
  111704. /**
  111705. * Specifies if the metallic texture contains the roughness information in its green channel.
  111706. */
  111707. useRoughnessFromMetallicTextureGreen: boolean;
  111708. /**
  111709. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111710. */
  111711. useMetallnessFromMetallicTextureBlue: boolean;
  111712. /**
  111713. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111714. */
  111715. useAmbientOcclusionFromMetallicTextureRed: boolean;
  111716. /**
  111717. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111718. */
  111719. useAmbientInGrayScale: boolean;
  111720. /**
  111721. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111722. * The material will try to infer what glossiness each pixel should be.
  111723. */
  111724. useAutoMicroSurfaceFromReflectivityMap: boolean;
  111725. /**
  111726. * BJS is using an harcoded light falloff based on a manually sets up range.
  111727. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111728. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111729. */
  111730. /**
  111731. * BJS is using an harcoded light falloff based on a manually sets up range.
  111732. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111733. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111734. */
  111735. usePhysicalLightFalloff: boolean;
  111736. /**
  111737. * In order to support the falloff compatibility with gltf, a special mode has been added
  111738. * to reproduce the gltf light falloff.
  111739. */
  111740. /**
  111741. * In order to support the falloff compatibility with gltf, a special mode has been added
  111742. * to reproduce the gltf light falloff.
  111743. */
  111744. useGLTFLightFalloff: boolean;
  111745. /**
  111746. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111747. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111748. */
  111749. useRadianceOverAlpha: boolean;
  111750. /**
  111751. * Allows using an object space normal map (instead of tangent space).
  111752. */
  111753. useObjectSpaceNormalMap: boolean;
  111754. /**
  111755. * Allows using the bump map in parallax mode.
  111756. */
  111757. useParallax: boolean;
  111758. /**
  111759. * Allows using the bump map in parallax occlusion mode.
  111760. */
  111761. useParallaxOcclusion: boolean;
  111762. /**
  111763. * Controls the scale bias of the parallax mode.
  111764. */
  111765. parallaxScaleBias: number;
  111766. /**
  111767. * If sets to true, disables all the lights affecting the material.
  111768. */
  111769. disableLighting: boolean;
  111770. /**
  111771. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111772. */
  111773. forceIrradianceInFragment: boolean;
  111774. /**
  111775. * Number of Simultaneous lights allowed on the material.
  111776. */
  111777. maxSimultaneousLights: number;
  111778. /**
  111779. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  111780. */
  111781. invertNormalMapX: boolean;
  111782. /**
  111783. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  111784. */
  111785. invertNormalMapY: boolean;
  111786. /**
  111787. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111788. */
  111789. twoSidedLighting: boolean;
  111790. /**
  111791. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111792. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111793. */
  111794. useAlphaFresnel: boolean;
  111795. /**
  111796. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111797. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111798. */
  111799. useLinearAlphaFresnel: boolean;
  111800. /**
  111801. * Let user defines the brdf lookup texture used for IBL.
  111802. * A default 8bit version is embedded but you could point at :
  111803. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  111804. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  111805. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  111806. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  111807. */
  111808. environmentBRDFTexture: Nullable<BaseTexture>;
  111809. /**
  111810. * Force normal to face away from face.
  111811. */
  111812. forceNormalForward: boolean;
  111813. /**
  111814. * Enables specular anti aliasing in the PBR shader.
  111815. * It will both interacts on the Geometry for analytical and IBL lighting.
  111816. * It also prefilter the roughness map based on the bump values.
  111817. */
  111818. enableSpecularAntiAliasing: boolean;
  111819. /**
  111820. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111821. * makes the reflect vector face the model (under horizon).
  111822. */
  111823. useHorizonOcclusion: boolean;
  111824. /**
  111825. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111826. * too much the area relying on ambient texture to define their ambient occlusion.
  111827. */
  111828. useRadianceOcclusion: boolean;
  111829. /**
  111830. * If set to true, no lighting calculations will be applied.
  111831. */
  111832. unlit: boolean;
  111833. /**
  111834. * Gets the image processing configuration used either in this material.
  111835. */
  111836. /**
  111837. * Sets the Default image processing configuration used either in the this material.
  111838. *
  111839. * If sets to null, the scene one is in use.
  111840. */
  111841. imageProcessingConfiguration: ImageProcessingConfiguration;
  111842. /**
  111843. * Gets wether the color curves effect is enabled.
  111844. */
  111845. /**
  111846. * Sets wether the color curves effect is enabled.
  111847. */
  111848. cameraColorCurvesEnabled: boolean;
  111849. /**
  111850. * Gets wether the color grading effect is enabled.
  111851. */
  111852. /**
  111853. * Gets wether the color grading effect is enabled.
  111854. */
  111855. cameraColorGradingEnabled: boolean;
  111856. /**
  111857. * Gets wether tonemapping is enabled or not.
  111858. */
  111859. /**
  111860. * Sets wether tonemapping is enabled or not
  111861. */
  111862. cameraToneMappingEnabled: boolean;
  111863. /**
  111864. * The camera exposure used on this material.
  111865. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111866. * This corresponds to a photographic exposure.
  111867. */
  111868. /**
  111869. * The camera exposure used on this material.
  111870. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111871. * This corresponds to a photographic exposure.
  111872. */
  111873. cameraExposure: number;
  111874. /**
  111875. * Gets The camera contrast used on this material.
  111876. */
  111877. /**
  111878. * Sets The camera contrast used on this material.
  111879. */
  111880. cameraContrast: number;
  111881. /**
  111882. * Gets the Color Grading 2D Lookup Texture.
  111883. */
  111884. /**
  111885. * Sets the Color Grading 2D Lookup Texture.
  111886. */
  111887. cameraColorGradingTexture: Nullable<BaseTexture>;
  111888. /**
  111889. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111890. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111891. * 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;
  111892. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111893. */
  111894. /**
  111895. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111896. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111897. * 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;
  111898. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111899. */
  111900. cameraColorCurves: Nullable<ColorCurves>;
  111901. /**
  111902. * Instantiates a new PBRMaterial instance.
  111903. *
  111904. * @param name The material name
  111905. * @param scene The scene the material will be use in.
  111906. */
  111907. constructor(name: string, scene: Scene);
  111908. /**
  111909. * Returns the name of this material class.
  111910. */
  111911. getClassName(): string;
  111912. /**
  111913. * Makes a duplicate of the current material.
  111914. * @param name - name to use for the new material.
  111915. */
  111916. clone(name: string): PBRMaterial;
  111917. /**
  111918. * Serializes this PBR Material.
  111919. * @returns - An object with the serialized material.
  111920. */
  111921. serialize(): any;
  111922. /**
  111923. * Parses a PBR Material from a serialized object.
  111924. * @param source - Serialized object.
  111925. * @param scene - BJS scene instance.
  111926. * @param rootUrl - url for the scene object
  111927. * @returns - PBRMaterial
  111928. */
  111929. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  111930. }
  111931. }
  111932. declare module BABYLON {
  111933. /**
  111934. * Direct draw surface info
  111935. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  111936. */
  111937. export interface DDSInfo {
  111938. /**
  111939. * Width of the texture
  111940. */
  111941. width: number;
  111942. /**
  111943. * Width of the texture
  111944. */
  111945. height: number;
  111946. /**
  111947. * Number of Mipmaps for the texture
  111948. * @see https://en.wikipedia.org/wiki/Mipmap
  111949. */
  111950. mipmapCount: number;
  111951. /**
  111952. * If the textures format is a known fourCC format
  111953. * @see https://www.fourcc.org/
  111954. */
  111955. isFourCC: boolean;
  111956. /**
  111957. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  111958. */
  111959. isRGB: boolean;
  111960. /**
  111961. * If the texture is a lumincance format
  111962. */
  111963. isLuminance: boolean;
  111964. /**
  111965. * If this is a cube texture
  111966. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  111967. */
  111968. isCube: boolean;
  111969. /**
  111970. * If the texture is a compressed format eg. FOURCC_DXT1
  111971. */
  111972. isCompressed: boolean;
  111973. /**
  111974. * The dxgiFormat of the texture
  111975. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  111976. */
  111977. dxgiFormat: number;
  111978. /**
  111979. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  111980. */
  111981. textureType: number;
  111982. /**
  111983. * Sphericle polynomial created for the dds texture
  111984. */
  111985. sphericalPolynomial?: SphericalPolynomial;
  111986. }
  111987. /**
  111988. * Class used to provide DDS decompression tools
  111989. */
  111990. export class DDSTools {
  111991. /**
  111992. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  111993. */
  111994. static StoreLODInAlphaChannel: boolean;
  111995. /**
  111996. * Gets DDS information from an array buffer
  111997. * @param arrayBuffer defines the array buffer to read data from
  111998. * @returns the DDS information
  111999. */
  112000. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  112001. private static _FloatView;
  112002. private static _Int32View;
  112003. private static _ToHalfFloat;
  112004. private static _FromHalfFloat;
  112005. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  112006. private static _GetHalfFloatRGBAArrayBuffer;
  112007. private static _GetFloatRGBAArrayBuffer;
  112008. private static _GetFloatAsUIntRGBAArrayBuffer;
  112009. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  112010. private static _GetRGBAArrayBuffer;
  112011. private static _ExtractLongWordOrder;
  112012. private static _GetRGBArrayBuffer;
  112013. private static _GetLuminanceArrayBuffer;
  112014. /**
  112015. * Uploads DDS Levels to a Babylon Texture
  112016. * @hidden
  112017. */
  112018. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  112019. }
  112020. interface Engine {
  112021. /**
  112022. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  112023. * @param rootUrl defines the url where the file to load is located
  112024. * @param scene defines the current scene
  112025. * @param lodScale defines scale to apply to the mip map selection
  112026. * @param lodOffset defines offset to apply to the mip map selection
  112027. * @param onLoad defines an optional callback raised when the texture is loaded
  112028. * @param onError defines an optional callback raised if there is an issue to load the texture
  112029. * @param format defines the format of the data
  112030. * @param forcedExtension defines the extension to use to pick the right loader
  112031. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  112032. * @returns the cube texture as an InternalTexture
  112033. */
  112034. 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;
  112035. }
  112036. }
  112037. declare module BABYLON {
  112038. /**
  112039. * Implementation of the DDS Texture Loader.
  112040. * @hidden
  112041. */
  112042. export class _DDSTextureLoader implements IInternalTextureLoader {
  112043. /**
  112044. * Defines wether the loader supports cascade loading the different faces.
  112045. */
  112046. readonly supportCascades: boolean;
  112047. /**
  112048. * This returns if the loader support the current file information.
  112049. * @param extension defines the file extension of the file being loaded
  112050. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112051. * @param fallback defines the fallback internal texture if any
  112052. * @param isBase64 defines whether the texture is encoded as a base64
  112053. * @param isBuffer defines whether the texture data are stored as a buffer
  112054. * @returns true if the loader can load the specified file
  112055. */
  112056. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112057. /**
  112058. * Transform the url before loading if required.
  112059. * @param rootUrl the url of the texture
  112060. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112061. * @returns the transformed texture
  112062. */
  112063. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112064. /**
  112065. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112066. * @param rootUrl the url of the texture
  112067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112068. * @returns the fallback texture
  112069. */
  112070. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112071. /**
  112072. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112073. * @param data contains the texture data
  112074. * @param texture defines the BabylonJS internal texture
  112075. * @param createPolynomials will be true if polynomials have been requested
  112076. * @param onLoad defines the callback to trigger once the texture is ready
  112077. * @param onError defines the callback to trigger in case of error
  112078. */
  112079. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112080. /**
  112081. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112082. * @param data contains the texture data
  112083. * @param texture defines the BabylonJS internal texture
  112084. * @param callback defines the method to call once ready to upload
  112085. */
  112086. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112087. }
  112088. }
  112089. declare module BABYLON {
  112090. /** @hidden */
  112091. export var rgbdEncodePixelShader: {
  112092. name: string;
  112093. shader: string;
  112094. };
  112095. }
  112096. declare module BABYLON {
  112097. /**
  112098. * Raw texture data and descriptor sufficient for WebGL texture upload
  112099. */
  112100. export interface EnvironmentTextureInfo {
  112101. /**
  112102. * Version of the environment map
  112103. */
  112104. version: number;
  112105. /**
  112106. * Width of image
  112107. */
  112108. width: number;
  112109. /**
  112110. * Irradiance information stored in the file.
  112111. */
  112112. irradiance: any;
  112113. /**
  112114. * Specular information stored in the file.
  112115. */
  112116. specular: any;
  112117. }
  112118. /**
  112119. * Sets of helpers addressing the serialization and deserialization of environment texture
  112120. * stored in a BabylonJS env file.
  112121. * Those files are usually stored as .env files.
  112122. */
  112123. export class EnvironmentTextureTools {
  112124. /**
  112125. * Magic number identifying the env file.
  112126. */
  112127. private static _MagicBytes;
  112128. /**
  112129. * Gets the environment info from an env file.
  112130. * @param data The array buffer containing the .env bytes.
  112131. * @returns the environment file info (the json header) if successfully parsed.
  112132. */
  112133. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112134. /**
  112135. * Creates an environment texture from a loaded cube texture.
  112136. * @param texture defines the cube texture to convert in env file
  112137. * @return a promise containing the environment data if succesfull.
  112138. */
  112139. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112140. /**
  112141. * Creates a JSON representation of the spherical data.
  112142. * @param texture defines the texture containing the polynomials
  112143. * @return the JSON representation of the spherical info
  112144. */
  112145. private static _CreateEnvTextureIrradiance;
  112146. /**
  112147. * Uploads the texture info contained in the env file to the GPU.
  112148. * @param texture defines the internal texture to upload to
  112149. * @param arrayBuffer defines the buffer cotaining the data to load
  112150. * @param info defines the texture info retrieved through the GetEnvInfo method
  112151. * @returns a promise
  112152. */
  112153. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112154. /**
  112155. * Uploads the levels of image data to the GPU.
  112156. * @param texture defines the internal texture to upload to
  112157. * @param imageData defines the array buffer views of image data [mipmap][face]
  112158. * @returns a promise
  112159. */
  112160. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112161. /**
  112162. * Uploads spherical polynomials information to the texture.
  112163. * @param texture defines the texture we are trying to upload the information to
  112164. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112165. */
  112166. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112167. /** @hidden */
  112168. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112169. }
  112170. }
  112171. declare module BABYLON {
  112172. /**
  112173. * Implementation of the ENV Texture Loader.
  112174. * @hidden
  112175. */
  112176. export class _ENVTextureLoader implements IInternalTextureLoader {
  112177. /**
  112178. * Defines wether the loader supports cascade loading the different faces.
  112179. */
  112180. readonly supportCascades: boolean;
  112181. /**
  112182. * This returns if the loader support the current file information.
  112183. * @param extension defines the file extension of the file being loaded
  112184. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112185. * @param fallback defines the fallback internal texture if any
  112186. * @param isBase64 defines whether the texture is encoded as a base64
  112187. * @param isBuffer defines whether the texture data are stored as a buffer
  112188. * @returns true if the loader can load the specified file
  112189. */
  112190. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112191. /**
  112192. * Transform the url before loading if required.
  112193. * @param rootUrl the url of the texture
  112194. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112195. * @returns the transformed texture
  112196. */
  112197. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112198. /**
  112199. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112200. * @param rootUrl the url of the texture
  112201. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112202. * @returns the fallback texture
  112203. */
  112204. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112205. /**
  112206. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112207. * @param data contains the texture data
  112208. * @param texture defines the BabylonJS internal texture
  112209. * @param createPolynomials will be true if polynomials have been requested
  112210. * @param onLoad defines the callback to trigger once the texture is ready
  112211. * @param onError defines the callback to trigger in case of error
  112212. */
  112213. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112214. /**
  112215. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112216. * @param data contains the texture data
  112217. * @param texture defines the BabylonJS internal texture
  112218. * @param callback defines the method to call once ready to upload
  112219. */
  112220. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112221. }
  112222. }
  112223. declare module BABYLON {
  112224. /**
  112225. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112226. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112227. */
  112228. export class KhronosTextureContainer {
  112229. /** contents of the KTX container file */
  112230. arrayBuffer: any;
  112231. private static HEADER_LEN;
  112232. private static COMPRESSED_2D;
  112233. private static COMPRESSED_3D;
  112234. private static TEX_2D;
  112235. private static TEX_3D;
  112236. /**
  112237. * Gets the openGL type
  112238. */
  112239. glType: number;
  112240. /**
  112241. * Gets the openGL type size
  112242. */
  112243. glTypeSize: number;
  112244. /**
  112245. * Gets the openGL format
  112246. */
  112247. glFormat: number;
  112248. /**
  112249. * Gets the openGL internal format
  112250. */
  112251. glInternalFormat: number;
  112252. /**
  112253. * Gets the base internal format
  112254. */
  112255. glBaseInternalFormat: number;
  112256. /**
  112257. * Gets image width in pixel
  112258. */
  112259. pixelWidth: number;
  112260. /**
  112261. * Gets image height in pixel
  112262. */
  112263. pixelHeight: number;
  112264. /**
  112265. * Gets image depth in pixels
  112266. */
  112267. pixelDepth: number;
  112268. /**
  112269. * Gets the number of array elements
  112270. */
  112271. numberOfArrayElements: number;
  112272. /**
  112273. * Gets the number of faces
  112274. */
  112275. numberOfFaces: number;
  112276. /**
  112277. * Gets the number of mipmap levels
  112278. */
  112279. numberOfMipmapLevels: number;
  112280. /**
  112281. * Gets the bytes of key value data
  112282. */
  112283. bytesOfKeyValueData: number;
  112284. /**
  112285. * Gets the load type
  112286. */
  112287. loadType: number;
  112288. /**
  112289. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112290. */
  112291. isInvalid: boolean;
  112292. /**
  112293. * Creates a new KhronosTextureContainer
  112294. * @param arrayBuffer contents of the KTX container file
  112295. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112296. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112297. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112298. */
  112299. constructor(
  112300. /** contents of the KTX container file */
  112301. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112302. /**
  112303. * Uploads KTX content to a Babylon Texture.
  112304. * It is assumed that the texture has already been created & is currently bound
  112305. * @hidden
  112306. */
  112307. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112308. private _upload2DCompressedLevels;
  112309. }
  112310. }
  112311. declare module BABYLON {
  112312. /**
  112313. * Implementation of the KTX Texture Loader.
  112314. * @hidden
  112315. */
  112316. export class _KTXTextureLoader implements IInternalTextureLoader {
  112317. /**
  112318. * Defines wether the loader supports cascade loading the different faces.
  112319. */
  112320. readonly supportCascades: boolean;
  112321. /**
  112322. * This returns if the loader support the current file information.
  112323. * @param extension defines the file extension of the file being loaded
  112324. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112325. * @param fallback defines the fallback internal texture if any
  112326. * @param isBase64 defines whether the texture is encoded as a base64
  112327. * @param isBuffer defines whether the texture data are stored as a buffer
  112328. * @returns true if the loader can load the specified file
  112329. */
  112330. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112331. /**
  112332. * Transform the url before loading if required.
  112333. * @param rootUrl the url of the texture
  112334. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112335. * @returns the transformed texture
  112336. */
  112337. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112338. /**
  112339. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112340. * @param rootUrl the url of the texture
  112341. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112342. * @returns the fallback texture
  112343. */
  112344. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112345. /**
  112346. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112347. * @param data contains the texture data
  112348. * @param texture defines the BabylonJS internal texture
  112349. * @param createPolynomials will be true if polynomials have been requested
  112350. * @param onLoad defines the callback to trigger once the texture is ready
  112351. * @param onError defines the callback to trigger in case of error
  112352. */
  112353. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112354. /**
  112355. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112356. * @param data contains the texture data
  112357. * @param texture defines the BabylonJS internal texture
  112358. * @param callback defines the method to call once ready to upload
  112359. */
  112360. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112361. }
  112362. }
  112363. declare module BABYLON {
  112364. /**
  112365. * Options for the default xr helper
  112366. */
  112367. export class WebXRDefaultExperienceOptions {
  112368. /**
  112369. * Floor meshes that should be used for teleporting
  112370. */
  112371. floorMeshes: Array<AbstractMesh>;
  112372. }
  112373. /**
  112374. * Default experience which provides a similar setup to the previous webVRExperience
  112375. */
  112376. export class WebXRDefaultExperience {
  112377. /**
  112378. * Base experience
  112379. */
  112380. baseExperience: WebXRExperienceHelper;
  112381. /**
  112382. * Input experience extension
  112383. */
  112384. input: WebXRInput;
  112385. /**
  112386. * Loads the controller models
  112387. */
  112388. controllerModelLoader: WebXRControllerModelLoader;
  112389. /**
  112390. * Enables laser pointer and selection
  112391. */
  112392. pointerSelection: WebXRControllerPointerSelection;
  112393. /**
  112394. * Enables teleportation
  112395. */
  112396. teleportation: WebXRControllerTeleportation;
  112397. /**
  112398. * Enables ui for enetering/exiting xr
  112399. */
  112400. enterExitUI: WebXREnterExitUI;
  112401. /**
  112402. * Default output canvas xr should render to
  112403. */
  112404. outputCanvas: WebXRManagedOutputCanvas;
  112405. /**
  112406. * Creates the default xr experience
  112407. * @param scene scene
  112408. * @param options options for basic configuration
  112409. * @returns resulting WebXRDefaultExperience
  112410. */
  112411. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112412. private constructor();
  112413. /**
  112414. * DIsposes of the experience helper
  112415. */
  112416. dispose(): void;
  112417. }
  112418. }
  112419. declare module BABYLON {
  112420. /** @hidden */
  112421. export var _forceSceneHelpersToBundle: boolean;
  112422. interface Scene {
  112423. /**
  112424. * Creates a default light for the scene.
  112425. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112426. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112427. */
  112428. createDefaultLight(replace?: boolean): void;
  112429. /**
  112430. * Creates a default camera for the scene.
  112431. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112432. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112433. * @param replace has default false, when true replaces the active camera in the scene
  112434. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112435. */
  112436. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112437. /**
  112438. * Creates a default camera and a default light.
  112439. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112440. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112441. * @param replace has the default false, when true replaces the active camera/light in the scene
  112442. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112443. */
  112444. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112445. /**
  112446. * Creates a new sky box
  112447. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112448. * @param environmentTexture defines the texture to use as environment texture
  112449. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112450. * @param scale defines the overall scale of the skybox
  112451. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112452. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112453. * @returns a new mesh holding the sky box
  112454. */
  112455. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112456. /**
  112457. * Creates a new environment
  112458. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112459. * @param options defines the options you can use to configure the environment
  112460. * @returns the new EnvironmentHelper
  112461. */
  112462. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112463. /**
  112464. * Creates a new VREXperienceHelper
  112465. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112466. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112467. * @returns a new VREXperienceHelper
  112468. */
  112469. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112470. /**
  112471. * Creates a new WebXRDefaultExperience
  112472. * @see http://doc.babylonjs.com/how_to/webxr
  112473. * @param options experience options
  112474. * @returns a promise for a new WebXRDefaultExperience
  112475. */
  112476. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112477. }
  112478. }
  112479. declare module BABYLON {
  112480. /**
  112481. * Contains position and normal vectors for a vertex
  112482. */
  112483. export class PositionNormalVertex {
  112484. /** the position of the vertex (defaut: 0,0,0) */
  112485. position: Vector3;
  112486. /** the normal of the vertex (defaut: 0,1,0) */
  112487. normal: Vector3;
  112488. /**
  112489. * Creates a PositionNormalVertex
  112490. * @param position the position of the vertex (defaut: 0,0,0)
  112491. * @param normal the normal of the vertex (defaut: 0,1,0)
  112492. */
  112493. constructor(
  112494. /** the position of the vertex (defaut: 0,0,0) */
  112495. position?: Vector3,
  112496. /** the normal of the vertex (defaut: 0,1,0) */
  112497. normal?: Vector3);
  112498. /**
  112499. * Clones the PositionNormalVertex
  112500. * @returns the cloned PositionNormalVertex
  112501. */
  112502. clone(): PositionNormalVertex;
  112503. }
  112504. /**
  112505. * Contains position, normal and uv vectors for a vertex
  112506. */
  112507. export class PositionNormalTextureVertex {
  112508. /** the position of the vertex (defaut: 0,0,0) */
  112509. position: Vector3;
  112510. /** the normal of the vertex (defaut: 0,1,0) */
  112511. normal: Vector3;
  112512. /** the uv of the vertex (default: 0,0) */
  112513. uv: Vector2;
  112514. /**
  112515. * Creates a PositionNormalTextureVertex
  112516. * @param position the position of the vertex (defaut: 0,0,0)
  112517. * @param normal the normal of the vertex (defaut: 0,1,0)
  112518. * @param uv the uv of the vertex (default: 0,0)
  112519. */
  112520. constructor(
  112521. /** the position of the vertex (defaut: 0,0,0) */
  112522. position?: Vector3,
  112523. /** the normal of the vertex (defaut: 0,1,0) */
  112524. normal?: Vector3,
  112525. /** the uv of the vertex (default: 0,0) */
  112526. uv?: Vector2);
  112527. /**
  112528. * Clones the PositionNormalTextureVertex
  112529. * @returns the cloned PositionNormalTextureVertex
  112530. */
  112531. clone(): PositionNormalTextureVertex;
  112532. }
  112533. }
  112534. declare module BABYLON {
  112535. /**
  112536. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112537. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112538. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112539. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112540. */
  112541. export class VideoDome extends TransformNode {
  112542. /**
  112543. * Define the video source as a Monoscopic panoramic 360 video.
  112544. */
  112545. static readonly MODE_MONOSCOPIC: number;
  112546. /**
  112547. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112548. */
  112549. static readonly MODE_TOPBOTTOM: number;
  112550. /**
  112551. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112552. */
  112553. static readonly MODE_SIDEBYSIDE: number;
  112554. private _halfDome;
  112555. private _useDirectMapping;
  112556. /**
  112557. * The video texture being displayed on the sphere
  112558. */
  112559. protected _videoTexture: VideoTexture;
  112560. /**
  112561. * Gets the video texture being displayed on the sphere
  112562. */
  112563. readonly videoTexture: VideoTexture;
  112564. /**
  112565. * The skybox material
  112566. */
  112567. protected _material: BackgroundMaterial;
  112568. /**
  112569. * The surface used for the skybox
  112570. */
  112571. protected _mesh: Mesh;
  112572. /**
  112573. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112574. */
  112575. private _halfDomeMask;
  112576. /**
  112577. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112578. * Also see the options.resolution property.
  112579. */
  112580. fovMultiplier: number;
  112581. private _videoMode;
  112582. /**
  112583. * Gets or set the current video mode for the video. It can be:
  112584. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112585. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112586. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112587. */
  112588. videoMode: number;
  112589. /**
  112590. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112591. *
  112592. */
  112593. /**
  112594. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112595. */
  112596. halfDome: boolean;
  112597. /**
  112598. * Oberserver used in Stereoscopic VR Mode.
  112599. */
  112600. private _onBeforeCameraRenderObserver;
  112601. /**
  112602. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112603. * @param name Element's name, child elements will append suffixes for their own names.
  112604. * @param urlsOrVideo defines the url(s) or the video element to use
  112605. * @param options An object containing optional or exposed sub element properties
  112606. */
  112607. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112608. resolution?: number;
  112609. clickToPlay?: boolean;
  112610. autoPlay?: boolean;
  112611. loop?: boolean;
  112612. size?: number;
  112613. poster?: string;
  112614. faceForward?: boolean;
  112615. useDirectMapping?: boolean;
  112616. halfDomeMode?: boolean;
  112617. }, scene: Scene);
  112618. private _changeVideoMode;
  112619. /**
  112620. * Releases resources associated with this node.
  112621. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112622. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112623. */
  112624. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112625. }
  112626. }
  112627. declare module BABYLON {
  112628. /**
  112629. * This class can be used to get instrumentation data from a Babylon engine
  112630. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112631. */
  112632. export class EngineInstrumentation implements IDisposable {
  112633. /**
  112634. * Define the instrumented engine.
  112635. */
  112636. engine: Engine;
  112637. private _captureGPUFrameTime;
  112638. private _gpuFrameTimeToken;
  112639. private _gpuFrameTime;
  112640. private _captureShaderCompilationTime;
  112641. private _shaderCompilationTime;
  112642. private _onBeginFrameObserver;
  112643. private _onEndFrameObserver;
  112644. private _onBeforeShaderCompilationObserver;
  112645. private _onAfterShaderCompilationObserver;
  112646. /**
  112647. * Gets the perf counter used for GPU frame time
  112648. */
  112649. readonly gpuFrameTimeCounter: PerfCounter;
  112650. /**
  112651. * Gets the GPU frame time capture status
  112652. */
  112653. /**
  112654. * Enable or disable the GPU frame time capture
  112655. */
  112656. captureGPUFrameTime: boolean;
  112657. /**
  112658. * Gets the perf counter used for shader compilation time
  112659. */
  112660. readonly shaderCompilationTimeCounter: PerfCounter;
  112661. /**
  112662. * Gets the shader compilation time capture status
  112663. */
  112664. /**
  112665. * Enable or disable the shader compilation time capture
  112666. */
  112667. captureShaderCompilationTime: boolean;
  112668. /**
  112669. * Instantiates a new engine instrumentation.
  112670. * This class can be used to get instrumentation data from a Babylon engine
  112671. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112672. * @param engine Defines the engine to instrument
  112673. */
  112674. constructor(
  112675. /**
  112676. * Define the instrumented engine.
  112677. */
  112678. engine: Engine);
  112679. /**
  112680. * Dispose and release associated resources.
  112681. */
  112682. dispose(): void;
  112683. }
  112684. }
  112685. declare module BABYLON {
  112686. /**
  112687. * This class can be used to get instrumentation data from a Babylon engine
  112688. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112689. */
  112690. export class SceneInstrumentation implements IDisposable {
  112691. /**
  112692. * Defines the scene to instrument
  112693. */
  112694. scene: Scene;
  112695. private _captureActiveMeshesEvaluationTime;
  112696. private _activeMeshesEvaluationTime;
  112697. private _captureRenderTargetsRenderTime;
  112698. private _renderTargetsRenderTime;
  112699. private _captureFrameTime;
  112700. private _frameTime;
  112701. private _captureRenderTime;
  112702. private _renderTime;
  112703. private _captureInterFrameTime;
  112704. private _interFrameTime;
  112705. private _captureParticlesRenderTime;
  112706. private _particlesRenderTime;
  112707. private _captureSpritesRenderTime;
  112708. private _spritesRenderTime;
  112709. private _capturePhysicsTime;
  112710. private _physicsTime;
  112711. private _captureAnimationsTime;
  112712. private _animationsTime;
  112713. private _captureCameraRenderTime;
  112714. private _cameraRenderTime;
  112715. private _onBeforeActiveMeshesEvaluationObserver;
  112716. private _onAfterActiveMeshesEvaluationObserver;
  112717. private _onBeforeRenderTargetsRenderObserver;
  112718. private _onAfterRenderTargetsRenderObserver;
  112719. private _onAfterRenderObserver;
  112720. private _onBeforeDrawPhaseObserver;
  112721. private _onAfterDrawPhaseObserver;
  112722. private _onBeforeAnimationsObserver;
  112723. private _onBeforeParticlesRenderingObserver;
  112724. private _onAfterParticlesRenderingObserver;
  112725. private _onBeforeSpritesRenderingObserver;
  112726. private _onAfterSpritesRenderingObserver;
  112727. private _onBeforePhysicsObserver;
  112728. private _onAfterPhysicsObserver;
  112729. private _onAfterAnimationsObserver;
  112730. private _onBeforeCameraRenderObserver;
  112731. private _onAfterCameraRenderObserver;
  112732. /**
  112733. * Gets the perf counter used for active meshes evaluation time
  112734. */
  112735. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  112736. /**
  112737. * Gets the active meshes evaluation time capture status
  112738. */
  112739. /**
  112740. * Enable or disable the active meshes evaluation time capture
  112741. */
  112742. captureActiveMeshesEvaluationTime: boolean;
  112743. /**
  112744. * Gets the perf counter used for render targets render time
  112745. */
  112746. readonly renderTargetsRenderTimeCounter: PerfCounter;
  112747. /**
  112748. * Gets the render targets render time capture status
  112749. */
  112750. /**
  112751. * Enable or disable the render targets render time capture
  112752. */
  112753. captureRenderTargetsRenderTime: boolean;
  112754. /**
  112755. * Gets the perf counter used for particles render time
  112756. */
  112757. readonly particlesRenderTimeCounter: PerfCounter;
  112758. /**
  112759. * Gets the particles render time capture status
  112760. */
  112761. /**
  112762. * Enable or disable the particles render time capture
  112763. */
  112764. captureParticlesRenderTime: boolean;
  112765. /**
  112766. * Gets the perf counter used for sprites render time
  112767. */
  112768. readonly spritesRenderTimeCounter: PerfCounter;
  112769. /**
  112770. * Gets the sprites render time capture status
  112771. */
  112772. /**
  112773. * Enable or disable the sprites render time capture
  112774. */
  112775. captureSpritesRenderTime: boolean;
  112776. /**
  112777. * Gets the perf counter used for physics time
  112778. */
  112779. readonly physicsTimeCounter: PerfCounter;
  112780. /**
  112781. * Gets the physics time capture status
  112782. */
  112783. /**
  112784. * Enable or disable the physics time capture
  112785. */
  112786. capturePhysicsTime: boolean;
  112787. /**
  112788. * Gets the perf counter used for animations time
  112789. */
  112790. readonly animationsTimeCounter: PerfCounter;
  112791. /**
  112792. * Gets the animations time capture status
  112793. */
  112794. /**
  112795. * Enable or disable the animations time capture
  112796. */
  112797. captureAnimationsTime: boolean;
  112798. /**
  112799. * Gets the perf counter used for frame time capture
  112800. */
  112801. readonly frameTimeCounter: PerfCounter;
  112802. /**
  112803. * Gets the frame time capture status
  112804. */
  112805. /**
  112806. * Enable or disable the frame time capture
  112807. */
  112808. captureFrameTime: boolean;
  112809. /**
  112810. * Gets the perf counter used for inter-frames time capture
  112811. */
  112812. readonly interFrameTimeCounter: PerfCounter;
  112813. /**
  112814. * Gets the inter-frames time capture status
  112815. */
  112816. /**
  112817. * Enable or disable the inter-frames time capture
  112818. */
  112819. captureInterFrameTime: boolean;
  112820. /**
  112821. * Gets the perf counter used for render time capture
  112822. */
  112823. readonly renderTimeCounter: PerfCounter;
  112824. /**
  112825. * Gets the render time capture status
  112826. */
  112827. /**
  112828. * Enable or disable the render time capture
  112829. */
  112830. captureRenderTime: boolean;
  112831. /**
  112832. * Gets the perf counter used for camera render time capture
  112833. */
  112834. readonly cameraRenderTimeCounter: PerfCounter;
  112835. /**
  112836. * Gets the camera render time capture status
  112837. */
  112838. /**
  112839. * Enable or disable the camera render time capture
  112840. */
  112841. captureCameraRenderTime: boolean;
  112842. /**
  112843. * Gets the perf counter used for draw calls
  112844. */
  112845. readonly drawCallsCounter: PerfCounter;
  112846. /**
  112847. * Instantiates a new scene instrumentation.
  112848. * This class can be used to get instrumentation data from a Babylon engine
  112849. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112850. * @param scene Defines the scene to instrument
  112851. */
  112852. constructor(
  112853. /**
  112854. * Defines the scene to instrument
  112855. */
  112856. scene: Scene);
  112857. /**
  112858. * Dispose and release associated resources.
  112859. */
  112860. dispose(): void;
  112861. }
  112862. }
  112863. declare module BABYLON {
  112864. /** @hidden */
  112865. export var glowMapGenerationPixelShader: {
  112866. name: string;
  112867. shader: string;
  112868. };
  112869. }
  112870. declare module BABYLON {
  112871. /** @hidden */
  112872. export var glowMapGenerationVertexShader: {
  112873. name: string;
  112874. shader: string;
  112875. };
  112876. }
  112877. declare module BABYLON {
  112878. /**
  112879. * Effect layer options. This helps customizing the behaviour
  112880. * of the effect layer.
  112881. */
  112882. export interface IEffectLayerOptions {
  112883. /**
  112884. * Multiplication factor apply to the canvas size to compute the render target size
  112885. * used to generated the objects (the smaller the faster).
  112886. */
  112887. mainTextureRatio: number;
  112888. /**
  112889. * Enforces a fixed size texture to ensure effect stability across devices.
  112890. */
  112891. mainTextureFixedSize?: number;
  112892. /**
  112893. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  112894. */
  112895. alphaBlendingMode: number;
  112896. /**
  112897. * The camera attached to the layer.
  112898. */
  112899. camera: Nullable<Camera>;
  112900. /**
  112901. * The rendering group to draw the layer in.
  112902. */
  112903. renderingGroupId: number;
  112904. }
  112905. /**
  112906. * The effect layer Helps adding post process effect blended with the main pass.
  112907. *
  112908. * This can be for instance use to generate glow or higlight effects on the scene.
  112909. *
  112910. * The effect layer class can not be used directly and is intented to inherited from to be
  112911. * customized per effects.
  112912. */
  112913. export abstract class EffectLayer {
  112914. private _vertexBuffers;
  112915. private _indexBuffer;
  112916. private _cachedDefines;
  112917. private _effectLayerMapGenerationEffect;
  112918. private _effectLayerOptions;
  112919. private _mergeEffect;
  112920. protected _scene: Scene;
  112921. protected _engine: Engine;
  112922. protected _maxSize: number;
  112923. protected _mainTextureDesiredSize: ISize;
  112924. protected _mainTexture: RenderTargetTexture;
  112925. protected _shouldRender: boolean;
  112926. protected _postProcesses: PostProcess[];
  112927. protected _textures: BaseTexture[];
  112928. protected _emissiveTextureAndColor: {
  112929. texture: Nullable<BaseTexture>;
  112930. color: Color4;
  112931. };
  112932. /**
  112933. * The name of the layer
  112934. */
  112935. name: string;
  112936. /**
  112937. * The clear color of the texture used to generate the glow map.
  112938. */
  112939. neutralColor: Color4;
  112940. /**
  112941. * Specifies wether the highlight layer is enabled or not.
  112942. */
  112943. isEnabled: boolean;
  112944. /**
  112945. * Gets the camera attached to the layer.
  112946. */
  112947. readonly camera: Nullable<Camera>;
  112948. /**
  112949. * Gets the rendering group id the layer should render in.
  112950. */
  112951. renderingGroupId: number;
  112952. /**
  112953. * An event triggered when the effect layer has been disposed.
  112954. */
  112955. onDisposeObservable: Observable<EffectLayer>;
  112956. /**
  112957. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112958. */
  112959. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  112960. /**
  112961. * An event triggered when the generated texture is being merged in the scene.
  112962. */
  112963. onBeforeComposeObservable: Observable<EffectLayer>;
  112964. /**
  112965. * An event triggered when the generated texture has been merged in the scene.
  112966. */
  112967. onAfterComposeObservable: Observable<EffectLayer>;
  112968. /**
  112969. * An event triggered when the efffect layer changes its size.
  112970. */
  112971. onSizeChangedObservable: Observable<EffectLayer>;
  112972. /** @hidden */
  112973. static _SceneComponentInitialization: (scene: Scene) => void;
  112974. /**
  112975. * Instantiates a new effect Layer and references it in the scene.
  112976. * @param name The name of the layer
  112977. * @param scene The scene to use the layer in
  112978. */
  112979. constructor(
  112980. /** The Friendly of the effect in the scene */
  112981. name: string, scene: Scene);
  112982. /**
  112983. * Get the effect name of the layer.
  112984. * @return The effect name
  112985. */
  112986. abstract getEffectName(): string;
  112987. /**
  112988. * Checks for the readiness of the element composing the layer.
  112989. * @param subMesh the mesh to check for
  112990. * @param useInstances specify wether or not to use instances to render the mesh
  112991. * @return true if ready otherwise, false
  112992. */
  112993. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112994. /**
  112995. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112996. * @returns true if the effect requires stencil during the main canvas render pass.
  112997. */
  112998. abstract needStencil(): boolean;
  112999. /**
  113000. * Create the merge effect. This is the shader use to blit the information back
  113001. * to the main canvas at the end of the scene rendering.
  113002. * @returns The effect containing the shader used to merge the effect on the main canvas
  113003. */
  113004. protected abstract _createMergeEffect(): Effect;
  113005. /**
  113006. * Creates the render target textures and post processes used in the effect layer.
  113007. */
  113008. protected abstract _createTextureAndPostProcesses(): void;
  113009. /**
  113010. * Implementation specific of rendering the generating effect on the main canvas.
  113011. * @param effect The effect used to render through
  113012. */
  113013. protected abstract _internalRender(effect: Effect): void;
  113014. /**
  113015. * Sets the required values for both the emissive texture and and the main color.
  113016. */
  113017. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113018. /**
  113019. * Free any resources and references associated to a mesh.
  113020. * Internal use
  113021. * @param mesh The mesh to free.
  113022. */
  113023. abstract _disposeMesh(mesh: Mesh): void;
  113024. /**
  113025. * Serializes this layer (Glow or Highlight for example)
  113026. * @returns a serialized layer object
  113027. */
  113028. abstract serialize?(): any;
  113029. /**
  113030. * Initializes the effect layer with the required options.
  113031. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113032. */
  113033. protected _init(options: Partial<IEffectLayerOptions>): void;
  113034. /**
  113035. * Generates the index buffer of the full screen quad blending to the main canvas.
  113036. */
  113037. private _generateIndexBuffer;
  113038. /**
  113039. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113040. */
  113041. private _generateVertexBuffer;
  113042. /**
  113043. * Sets the main texture desired size which is the closest power of two
  113044. * of the engine canvas size.
  113045. */
  113046. private _setMainTextureSize;
  113047. /**
  113048. * Creates the main texture for the effect layer.
  113049. */
  113050. protected _createMainTexture(): void;
  113051. /**
  113052. * Adds specific effects defines.
  113053. * @param defines The defines to add specifics to.
  113054. */
  113055. protected _addCustomEffectDefines(defines: string[]): void;
  113056. /**
  113057. * Checks for the readiness of the element composing the layer.
  113058. * @param subMesh the mesh to check for
  113059. * @param useInstances specify wether or not to use instances to render the mesh
  113060. * @param emissiveTexture the associated emissive texture used to generate the glow
  113061. * @return true if ready otherwise, false
  113062. */
  113063. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  113064. /**
  113065. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113066. */
  113067. render(): void;
  113068. /**
  113069. * Determine if a given mesh will be used in the current effect.
  113070. * @param mesh mesh to test
  113071. * @returns true if the mesh will be used
  113072. */
  113073. hasMesh(mesh: AbstractMesh): boolean;
  113074. /**
  113075. * Returns true if the layer contains information to display, otherwise false.
  113076. * @returns true if the glow layer should be rendered
  113077. */
  113078. shouldRender(): boolean;
  113079. /**
  113080. * Returns true if the mesh should render, otherwise false.
  113081. * @param mesh The mesh to render
  113082. * @returns true if it should render otherwise false
  113083. */
  113084. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  113085. /**
  113086. * Returns true if the mesh can be rendered, otherwise false.
  113087. * @param mesh The mesh to render
  113088. * @param material The material used on the mesh
  113089. * @returns true if it can be rendered otherwise false
  113090. */
  113091. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113092. /**
  113093. * Returns true if the mesh should render, otherwise false.
  113094. * @param mesh The mesh to render
  113095. * @returns true if it should render otherwise false
  113096. */
  113097. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  113098. /**
  113099. * Renders the submesh passed in parameter to the generation map.
  113100. */
  113101. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  113102. /**
  113103. * Rebuild the required buffers.
  113104. * @hidden Internal use only.
  113105. */
  113106. _rebuild(): void;
  113107. /**
  113108. * Dispose only the render target textures and post process.
  113109. */
  113110. private _disposeTextureAndPostProcesses;
  113111. /**
  113112. * Dispose the highlight layer and free resources.
  113113. */
  113114. dispose(): void;
  113115. /**
  113116. * Gets the class name of the effect layer
  113117. * @returns the string with the class name of the effect layer
  113118. */
  113119. getClassName(): string;
  113120. /**
  113121. * Creates an effect layer from parsed effect layer data
  113122. * @param parsedEffectLayer defines effect layer data
  113123. * @param scene defines the current scene
  113124. * @param rootUrl defines the root URL containing the effect layer information
  113125. * @returns a parsed effect Layer
  113126. */
  113127. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  113128. }
  113129. }
  113130. declare module BABYLON {
  113131. interface AbstractScene {
  113132. /**
  113133. * The list of effect layers (highlights/glow) added to the scene
  113134. * @see http://doc.babylonjs.com/how_to/highlight_layer
  113135. * @see http://doc.babylonjs.com/how_to/glow_layer
  113136. */
  113137. effectLayers: Array<EffectLayer>;
  113138. /**
  113139. * Removes the given effect layer from this scene.
  113140. * @param toRemove defines the effect layer to remove
  113141. * @returns the index of the removed effect layer
  113142. */
  113143. removeEffectLayer(toRemove: EffectLayer): number;
  113144. /**
  113145. * Adds the given effect layer to this scene
  113146. * @param newEffectLayer defines the effect layer to add
  113147. */
  113148. addEffectLayer(newEffectLayer: EffectLayer): void;
  113149. }
  113150. /**
  113151. * Defines the layer scene component responsible to manage any effect layers
  113152. * in a given scene.
  113153. */
  113154. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  113155. /**
  113156. * The component name helpfull to identify the component in the list of scene components.
  113157. */
  113158. readonly name: string;
  113159. /**
  113160. * The scene the component belongs to.
  113161. */
  113162. scene: Scene;
  113163. private _engine;
  113164. private _renderEffects;
  113165. private _needStencil;
  113166. private _previousStencilState;
  113167. /**
  113168. * Creates a new instance of the component for the given scene
  113169. * @param scene Defines the scene to register the component in
  113170. */
  113171. constructor(scene: Scene);
  113172. /**
  113173. * Registers the component in a given scene
  113174. */
  113175. register(): void;
  113176. /**
  113177. * Rebuilds the elements related to this component in case of
  113178. * context lost for instance.
  113179. */
  113180. rebuild(): void;
  113181. /**
  113182. * Serializes the component data to the specified json object
  113183. * @param serializationObject The object to serialize to
  113184. */
  113185. serialize(serializationObject: any): void;
  113186. /**
  113187. * Adds all the elements from the container to the scene
  113188. * @param container the container holding the elements
  113189. */
  113190. addFromContainer(container: AbstractScene): void;
  113191. /**
  113192. * Removes all the elements in the container from the scene
  113193. * @param container contains the elements to remove
  113194. * @param dispose if the removed element should be disposed (default: false)
  113195. */
  113196. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113197. /**
  113198. * Disposes the component and the associated ressources.
  113199. */
  113200. dispose(): void;
  113201. private _isReadyForMesh;
  113202. private _renderMainTexture;
  113203. private _setStencil;
  113204. private _setStencilBack;
  113205. private _draw;
  113206. private _drawCamera;
  113207. private _drawRenderingGroup;
  113208. }
  113209. }
  113210. declare module BABYLON {
  113211. /** @hidden */
  113212. export var glowMapMergePixelShader: {
  113213. name: string;
  113214. shader: string;
  113215. };
  113216. }
  113217. declare module BABYLON {
  113218. /** @hidden */
  113219. export var glowMapMergeVertexShader: {
  113220. name: string;
  113221. shader: string;
  113222. };
  113223. }
  113224. declare module BABYLON {
  113225. interface AbstractScene {
  113226. /**
  113227. * Return a the first highlight layer of the scene with a given name.
  113228. * @param name The name of the highlight layer to look for.
  113229. * @return The highlight layer if found otherwise null.
  113230. */
  113231. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113232. }
  113233. /**
  113234. * Glow layer options. This helps customizing the behaviour
  113235. * of the glow layer.
  113236. */
  113237. export interface IGlowLayerOptions {
  113238. /**
  113239. * Multiplication factor apply to the canvas size to compute the render target size
  113240. * used to generated the glowing objects (the smaller the faster).
  113241. */
  113242. mainTextureRatio: number;
  113243. /**
  113244. * Enforces a fixed size texture to ensure resize independant blur.
  113245. */
  113246. mainTextureFixedSize?: number;
  113247. /**
  113248. * How big is the kernel of the blur texture.
  113249. */
  113250. blurKernelSize: number;
  113251. /**
  113252. * The camera attached to the layer.
  113253. */
  113254. camera: Nullable<Camera>;
  113255. /**
  113256. * Enable MSAA by chosing the number of samples.
  113257. */
  113258. mainTextureSamples?: number;
  113259. /**
  113260. * The rendering group to draw the layer in.
  113261. */
  113262. renderingGroupId: number;
  113263. }
  113264. /**
  113265. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113266. *
  113267. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113268. * glowy meshes to your scene.
  113269. *
  113270. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113271. */
  113272. export class GlowLayer extends EffectLayer {
  113273. /**
  113274. * Effect Name of the layer.
  113275. */
  113276. static readonly EffectName: string;
  113277. /**
  113278. * The default blur kernel size used for the glow.
  113279. */
  113280. static DefaultBlurKernelSize: number;
  113281. /**
  113282. * The default texture size ratio used for the glow.
  113283. */
  113284. static DefaultTextureRatio: number;
  113285. /**
  113286. * Sets the kernel size of the blur.
  113287. */
  113288. /**
  113289. * Gets the kernel size of the blur.
  113290. */
  113291. blurKernelSize: number;
  113292. /**
  113293. * Sets the glow intensity.
  113294. */
  113295. /**
  113296. * Gets the glow intensity.
  113297. */
  113298. intensity: number;
  113299. private _options;
  113300. private _intensity;
  113301. private _horizontalBlurPostprocess1;
  113302. private _verticalBlurPostprocess1;
  113303. private _horizontalBlurPostprocess2;
  113304. private _verticalBlurPostprocess2;
  113305. private _blurTexture1;
  113306. private _blurTexture2;
  113307. private _postProcesses1;
  113308. private _postProcesses2;
  113309. private _includedOnlyMeshes;
  113310. private _excludedMeshes;
  113311. /**
  113312. * Callback used to let the user override the color selection on a per mesh basis
  113313. */
  113314. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113315. /**
  113316. * Callback used to let the user override the texture selection on a per mesh basis
  113317. */
  113318. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113319. /**
  113320. * Instantiates a new glow Layer and references it to the scene.
  113321. * @param name The name of the layer
  113322. * @param scene The scene to use the layer in
  113323. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113324. */
  113325. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113326. /**
  113327. * Get the effect name of the layer.
  113328. * @return The effect name
  113329. */
  113330. getEffectName(): string;
  113331. /**
  113332. * Create the merge effect. This is the shader use to blit the information back
  113333. * to the main canvas at the end of the scene rendering.
  113334. */
  113335. protected _createMergeEffect(): Effect;
  113336. /**
  113337. * Creates the render target textures and post processes used in the glow layer.
  113338. */
  113339. protected _createTextureAndPostProcesses(): void;
  113340. /**
  113341. * Checks for the readiness of the element composing the layer.
  113342. * @param subMesh the mesh to check for
  113343. * @param useInstances specify wether or not to use instances to render the mesh
  113344. * @param emissiveTexture the associated emissive texture used to generate the glow
  113345. * @return true if ready otherwise, false
  113346. */
  113347. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113348. /**
  113349. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113350. */
  113351. needStencil(): boolean;
  113352. /**
  113353. * Returns true if the mesh can be rendered, otherwise false.
  113354. * @param mesh The mesh to render
  113355. * @param material The material used on the mesh
  113356. * @returns true if it can be rendered otherwise false
  113357. */
  113358. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113359. /**
  113360. * Implementation specific of rendering the generating effect on the main canvas.
  113361. * @param effect The effect used to render through
  113362. */
  113363. protected _internalRender(effect: Effect): void;
  113364. /**
  113365. * Sets the required values for both the emissive texture and and the main color.
  113366. */
  113367. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113368. /**
  113369. * Returns true if the mesh should render, otherwise false.
  113370. * @param mesh The mesh to render
  113371. * @returns true if it should render otherwise false
  113372. */
  113373. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113374. /**
  113375. * Adds specific effects defines.
  113376. * @param defines The defines to add specifics to.
  113377. */
  113378. protected _addCustomEffectDefines(defines: string[]): void;
  113379. /**
  113380. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113381. * @param mesh The mesh to exclude from the glow layer
  113382. */
  113383. addExcludedMesh(mesh: Mesh): void;
  113384. /**
  113385. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113386. * @param mesh The mesh to remove
  113387. */
  113388. removeExcludedMesh(mesh: Mesh): void;
  113389. /**
  113390. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113391. * @param mesh The mesh to include in the glow layer
  113392. */
  113393. addIncludedOnlyMesh(mesh: Mesh): void;
  113394. /**
  113395. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113396. * @param mesh The mesh to remove
  113397. */
  113398. removeIncludedOnlyMesh(mesh: Mesh): void;
  113399. /**
  113400. * Determine if a given mesh will be used in the glow layer
  113401. * @param mesh The mesh to test
  113402. * @returns true if the mesh will be highlighted by the current glow layer
  113403. */
  113404. hasMesh(mesh: AbstractMesh): boolean;
  113405. /**
  113406. * Free any resources and references associated to a mesh.
  113407. * Internal use
  113408. * @param mesh The mesh to free.
  113409. * @hidden
  113410. */
  113411. _disposeMesh(mesh: Mesh): void;
  113412. /**
  113413. * Gets the class name of the effect layer
  113414. * @returns the string with the class name of the effect layer
  113415. */
  113416. getClassName(): string;
  113417. /**
  113418. * Serializes this glow layer
  113419. * @returns a serialized glow layer object
  113420. */
  113421. serialize(): any;
  113422. /**
  113423. * Creates a Glow Layer from parsed glow layer data
  113424. * @param parsedGlowLayer defines glow layer data
  113425. * @param scene defines the current scene
  113426. * @param rootUrl defines the root URL containing the glow layer information
  113427. * @returns a parsed Glow Layer
  113428. */
  113429. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113430. }
  113431. }
  113432. declare module BABYLON {
  113433. /** @hidden */
  113434. export var glowBlurPostProcessPixelShader: {
  113435. name: string;
  113436. shader: string;
  113437. };
  113438. }
  113439. declare module BABYLON {
  113440. interface AbstractScene {
  113441. /**
  113442. * Return a the first highlight layer of the scene with a given name.
  113443. * @param name The name of the highlight layer to look for.
  113444. * @return The highlight layer if found otherwise null.
  113445. */
  113446. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113447. }
  113448. /**
  113449. * Highlight layer options. This helps customizing the behaviour
  113450. * of the highlight layer.
  113451. */
  113452. export interface IHighlightLayerOptions {
  113453. /**
  113454. * Multiplication factor apply to the canvas size to compute the render target size
  113455. * used to generated the glowing objects (the smaller the faster).
  113456. */
  113457. mainTextureRatio: number;
  113458. /**
  113459. * Enforces a fixed size texture to ensure resize independant blur.
  113460. */
  113461. mainTextureFixedSize?: number;
  113462. /**
  113463. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113464. * of the picture to blur (the smaller the faster).
  113465. */
  113466. blurTextureSizeRatio: number;
  113467. /**
  113468. * How big in texel of the blur texture is the vertical blur.
  113469. */
  113470. blurVerticalSize: number;
  113471. /**
  113472. * How big in texel of the blur texture is the horizontal blur.
  113473. */
  113474. blurHorizontalSize: number;
  113475. /**
  113476. * Alpha blending mode used to apply the blur. Default is combine.
  113477. */
  113478. alphaBlendingMode: number;
  113479. /**
  113480. * The camera attached to the layer.
  113481. */
  113482. camera: Nullable<Camera>;
  113483. /**
  113484. * Should we display highlight as a solid stroke?
  113485. */
  113486. isStroke?: boolean;
  113487. /**
  113488. * The rendering group to draw the layer in.
  113489. */
  113490. renderingGroupId: number;
  113491. }
  113492. /**
  113493. * The highlight layer Helps adding a glow effect around a mesh.
  113494. *
  113495. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113496. * glowy meshes to your scene.
  113497. *
  113498. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113499. */
  113500. export class HighlightLayer extends EffectLayer {
  113501. name: string;
  113502. /**
  113503. * Effect Name of the highlight layer.
  113504. */
  113505. static readonly EffectName: string;
  113506. /**
  113507. * The neutral color used during the preparation of the glow effect.
  113508. * This is black by default as the blend operation is a blend operation.
  113509. */
  113510. static NeutralColor: Color4;
  113511. /**
  113512. * Stencil value used for glowing meshes.
  113513. */
  113514. static GlowingMeshStencilReference: number;
  113515. /**
  113516. * Stencil value used for the other meshes in the scene.
  113517. */
  113518. static NormalMeshStencilReference: number;
  113519. /**
  113520. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113521. */
  113522. innerGlow: boolean;
  113523. /**
  113524. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113525. */
  113526. outerGlow: boolean;
  113527. /**
  113528. * Specifies the horizontal size of the blur.
  113529. */
  113530. /**
  113531. * Gets the horizontal size of the blur.
  113532. */
  113533. blurHorizontalSize: number;
  113534. /**
  113535. * Specifies the vertical size of the blur.
  113536. */
  113537. /**
  113538. * Gets the vertical size of the blur.
  113539. */
  113540. blurVerticalSize: number;
  113541. /**
  113542. * An event triggered when the highlight layer is being blurred.
  113543. */
  113544. onBeforeBlurObservable: Observable<HighlightLayer>;
  113545. /**
  113546. * An event triggered when the highlight layer has been blurred.
  113547. */
  113548. onAfterBlurObservable: Observable<HighlightLayer>;
  113549. private _instanceGlowingMeshStencilReference;
  113550. private _options;
  113551. private _downSamplePostprocess;
  113552. private _horizontalBlurPostprocess;
  113553. private _verticalBlurPostprocess;
  113554. private _blurTexture;
  113555. private _meshes;
  113556. private _excludedMeshes;
  113557. /**
  113558. * Instantiates a new highlight Layer and references it to the scene..
  113559. * @param name The name of the layer
  113560. * @param scene The scene to use the layer in
  113561. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113562. */
  113563. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113564. /**
  113565. * Get the effect name of the layer.
  113566. * @return The effect name
  113567. */
  113568. getEffectName(): string;
  113569. /**
  113570. * Create the merge effect. This is the shader use to blit the information back
  113571. * to the main canvas at the end of the scene rendering.
  113572. */
  113573. protected _createMergeEffect(): Effect;
  113574. /**
  113575. * Creates the render target textures and post processes used in the highlight layer.
  113576. */
  113577. protected _createTextureAndPostProcesses(): void;
  113578. /**
  113579. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113580. */
  113581. needStencil(): boolean;
  113582. /**
  113583. * Checks for the readiness of the element composing the layer.
  113584. * @param subMesh the mesh to check for
  113585. * @param useInstances specify wether or not to use instances to render the mesh
  113586. * @param emissiveTexture the associated emissive texture used to generate the glow
  113587. * @return true if ready otherwise, false
  113588. */
  113589. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113590. /**
  113591. * Implementation specific of rendering the generating effect on the main canvas.
  113592. * @param effect The effect used to render through
  113593. */
  113594. protected _internalRender(effect: Effect): void;
  113595. /**
  113596. * Returns true if the layer contains information to display, otherwise false.
  113597. */
  113598. shouldRender(): boolean;
  113599. /**
  113600. * Returns true if the mesh should render, otherwise false.
  113601. * @param mesh The mesh to render
  113602. * @returns true if it should render otherwise false
  113603. */
  113604. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113605. /**
  113606. * Sets the required values for both the emissive texture and and the main color.
  113607. */
  113608. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113609. /**
  113610. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113611. * @param mesh The mesh to exclude from the highlight layer
  113612. */
  113613. addExcludedMesh(mesh: Mesh): void;
  113614. /**
  113615. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113616. * @param mesh The mesh to highlight
  113617. */
  113618. removeExcludedMesh(mesh: Mesh): void;
  113619. /**
  113620. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113621. * @param mesh mesh to test
  113622. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113623. */
  113624. hasMesh(mesh: AbstractMesh): boolean;
  113625. /**
  113626. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113627. * @param mesh The mesh to highlight
  113628. * @param color The color of the highlight
  113629. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113630. */
  113631. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113632. /**
  113633. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113634. * @param mesh The mesh to highlight
  113635. */
  113636. removeMesh(mesh: Mesh): void;
  113637. /**
  113638. * Force the stencil to the normal expected value for none glowing parts
  113639. */
  113640. private _defaultStencilReference;
  113641. /**
  113642. * Free any resources and references associated to a mesh.
  113643. * Internal use
  113644. * @param mesh The mesh to free.
  113645. * @hidden
  113646. */
  113647. _disposeMesh(mesh: Mesh): void;
  113648. /**
  113649. * Dispose the highlight layer and free resources.
  113650. */
  113651. dispose(): void;
  113652. /**
  113653. * Gets the class name of the effect layer
  113654. * @returns the string with the class name of the effect layer
  113655. */
  113656. getClassName(): string;
  113657. /**
  113658. * Serializes this Highlight layer
  113659. * @returns a serialized Highlight layer object
  113660. */
  113661. serialize(): any;
  113662. /**
  113663. * Creates a Highlight layer from parsed Highlight layer data
  113664. * @param parsedHightlightLayer defines the Highlight layer data
  113665. * @param scene defines the current scene
  113666. * @param rootUrl defines the root URL containing the Highlight layer information
  113667. * @returns a parsed Highlight layer
  113668. */
  113669. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113670. }
  113671. }
  113672. declare module BABYLON {
  113673. interface AbstractScene {
  113674. /**
  113675. * The list of layers (background and foreground) of the scene
  113676. */
  113677. layers: Array<Layer>;
  113678. }
  113679. /**
  113680. * Defines the layer scene component responsible to manage any layers
  113681. * in a given scene.
  113682. */
  113683. export class LayerSceneComponent implements ISceneComponent {
  113684. /**
  113685. * The component name helpfull to identify the component in the list of scene components.
  113686. */
  113687. readonly name: string;
  113688. /**
  113689. * The scene the component belongs to.
  113690. */
  113691. scene: Scene;
  113692. private _engine;
  113693. /**
  113694. * Creates a new instance of the component for the given scene
  113695. * @param scene Defines the scene to register the component in
  113696. */
  113697. constructor(scene: Scene);
  113698. /**
  113699. * Registers the component in a given scene
  113700. */
  113701. register(): void;
  113702. /**
  113703. * Rebuilds the elements related to this component in case of
  113704. * context lost for instance.
  113705. */
  113706. rebuild(): void;
  113707. /**
  113708. * Disposes the component and the associated ressources.
  113709. */
  113710. dispose(): void;
  113711. private _draw;
  113712. private _drawCameraPredicate;
  113713. private _drawCameraBackground;
  113714. private _drawCameraForeground;
  113715. private _drawRenderTargetPredicate;
  113716. private _drawRenderTargetBackground;
  113717. private _drawRenderTargetForeground;
  113718. /**
  113719. * Adds all the elements from the container to the scene
  113720. * @param container the container holding the elements
  113721. */
  113722. addFromContainer(container: AbstractScene): void;
  113723. /**
  113724. * Removes all the elements in the container from the scene
  113725. * @param container contains the elements to remove
  113726. * @param dispose if the removed element should be disposed (default: false)
  113727. */
  113728. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113729. }
  113730. }
  113731. declare module BABYLON {
  113732. /** @hidden */
  113733. export var layerPixelShader: {
  113734. name: string;
  113735. shader: string;
  113736. };
  113737. }
  113738. declare module BABYLON {
  113739. /** @hidden */
  113740. export var layerVertexShader: {
  113741. name: string;
  113742. shader: string;
  113743. };
  113744. }
  113745. declare module BABYLON {
  113746. /**
  113747. * This represents a full screen 2d layer.
  113748. * This can be useful to display a picture in the background of your scene for instance.
  113749. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113750. */
  113751. export class Layer {
  113752. /**
  113753. * Define the name of the layer.
  113754. */
  113755. name: string;
  113756. /**
  113757. * Define the texture the layer should display.
  113758. */
  113759. texture: Nullable<Texture>;
  113760. /**
  113761. * Is the layer in background or foreground.
  113762. */
  113763. isBackground: boolean;
  113764. /**
  113765. * Define the color of the layer (instead of texture).
  113766. */
  113767. color: Color4;
  113768. /**
  113769. * Define the scale of the layer in order to zoom in out of the texture.
  113770. */
  113771. scale: Vector2;
  113772. /**
  113773. * Define an offset for the layer in order to shift the texture.
  113774. */
  113775. offset: Vector2;
  113776. /**
  113777. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113778. */
  113779. alphaBlendingMode: number;
  113780. /**
  113781. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  113782. * Alpha test will not mix with the background color in case of transparency.
  113783. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  113784. */
  113785. alphaTest: boolean;
  113786. /**
  113787. * Define a mask to restrict the layer to only some of the scene cameras.
  113788. */
  113789. layerMask: number;
  113790. /**
  113791. * Define the list of render target the layer is visible into.
  113792. */
  113793. renderTargetTextures: RenderTargetTexture[];
  113794. /**
  113795. * Define if the layer is only used in renderTarget or if it also
  113796. * renders in the main frame buffer of the canvas.
  113797. */
  113798. renderOnlyInRenderTargetTextures: boolean;
  113799. private _scene;
  113800. private _vertexBuffers;
  113801. private _indexBuffer;
  113802. private _effect;
  113803. private _alphaTestEffect;
  113804. /**
  113805. * An event triggered when the layer is disposed.
  113806. */
  113807. onDisposeObservable: Observable<Layer>;
  113808. private _onDisposeObserver;
  113809. /**
  113810. * Back compatibility with callback before the onDisposeObservable existed.
  113811. * The set callback will be triggered when the layer has been disposed.
  113812. */
  113813. onDispose: () => void;
  113814. /**
  113815. * An event triggered before rendering the scene
  113816. */
  113817. onBeforeRenderObservable: Observable<Layer>;
  113818. private _onBeforeRenderObserver;
  113819. /**
  113820. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113821. * The set callback will be triggered just before rendering the layer.
  113822. */
  113823. onBeforeRender: () => void;
  113824. /**
  113825. * An event triggered after rendering the scene
  113826. */
  113827. onAfterRenderObservable: Observable<Layer>;
  113828. private _onAfterRenderObserver;
  113829. /**
  113830. * Back compatibility with callback before the onAfterRenderObservable existed.
  113831. * The set callback will be triggered just after rendering the layer.
  113832. */
  113833. onAfterRender: () => void;
  113834. /**
  113835. * Instantiates a new layer.
  113836. * This represents a full screen 2d layer.
  113837. * This can be useful to display a picture in the background of your scene for instance.
  113838. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113839. * @param name Define the name of the layer in the scene
  113840. * @param imgUrl Define the url of the texture to display in the layer
  113841. * @param scene Define the scene the layer belongs to
  113842. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113843. * @param color Defines a color for the layer
  113844. */
  113845. constructor(
  113846. /**
  113847. * Define the name of the layer.
  113848. */
  113849. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  113850. private _createIndexBuffer;
  113851. /** @hidden */
  113852. _rebuild(): void;
  113853. /**
  113854. * Renders the layer in the scene.
  113855. */
  113856. render(): void;
  113857. /**
  113858. * Disposes and releases the associated ressources.
  113859. */
  113860. dispose(): void;
  113861. }
  113862. }
  113863. declare module BABYLON {
  113864. /** @hidden */
  113865. export var lensFlarePixelShader: {
  113866. name: string;
  113867. shader: string;
  113868. };
  113869. }
  113870. declare module BABYLON {
  113871. /** @hidden */
  113872. export var lensFlareVertexShader: {
  113873. name: string;
  113874. shader: string;
  113875. };
  113876. }
  113877. declare module BABYLON {
  113878. /**
  113879. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113880. * It is usually composed of several `lensFlare`.
  113881. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113882. */
  113883. export class LensFlareSystem {
  113884. /**
  113885. * Define the name of the lens flare system
  113886. */
  113887. name: string;
  113888. /**
  113889. * List of lens flares used in this system.
  113890. */
  113891. lensFlares: LensFlare[];
  113892. /**
  113893. * Define a limit from the border the lens flare can be visible.
  113894. */
  113895. borderLimit: number;
  113896. /**
  113897. * Define a viewport border we do not want to see the lens flare in.
  113898. */
  113899. viewportBorder: number;
  113900. /**
  113901. * Define a predicate which could limit the list of meshes able to occlude the effect.
  113902. */
  113903. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  113904. /**
  113905. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  113906. */
  113907. layerMask: number;
  113908. /**
  113909. * Define the id of the lens flare system in the scene.
  113910. * (equal to name by default)
  113911. */
  113912. id: string;
  113913. private _scene;
  113914. private _emitter;
  113915. private _vertexBuffers;
  113916. private _indexBuffer;
  113917. private _effect;
  113918. private _positionX;
  113919. private _positionY;
  113920. private _isEnabled;
  113921. /** @hidden */
  113922. static _SceneComponentInitialization: (scene: Scene) => void;
  113923. /**
  113924. * Instantiates a lens flare system.
  113925. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113926. * It is usually composed of several `lensFlare`.
  113927. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113928. * @param name Define the name of the lens flare system in the scene
  113929. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  113930. * @param scene Define the scene the lens flare system belongs to
  113931. */
  113932. constructor(
  113933. /**
  113934. * Define the name of the lens flare system
  113935. */
  113936. name: string, emitter: any, scene: Scene);
  113937. /**
  113938. * Define if the lens flare system is enabled.
  113939. */
  113940. isEnabled: boolean;
  113941. /**
  113942. * Get the scene the effects belongs to.
  113943. * @returns the scene holding the lens flare system
  113944. */
  113945. getScene(): Scene;
  113946. /**
  113947. * Get the emitter of the lens flare system.
  113948. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113949. * @returns the emitter of the lens flare system
  113950. */
  113951. getEmitter(): any;
  113952. /**
  113953. * Set the emitter of the lens flare system.
  113954. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113955. * @param newEmitter Define the new emitter of the system
  113956. */
  113957. setEmitter(newEmitter: any): void;
  113958. /**
  113959. * Get the lens flare system emitter position.
  113960. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  113961. * @returns the position
  113962. */
  113963. getEmitterPosition(): Vector3;
  113964. /**
  113965. * @hidden
  113966. */
  113967. computeEffectivePosition(globalViewport: Viewport): boolean;
  113968. /** @hidden */
  113969. _isVisible(): boolean;
  113970. /**
  113971. * @hidden
  113972. */
  113973. render(): boolean;
  113974. /**
  113975. * Dispose and release the lens flare with its associated resources.
  113976. */
  113977. dispose(): void;
  113978. /**
  113979. * Parse a lens flare system from a JSON repressentation
  113980. * @param parsedLensFlareSystem Define the JSON to parse
  113981. * @param scene Define the scene the parsed system should be instantiated in
  113982. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  113983. * @returns the parsed system
  113984. */
  113985. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  113986. /**
  113987. * Serialize the current Lens Flare System into a JSON representation.
  113988. * @returns the serialized JSON
  113989. */
  113990. serialize(): any;
  113991. }
  113992. }
  113993. declare module BABYLON {
  113994. /**
  113995. * This represents one of the lens effect in a `lensFlareSystem`.
  113996. * It controls one of the indiviual texture used in the effect.
  113997. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113998. */
  113999. export class LensFlare {
  114000. /**
  114001. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114002. */
  114003. size: number;
  114004. /**
  114005. * 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.
  114006. */
  114007. position: number;
  114008. /**
  114009. * Define the lens color.
  114010. */
  114011. color: Color3;
  114012. /**
  114013. * Define the lens texture.
  114014. */
  114015. texture: Nullable<Texture>;
  114016. /**
  114017. * Define the alpha mode to render this particular lens.
  114018. */
  114019. alphaMode: number;
  114020. private _system;
  114021. /**
  114022. * Creates a new Lens Flare.
  114023. * This represents one of the lens effect in a `lensFlareSystem`.
  114024. * It controls one of the indiviual texture used in the effect.
  114025. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114026. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  114027. * @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.
  114028. * @param color Define the lens color
  114029. * @param imgUrl Define the lens texture url
  114030. * @param system Define the `lensFlareSystem` this flare is part of
  114031. * @returns The newly created Lens Flare
  114032. */
  114033. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  114034. /**
  114035. * Instantiates a new Lens Flare.
  114036. * This represents one of the lens effect in a `lensFlareSystem`.
  114037. * It controls one of the indiviual texture used in the effect.
  114038. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114039. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  114040. * @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.
  114041. * @param color Define the lens color
  114042. * @param imgUrl Define the lens texture url
  114043. * @param system Define the `lensFlareSystem` this flare is part of
  114044. */
  114045. constructor(
  114046. /**
  114047. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114048. */
  114049. size: number,
  114050. /**
  114051. * 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.
  114052. */
  114053. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  114054. /**
  114055. * Dispose and release the lens flare with its associated resources.
  114056. */
  114057. dispose(): void;
  114058. }
  114059. }
  114060. declare module BABYLON {
  114061. interface AbstractScene {
  114062. /**
  114063. * The list of lens flare system added to the scene
  114064. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114065. */
  114066. lensFlareSystems: Array<LensFlareSystem>;
  114067. /**
  114068. * Removes the given lens flare system from this scene.
  114069. * @param toRemove The lens flare system to remove
  114070. * @returns The index of the removed lens flare system
  114071. */
  114072. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  114073. /**
  114074. * Adds the given lens flare system to this scene
  114075. * @param newLensFlareSystem The lens flare system to add
  114076. */
  114077. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  114078. /**
  114079. * Gets a lens flare system using its name
  114080. * @param name defines the name to look for
  114081. * @returns the lens flare system or null if not found
  114082. */
  114083. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  114084. /**
  114085. * Gets a lens flare system using its id
  114086. * @param id defines the id to look for
  114087. * @returns the lens flare system or null if not found
  114088. */
  114089. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  114090. }
  114091. /**
  114092. * Defines the lens flare scene component responsible to manage any lens flares
  114093. * in a given scene.
  114094. */
  114095. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  114096. /**
  114097. * The component name helpfull to identify the component in the list of scene components.
  114098. */
  114099. readonly name: string;
  114100. /**
  114101. * The scene the component belongs to.
  114102. */
  114103. scene: Scene;
  114104. /**
  114105. * Creates a new instance of the component for the given scene
  114106. * @param scene Defines the scene to register the component in
  114107. */
  114108. constructor(scene: Scene);
  114109. /**
  114110. * Registers the component in a given scene
  114111. */
  114112. register(): void;
  114113. /**
  114114. * Rebuilds the elements related to this component in case of
  114115. * context lost for instance.
  114116. */
  114117. rebuild(): void;
  114118. /**
  114119. * Adds all the elements from the container to the scene
  114120. * @param container the container holding the elements
  114121. */
  114122. addFromContainer(container: AbstractScene): void;
  114123. /**
  114124. * Removes all the elements in the container from the scene
  114125. * @param container contains the elements to remove
  114126. * @param dispose if the removed element should be disposed (default: false)
  114127. */
  114128. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114129. /**
  114130. * Serializes the component data to the specified json object
  114131. * @param serializationObject The object to serialize to
  114132. */
  114133. serialize(serializationObject: any): void;
  114134. /**
  114135. * Disposes the component and the associated ressources.
  114136. */
  114137. dispose(): void;
  114138. private _draw;
  114139. }
  114140. }
  114141. declare module BABYLON {
  114142. /**
  114143. * Defines the shadow generator component responsible to manage any shadow generators
  114144. * in a given scene.
  114145. */
  114146. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  114147. /**
  114148. * The component name helpfull to identify the component in the list of scene components.
  114149. */
  114150. readonly name: string;
  114151. /**
  114152. * The scene the component belongs to.
  114153. */
  114154. scene: Scene;
  114155. /**
  114156. * Creates a new instance of the component for the given scene
  114157. * @param scene Defines the scene to register the component in
  114158. */
  114159. constructor(scene: Scene);
  114160. /**
  114161. * Registers the component in a given scene
  114162. */
  114163. register(): void;
  114164. /**
  114165. * Rebuilds the elements related to this component in case of
  114166. * context lost for instance.
  114167. */
  114168. rebuild(): void;
  114169. /**
  114170. * Serializes the component data to the specified json object
  114171. * @param serializationObject The object to serialize to
  114172. */
  114173. serialize(serializationObject: any): void;
  114174. /**
  114175. * Adds all the elements from the container to the scene
  114176. * @param container the container holding the elements
  114177. */
  114178. addFromContainer(container: AbstractScene): void;
  114179. /**
  114180. * Removes all the elements in the container from the scene
  114181. * @param container contains the elements to remove
  114182. * @param dispose if the removed element should be disposed (default: false)
  114183. */
  114184. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114185. /**
  114186. * Rebuilds the elements related to this component in case of
  114187. * context lost for instance.
  114188. */
  114189. dispose(): void;
  114190. private _gatherRenderTargets;
  114191. }
  114192. }
  114193. declare module BABYLON {
  114194. /**
  114195. * A point light is a light defined by an unique point in world space.
  114196. * The light is emitted in every direction from this point.
  114197. * A good example of a point light is a standard light bulb.
  114198. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114199. */
  114200. export class PointLight extends ShadowLight {
  114201. private _shadowAngle;
  114202. /**
  114203. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114204. * This specifies what angle the shadow will use to be created.
  114205. *
  114206. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114207. */
  114208. /**
  114209. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114210. * This specifies what angle the shadow will use to be created.
  114211. *
  114212. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114213. */
  114214. shadowAngle: number;
  114215. /**
  114216. * Gets the direction if it has been set.
  114217. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114218. */
  114219. /**
  114220. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114221. */
  114222. direction: Vector3;
  114223. /**
  114224. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114225. * A PointLight emits the light in every direction.
  114226. * It can cast shadows.
  114227. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114228. * ```javascript
  114229. * var pointLight = new PointLight("pl", camera.position, scene);
  114230. * ```
  114231. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114232. * @param name The light friendly name
  114233. * @param position The position of the point light in the scene
  114234. * @param scene The scene the lights belongs to
  114235. */
  114236. constructor(name: string, position: Vector3, scene: Scene);
  114237. /**
  114238. * Returns the string "PointLight"
  114239. * @returns the class name
  114240. */
  114241. getClassName(): string;
  114242. /**
  114243. * Returns the integer 0.
  114244. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114245. */
  114246. getTypeID(): number;
  114247. /**
  114248. * Specifies wether or not the shadowmap should be a cube texture.
  114249. * @returns true if the shadowmap needs to be a cube texture.
  114250. */
  114251. needCube(): boolean;
  114252. /**
  114253. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114254. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114255. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114256. */
  114257. getShadowDirection(faceIndex?: number): Vector3;
  114258. /**
  114259. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114260. * - fov = PI / 2
  114261. * - aspect ratio : 1.0
  114262. * - z-near and far equal to the active camera minZ and maxZ.
  114263. * Returns the PointLight.
  114264. */
  114265. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114266. protected _buildUniformLayout(): void;
  114267. /**
  114268. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114269. * @param effect The effect to update
  114270. * @param lightIndex The index of the light in the effect to update
  114271. * @returns The point light
  114272. */
  114273. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114274. /**
  114275. * Prepares the list of defines specific to the light type.
  114276. * @param defines the list of defines
  114277. * @param lightIndex defines the index of the light for the effect
  114278. */
  114279. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114280. }
  114281. }
  114282. declare module BABYLON {
  114283. /**
  114284. * Header information of HDR texture files.
  114285. */
  114286. export interface HDRInfo {
  114287. /**
  114288. * The height of the texture in pixels.
  114289. */
  114290. height: number;
  114291. /**
  114292. * The width of the texture in pixels.
  114293. */
  114294. width: number;
  114295. /**
  114296. * The index of the beginning of the data in the binary file.
  114297. */
  114298. dataPosition: number;
  114299. }
  114300. /**
  114301. * This groups tools to convert HDR texture to native colors array.
  114302. */
  114303. export class HDRTools {
  114304. private static Ldexp;
  114305. private static Rgbe2float;
  114306. private static readStringLine;
  114307. /**
  114308. * Reads header information from an RGBE texture stored in a native array.
  114309. * More information on this format are available here:
  114310. * https://en.wikipedia.org/wiki/RGBE_image_format
  114311. *
  114312. * @param uint8array The binary file stored in native array.
  114313. * @return The header information.
  114314. */
  114315. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114316. /**
  114317. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114318. * This RGBE texture needs to store the information as a panorama.
  114319. *
  114320. * More information on this format are available here:
  114321. * https://en.wikipedia.org/wiki/RGBE_image_format
  114322. *
  114323. * @param buffer The binary file stored in an array buffer.
  114324. * @param size The expected size of the extracted cubemap.
  114325. * @return The Cube Map information.
  114326. */
  114327. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114328. /**
  114329. * Returns the pixels data extracted from an RGBE texture.
  114330. * This pixels will be stored left to right up to down in the R G B order in one array.
  114331. *
  114332. * More information on this format are available here:
  114333. * https://en.wikipedia.org/wiki/RGBE_image_format
  114334. *
  114335. * @param uint8array The binary file stored in an array buffer.
  114336. * @param hdrInfo The header information of the file.
  114337. * @return The pixels data in RGB right to left up to down order.
  114338. */
  114339. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114340. private static RGBE_ReadPixels_RLE;
  114341. }
  114342. }
  114343. declare module BABYLON {
  114344. /**
  114345. * This represents a texture coming from an HDR input.
  114346. *
  114347. * The only supported format is currently panorama picture stored in RGBE format.
  114348. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114349. */
  114350. export class HDRCubeTexture extends BaseTexture {
  114351. private static _facesMapping;
  114352. private _generateHarmonics;
  114353. private _noMipmap;
  114354. private _textureMatrix;
  114355. private _size;
  114356. private _onLoad;
  114357. private _onError;
  114358. /**
  114359. * The texture URL.
  114360. */
  114361. url: string;
  114362. /**
  114363. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114364. */
  114365. coordinatesMode: number;
  114366. protected _isBlocking: boolean;
  114367. /**
  114368. * Sets wether or not the texture is blocking during loading.
  114369. */
  114370. /**
  114371. * Gets wether or not the texture is blocking during loading.
  114372. */
  114373. isBlocking: boolean;
  114374. protected _rotationY: number;
  114375. /**
  114376. * Sets texture matrix rotation angle around Y axis in radians.
  114377. */
  114378. /**
  114379. * Gets texture matrix rotation angle around Y axis radians.
  114380. */
  114381. rotationY: number;
  114382. /**
  114383. * Gets or sets the center of the bounding box associated with the cube texture
  114384. * It must define where the camera used to render the texture was set
  114385. */
  114386. boundingBoxPosition: Vector3;
  114387. private _boundingBoxSize;
  114388. /**
  114389. * Gets or sets the size of the bounding box associated with the cube texture
  114390. * When defined, the cubemap will switch to local mode
  114391. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114392. * @example https://www.babylonjs-playground.com/#RNASML
  114393. */
  114394. boundingBoxSize: Vector3;
  114395. /**
  114396. * Instantiates an HDRTexture from the following parameters.
  114397. *
  114398. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114399. * @param scene The scene the texture will be used in
  114400. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114401. * @param noMipmap Forces to not generate the mipmap if true
  114402. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114403. * @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)
  114404. * @param reserved Reserved flag for internal use.
  114405. */
  114406. 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>);
  114407. /**
  114408. * Get the current class name of the texture useful for serialization or dynamic coding.
  114409. * @returns "HDRCubeTexture"
  114410. */
  114411. getClassName(): string;
  114412. /**
  114413. * Occurs when the file is raw .hdr file.
  114414. */
  114415. private loadTexture;
  114416. clone(): HDRCubeTexture;
  114417. delayLoad(): void;
  114418. /**
  114419. * Get the texture reflection matrix used to rotate/transform the reflection.
  114420. * @returns the reflection matrix
  114421. */
  114422. getReflectionTextureMatrix(): Matrix;
  114423. /**
  114424. * Set the texture reflection matrix used to rotate/transform the reflection.
  114425. * @param value Define the reflection matrix to set
  114426. */
  114427. setReflectionTextureMatrix(value: Matrix): void;
  114428. /**
  114429. * Parses a JSON representation of an HDR Texture in order to create the texture
  114430. * @param parsedTexture Define the JSON representation
  114431. * @param scene Define the scene the texture should be created in
  114432. * @param rootUrl Define the root url in case we need to load relative dependencies
  114433. * @returns the newly created texture after parsing
  114434. */
  114435. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114436. serialize(): any;
  114437. }
  114438. }
  114439. declare module BABYLON {
  114440. /**
  114441. * Class used to control physics engine
  114442. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114443. */
  114444. export class PhysicsEngine implements IPhysicsEngine {
  114445. private _physicsPlugin;
  114446. /**
  114447. * Global value used to control the smallest number supported by the simulation
  114448. */
  114449. static Epsilon: number;
  114450. private _impostors;
  114451. private _joints;
  114452. /**
  114453. * Gets the gravity vector used by the simulation
  114454. */
  114455. gravity: Vector3;
  114456. /**
  114457. * Factory used to create the default physics plugin.
  114458. * @returns The default physics plugin
  114459. */
  114460. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114461. /**
  114462. * Creates a new Physics Engine
  114463. * @param gravity defines the gravity vector used by the simulation
  114464. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114465. */
  114466. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114467. /**
  114468. * Sets the gravity vector used by the simulation
  114469. * @param gravity defines the gravity vector to use
  114470. */
  114471. setGravity(gravity: Vector3): void;
  114472. /**
  114473. * Set the time step of the physics engine.
  114474. * Default is 1/60.
  114475. * To slow it down, enter 1/600 for example.
  114476. * To speed it up, 1/30
  114477. * @param newTimeStep defines the new timestep to apply to this world.
  114478. */
  114479. setTimeStep(newTimeStep?: number): void;
  114480. /**
  114481. * Get the time step of the physics engine.
  114482. * @returns the current time step
  114483. */
  114484. getTimeStep(): number;
  114485. /**
  114486. * Release all resources
  114487. */
  114488. dispose(): void;
  114489. /**
  114490. * Gets the name of the current physics plugin
  114491. * @returns the name of the plugin
  114492. */
  114493. getPhysicsPluginName(): string;
  114494. /**
  114495. * Adding a new impostor for the impostor tracking.
  114496. * This will be done by the impostor itself.
  114497. * @param impostor the impostor to add
  114498. */
  114499. addImpostor(impostor: PhysicsImpostor): void;
  114500. /**
  114501. * Remove an impostor from the engine.
  114502. * This impostor and its mesh will not longer be updated by the physics engine.
  114503. * @param impostor the impostor to remove
  114504. */
  114505. removeImpostor(impostor: PhysicsImpostor): void;
  114506. /**
  114507. * Add a joint to the physics engine
  114508. * @param mainImpostor defines the main impostor to which the joint is added.
  114509. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114510. * @param joint defines the joint that will connect both impostors.
  114511. */
  114512. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114513. /**
  114514. * Removes a joint from the simulation
  114515. * @param mainImpostor defines the impostor used with the joint
  114516. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114517. * @param joint defines the joint to remove
  114518. */
  114519. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114520. /**
  114521. * Called by the scene. No need to call it.
  114522. * @param delta defines the timespam between frames
  114523. */
  114524. _step(delta: number): void;
  114525. /**
  114526. * Gets the current plugin used to run the simulation
  114527. * @returns current plugin
  114528. */
  114529. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114530. /**
  114531. * Gets the list of physic impostors
  114532. * @returns an array of PhysicsImpostor
  114533. */
  114534. getImpostors(): Array<PhysicsImpostor>;
  114535. /**
  114536. * Gets the impostor for a physics enabled object
  114537. * @param object defines the object impersonated by the impostor
  114538. * @returns the PhysicsImpostor or null if not found
  114539. */
  114540. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114541. /**
  114542. * Gets the impostor for a physics body object
  114543. * @param body defines physics body used by the impostor
  114544. * @returns the PhysicsImpostor or null if not found
  114545. */
  114546. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114547. /**
  114548. * Does a raycast in the physics world
  114549. * @param from when should the ray start?
  114550. * @param to when should the ray end?
  114551. * @returns PhysicsRaycastResult
  114552. */
  114553. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114554. }
  114555. }
  114556. declare module BABYLON {
  114557. /** @hidden */
  114558. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114559. private _useDeltaForWorldStep;
  114560. world: any;
  114561. name: string;
  114562. private _physicsMaterials;
  114563. private _fixedTimeStep;
  114564. private _cannonRaycastResult;
  114565. private _raycastResult;
  114566. private _physicsBodysToRemoveAfterStep;
  114567. BJSCANNON: any;
  114568. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114569. setGravity(gravity: Vector3): void;
  114570. setTimeStep(timeStep: number): void;
  114571. getTimeStep(): number;
  114572. executeStep(delta: number): void;
  114573. private _removeMarkedPhysicsBodiesFromWorld;
  114574. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114575. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114576. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114577. private _processChildMeshes;
  114578. removePhysicsBody(impostor: PhysicsImpostor): void;
  114579. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114580. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114581. private _addMaterial;
  114582. private _checkWithEpsilon;
  114583. private _createShape;
  114584. private _createHeightmap;
  114585. private _minus90X;
  114586. private _plus90X;
  114587. private _tmpPosition;
  114588. private _tmpDeltaPosition;
  114589. private _tmpUnityRotation;
  114590. private _updatePhysicsBodyTransformation;
  114591. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114592. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114593. isSupported(): boolean;
  114594. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114595. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114596. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114597. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114598. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114599. getBodyMass(impostor: PhysicsImpostor): number;
  114600. getBodyFriction(impostor: PhysicsImpostor): number;
  114601. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114602. getBodyRestitution(impostor: PhysicsImpostor): number;
  114603. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114604. sleepBody(impostor: PhysicsImpostor): void;
  114605. wakeUpBody(impostor: PhysicsImpostor): void;
  114606. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114607. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114608. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114609. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114610. getRadius(impostor: PhysicsImpostor): number;
  114611. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114612. dispose(): void;
  114613. private _extendNamespace;
  114614. /**
  114615. * Does a raycast in the physics world
  114616. * @param from when should the ray start?
  114617. * @param to when should the ray end?
  114618. * @returns PhysicsRaycastResult
  114619. */
  114620. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114621. }
  114622. }
  114623. declare module BABYLON {
  114624. /** @hidden */
  114625. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114626. world: any;
  114627. name: string;
  114628. BJSOIMO: any;
  114629. private _raycastResult;
  114630. constructor(iterations?: number, oimoInjection?: any);
  114631. setGravity(gravity: Vector3): void;
  114632. setTimeStep(timeStep: number): void;
  114633. getTimeStep(): number;
  114634. private _tmpImpostorsArray;
  114635. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114636. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114637. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114638. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114639. private _tmpPositionVector;
  114640. removePhysicsBody(impostor: PhysicsImpostor): void;
  114641. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114642. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114643. isSupported(): boolean;
  114644. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114645. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114646. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114647. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114648. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114649. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114650. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114651. getBodyMass(impostor: PhysicsImpostor): number;
  114652. getBodyFriction(impostor: PhysicsImpostor): number;
  114653. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114654. getBodyRestitution(impostor: PhysicsImpostor): number;
  114655. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114656. sleepBody(impostor: PhysicsImpostor): void;
  114657. wakeUpBody(impostor: PhysicsImpostor): void;
  114658. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114659. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114660. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114661. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114662. getRadius(impostor: PhysicsImpostor): number;
  114663. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114664. dispose(): void;
  114665. /**
  114666. * Does a raycast in the physics world
  114667. * @param from when should the ray start?
  114668. * @param to when should the ray end?
  114669. * @returns PhysicsRaycastResult
  114670. */
  114671. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114672. }
  114673. }
  114674. declare module BABYLON {
  114675. /**
  114676. * Class containing static functions to help procedurally build meshes
  114677. */
  114678. export class RibbonBuilder {
  114679. /**
  114680. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  114681. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  114682. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  114683. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  114684. * * 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
  114685. * * 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
  114686. * * 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
  114687. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114688. * * If you create a double-sided mesh, you can choose what parts of 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
  114689. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114690. * * 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
  114691. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  114692. * * 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
  114693. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  114694. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114695. * @param name defines the name of the mesh
  114696. * @param options defines the options used to create the mesh
  114697. * @param scene defines the hosting scene
  114698. * @returns the ribbon mesh
  114699. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  114700. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114701. */
  114702. static CreateRibbon(name: string, options: {
  114703. pathArray: Vector3[][];
  114704. closeArray?: boolean;
  114705. closePath?: boolean;
  114706. offset?: number;
  114707. updatable?: boolean;
  114708. sideOrientation?: number;
  114709. frontUVs?: Vector4;
  114710. backUVs?: Vector4;
  114711. instance?: Mesh;
  114712. invertUV?: boolean;
  114713. uvs?: Vector2[];
  114714. colors?: Color4[];
  114715. }, scene?: Nullable<Scene>): Mesh;
  114716. }
  114717. }
  114718. declare module BABYLON {
  114719. /**
  114720. * Class containing static functions to help procedurally build meshes
  114721. */
  114722. export class ShapeBuilder {
  114723. /**
  114724. * 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.
  114725. * * 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.
  114726. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114727. * * 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.
  114728. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  114729. * * 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
  114730. * * 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
  114731. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  114732. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114733. * * If you create a double-sided mesh, you can choose what parts of 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
  114734. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  114735. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114736. * @param name defines the name of the mesh
  114737. * @param options defines the options used to create the mesh
  114738. * @param scene defines the hosting scene
  114739. * @returns the extruded shape mesh
  114740. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114741. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114742. */
  114743. static ExtrudeShape(name: string, options: {
  114744. shape: Vector3[];
  114745. path: Vector3[];
  114746. scale?: number;
  114747. rotation?: number;
  114748. cap?: number;
  114749. updatable?: boolean;
  114750. sideOrientation?: number;
  114751. frontUVs?: Vector4;
  114752. backUVs?: Vector4;
  114753. instance?: Mesh;
  114754. invertUV?: boolean;
  114755. }, scene?: Nullable<Scene>): Mesh;
  114756. /**
  114757. * Creates an custom extruded shape mesh.
  114758. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114759. * * 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.
  114760. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114761. * * 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
  114762. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  114763. * * 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
  114764. * * It must returns a float value that will be the scale value applied to the shape on each path point
  114765. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  114766. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  114767. * * 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
  114768. * * 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
  114769. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  114770. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114771. * * If you create a double-sided mesh, you can choose what parts of 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
  114772. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114774. * @param name defines the name of the mesh
  114775. * @param options defines the options used to create the mesh
  114776. * @param scene defines the hosting scene
  114777. * @returns the custom extruded shape mesh
  114778. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  114779. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114780. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114781. */
  114782. static ExtrudeShapeCustom(name: string, options: {
  114783. shape: Vector3[];
  114784. path: Vector3[];
  114785. scaleFunction?: any;
  114786. rotationFunction?: any;
  114787. ribbonCloseArray?: boolean;
  114788. ribbonClosePath?: boolean;
  114789. cap?: number;
  114790. updatable?: boolean;
  114791. sideOrientation?: number;
  114792. frontUVs?: Vector4;
  114793. backUVs?: Vector4;
  114794. instance?: Mesh;
  114795. invertUV?: boolean;
  114796. }, scene?: Nullable<Scene>): Mesh;
  114797. private static _ExtrudeShapeGeneric;
  114798. }
  114799. }
  114800. declare module BABYLON {
  114801. /**
  114802. * AmmoJS Physics plugin
  114803. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  114804. * @see https://github.com/kripken/ammo.js/
  114805. */
  114806. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  114807. private _useDeltaForWorldStep;
  114808. /**
  114809. * Reference to the Ammo library
  114810. */
  114811. bjsAMMO: any;
  114812. /**
  114813. * Created ammoJS world which physics bodies are added to
  114814. */
  114815. world: any;
  114816. /**
  114817. * Name of the plugin
  114818. */
  114819. name: string;
  114820. private _timeStep;
  114821. private _fixedTimeStep;
  114822. private _maxSteps;
  114823. private _tmpQuaternion;
  114824. private _tmpAmmoTransform;
  114825. private _tmpAmmoQuaternion;
  114826. private _tmpAmmoConcreteContactResultCallback;
  114827. private _collisionConfiguration;
  114828. private _dispatcher;
  114829. private _overlappingPairCache;
  114830. private _solver;
  114831. private _softBodySolver;
  114832. private _tmpAmmoVectorA;
  114833. private _tmpAmmoVectorB;
  114834. private _tmpAmmoVectorC;
  114835. private _tmpAmmoVectorD;
  114836. private _tmpContactCallbackResult;
  114837. private _tmpAmmoVectorRCA;
  114838. private _tmpAmmoVectorRCB;
  114839. private _raycastResult;
  114840. private static readonly DISABLE_COLLISION_FLAG;
  114841. private static readonly KINEMATIC_FLAG;
  114842. private static readonly DISABLE_DEACTIVATION_FLAG;
  114843. /**
  114844. * Initializes the ammoJS plugin
  114845. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  114846. * @param ammoInjection can be used to inject your own ammo reference
  114847. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  114848. */
  114849. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  114850. /**
  114851. * Sets the gravity of the physics world (m/(s^2))
  114852. * @param gravity Gravity to set
  114853. */
  114854. setGravity(gravity: Vector3): void;
  114855. /**
  114856. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  114857. * @param timeStep timestep to use in seconds
  114858. */
  114859. setTimeStep(timeStep: number): void;
  114860. /**
  114861. * 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)
  114862. * @param fixedTimeStep fixedTimeStep to use in seconds
  114863. */
  114864. setFixedTimeStep(fixedTimeStep: number): void;
  114865. /**
  114866. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  114867. * @param maxSteps the maximum number of steps by the physics engine per frame
  114868. */
  114869. setMaxSteps(maxSteps: number): void;
  114870. /**
  114871. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  114872. * @returns the current timestep in seconds
  114873. */
  114874. getTimeStep(): number;
  114875. private _isImpostorInContact;
  114876. private _isImpostorPairInContact;
  114877. private _stepSimulation;
  114878. /**
  114879. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  114880. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  114881. * After the step the babylon meshes are set to the position of the physics imposters
  114882. * @param delta amount of time to step forward
  114883. * @param impostors array of imposters to update before/after the step
  114884. */
  114885. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114886. /**
  114887. * Update babylon mesh to match physics world object
  114888. * @param impostor imposter to match
  114889. */
  114890. private _afterSoftStep;
  114891. /**
  114892. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114893. * @param impostor imposter to match
  114894. */
  114895. private _ropeStep;
  114896. /**
  114897. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114898. * @param impostor imposter to match
  114899. */
  114900. private _softbodyOrClothStep;
  114901. private _tmpVector;
  114902. private _tmpMatrix;
  114903. /**
  114904. * Applies an impulse on the imposter
  114905. * @param impostor imposter to apply impulse to
  114906. * @param force amount of force to be applied to the imposter
  114907. * @param contactPoint the location to apply the impulse on the imposter
  114908. */
  114909. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114910. /**
  114911. * Applies a force on the imposter
  114912. * @param impostor imposter to apply force
  114913. * @param force amount of force to be applied to the imposter
  114914. * @param contactPoint the location to apply the force on the imposter
  114915. */
  114916. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114917. /**
  114918. * Creates a physics body using the plugin
  114919. * @param impostor the imposter to create the physics body on
  114920. */
  114921. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114922. /**
  114923. * Removes the physics body from the imposter and disposes of the body's memory
  114924. * @param impostor imposter to remove the physics body from
  114925. */
  114926. removePhysicsBody(impostor: PhysicsImpostor): void;
  114927. /**
  114928. * Generates a joint
  114929. * @param impostorJoint the imposter joint to create the joint with
  114930. */
  114931. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114932. /**
  114933. * Removes a joint
  114934. * @param impostorJoint the imposter joint to remove the joint from
  114935. */
  114936. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114937. private _addMeshVerts;
  114938. /**
  114939. * Initialise the soft body vertices to match its object's (mesh) vertices
  114940. * Softbody vertices (nodes) are in world space and to match this
  114941. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  114942. * @param impostor to create the softbody for
  114943. */
  114944. private _softVertexData;
  114945. /**
  114946. * Create an impostor's soft body
  114947. * @param impostor to create the softbody for
  114948. */
  114949. private _createSoftbody;
  114950. /**
  114951. * Create cloth for an impostor
  114952. * @param impostor to create the softbody for
  114953. */
  114954. private _createCloth;
  114955. /**
  114956. * Create rope for an impostor
  114957. * @param impostor to create the softbody for
  114958. */
  114959. private _createRope;
  114960. private _addHullVerts;
  114961. private _createShape;
  114962. /**
  114963. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  114964. * @param impostor imposter containing the physics body and babylon object
  114965. */
  114966. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114967. /**
  114968. * Sets the babylon object's position/rotation from the physics body's position/rotation
  114969. * @param impostor imposter containing the physics body and babylon object
  114970. * @param newPosition new position
  114971. * @param newRotation new rotation
  114972. */
  114973. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114974. /**
  114975. * If this plugin is supported
  114976. * @returns true if its supported
  114977. */
  114978. isSupported(): boolean;
  114979. /**
  114980. * Sets the linear velocity of the physics body
  114981. * @param impostor imposter to set the velocity on
  114982. * @param velocity velocity to set
  114983. */
  114984. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114985. /**
  114986. * Sets the angular velocity of the physics body
  114987. * @param impostor imposter to set the velocity on
  114988. * @param velocity velocity to set
  114989. */
  114990. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114991. /**
  114992. * gets the linear velocity
  114993. * @param impostor imposter to get linear velocity from
  114994. * @returns linear velocity
  114995. */
  114996. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114997. /**
  114998. * gets the angular velocity
  114999. * @param impostor imposter to get angular velocity from
  115000. * @returns angular velocity
  115001. */
  115002. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115003. /**
  115004. * Sets the mass of physics body
  115005. * @param impostor imposter to set the mass on
  115006. * @param mass mass to set
  115007. */
  115008. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115009. /**
  115010. * Gets the mass of the physics body
  115011. * @param impostor imposter to get the mass from
  115012. * @returns mass
  115013. */
  115014. getBodyMass(impostor: PhysicsImpostor): number;
  115015. /**
  115016. * Gets friction of the impostor
  115017. * @param impostor impostor to get friction from
  115018. * @returns friction value
  115019. */
  115020. getBodyFriction(impostor: PhysicsImpostor): number;
  115021. /**
  115022. * Sets friction of the impostor
  115023. * @param impostor impostor to set friction on
  115024. * @param friction friction value
  115025. */
  115026. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115027. /**
  115028. * Gets restitution of the impostor
  115029. * @param impostor impostor to get restitution from
  115030. * @returns restitution value
  115031. */
  115032. getBodyRestitution(impostor: PhysicsImpostor): number;
  115033. /**
  115034. * Sets resitution of the impostor
  115035. * @param impostor impostor to set resitution on
  115036. * @param restitution resitution value
  115037. */
  115038. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115039. /**
  115040. * Gets pressure inside the impostor
  115041. * @param impostor impostor to get pressure from
  115042. * @returns pressure value
  115043. */
  115044. getBodyPressure(impostor: PhysicsImpostor): number;
  115045. /**
  115046. * Sets pressure inside a soft body impostor
  115047. * Cloth and rope must remain 0 pressure
  115048. * @param impostor impostor to set pressure on
  115049. * @param pressure pressure value
  115050. */
  115051. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  115052. /**
  115053. * Gets stiffness of the impostor
  115054. * @param impostor impostor to get stiffness from
  115055. * @returns pressure value
  115056. */
  115057. getBodyStiffness(impostor: PhysicsImpostor): number;
  115058. /**
  115059. * Sets stiffness of the impostor
  115060. * @param impostor impostor to set stiffness on
  115061. * @param stiffness stiffness value from 0 to 1
  115062. */
  115063. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  115064. /**
  115065. * Gets velocityIterations of the impostor
  115066. * @param impostor impostor to get velocity iterations from
  115067. * @returns velocityIterations value
  115068. */
  115069. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  115070. /**
  115071. * Sets velocityIterations of the impostor
  115072. * @param impostor impostor to set velocity iterations on
  115073. * @param velocityIterations velocityIterations value
  115074. */
  115075. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  115076. /**
  115077. * Gets positionIterations of the impostor
  115078. * @param impostor impostor to get position iterations from
  115079. * @returns positionIterations value
  115080. */
  115081. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  115082. /**
  115083. * Sets positionIterations of the impostor
  115084. * @param impostor impostor to set position on
  115085. * @param positionIterations positionIterations value
  115086. */
  115087. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  115088. /**
  115089. * Append an anchor to a cloth object
  115090. * @param impostor is the cloth impostor to add anchor to
  115091. * @param otherImpostor is the rigid impostor to anchor to
  115092. * @param width ratio across width from 0 to 1
  115093. * @param height ratio up height from 0 to 1
  115094. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  115095. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115096. */
  115097. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115098. /**
  115099. * Append an hook to a rope object
  115100. * @param impostor is the rope impostor to add hook to
  115101. * @param otherImpostor is the rigid impostor to hook to
  115102. * @param length ratio along the rope from 0 to 1
  115103. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  115104. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115105. */
  115106. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115107. /**
  115108. * Sleeps the physics body and stops it from being active
  115109. * @param impostor impostor to sleep
  115110. */
  115111. sleepBody(impostor: PhysicsImpostor): void;
  115112. /**
  115113. * Activates the physics body
  115114. * @param impostor impostor to activate
  115115. */
  115116. wakeUpBody(impostor: PhysicsImpostor): void;
  115117. /**
  115118. * Updates the distance parameters of the joint
  115119. * @param joint joint to update
  115120. * @param maxDistance maximum distance of the joint
  115121. * @param minDistance minimum distance of the joint
  115122. */
  115123. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115124. /**
  115125. * Sets a motor on the joint
  115126. * @param joint joint to set motor on
  115127. * @param speed speed of the motor
  115128. * @param maxForce maximum force of the motor
  115129. * @param motorIndex index of the motor
  115130. */
  115131. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115132. /**
  115133. * Sets the motors limit
  115134. * @param joint joint to set limit on
  115135. * @param upperLimit upper limit
  115136. * @param lowerLimit lower limit
  115137. */
  115138. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115139. /**
  115140. * Syncs the position and rotation of a mesh with the impostor
  115141. * @param mesh mesh to sync
  115142. * @param impostor impostor to update the mesh with
  115143. */
  115144. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115145. /**
  115146. * Gets the radius of the impostor
  115147. * @param impostor impostor to get radius from
  115148. * @returns the radius
  115149. */
  115150. getRadius(impostor: PhysicsImpostor): number;
  115151. /**
  115152. * Gets the box size of the impostor
  115153. * @param impostor impostor to get box size from
  115154. * @param result the resulting box size
  115155. */
  115156. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115157. /**
  115158. * Disposes of the impostor
  115159. */
  115160. dispose(): void;
  115161. /**
  115162. * Does a raycast in the physics world
  115163. * @param from when should the ray start?
  115164. * @param to when should the ray end?
  115165. * @returns PhysicsRaycastResult
  115166. */
  115167. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115168. }
  115169. }
  115170. declare module BABYLON {
  115171. interface AbstractScene {
  115172. /**
  115173. * The list of reflection probes added to the scene
  115174. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115175. */
  115176. reflectionProbes: Array<ReflectionProbe>;
  115177. /**
  115178. * Removes the given reflection probe from this scene.
  115179. * @param toRemove The reflection probe to remove
  115180. * @returns The index of the removed reflection probe
  115181. */
  115182. removeReflectionProbe(toRemove: ReflectionProbe): number;
  115183. /**
  115184. * Adds the given reflection probe to this scene.
  115185. * @param newReflectionProbe The reflection probe to add
  115186. */
  115187. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  115188. }
  115189. /**
  115190. * Class used to generate realtime reflection / refraction cube textures
  115191. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115192. */
  115193. export class ReflectionProbe {
  115194. /** defines the name of the probe */
  115195. name: string;
  115196. private _scene;
  115197. private _renderTargetTexture;
  115198. private _projectionMatrix;
  115199. private _viewMatrix;
  115200. private _target;
  115201. private _add;
  115202. private _attachedMesh;
  115203. private _invertYAxis;
  115204. /** Gets or sets probe position (center of the cube map) */
  115205. position: Vector3;
  115206. /**
  115207. * Creates a new reflection probe
  115208. * @param name defines the name of the probe
  115209. * @param size defines the texture resolution (for each face)
  115210. * @param scene defines the hosting scene
  115211. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115212. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115213. */
  115214. constructor(
  115215. /** defines the name of the probe */
  115216. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115217. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115218. samples: number;
  115219. /** Gets or sets the refresh rate to use (on every frame by default) */
  115220. refreshRate: number;
  115221. /**
  115222. * Gets the hosting scene
  115223. * @returns a Scene
  115224. */
  115225. getScene(): Scene;
  115226. /** Gets the internal CubeTexture used to render to */
  115227. readonly cubeTexture: RenderTargetTexture;
  115228. /** Gets the list of meshes to render */
  115229. readonly renderList: Nullable<AbstractMesh[]>;
  115230. /**
  115231. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115232. * @param mesh defines the mesh to attach to
  115233. */
  115234. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115235. /**
  115236. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115237. * @param renderingGroupId The rendering group id corresponding to its index
  115238. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115239. */
  115240. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115241. /**
  115242. * Clean all associated resources
  115243. */
  115244. dispose(): void;
  115245. /**
  115246. * Converts the reflection probe information to a readable string for debug purpose.
  115247. * @param fullDetails Supports for multiple levels of logging within scene loading
  115248. * @returns the human readable reflection probe info
  115249. */
  115250. toString(fullDetails?: boolean): string;
  115251. /**
  115252. * Get the class name of the relfection probe.
  115253. * @returns "ReflectionProbe"
  115254. */
  115255. getClassName(): string;
  115256. /**
  115257. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115258. * @returns The JSON representation of the texture
  115259. */
  115260. serialize(): any;
  115261. /**
  115262. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115263. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115264. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115265. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115266. * @returns The parsed reflection probe if successful
  115267. */
  115268. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115269. }
  115270. }
  115271. declare module BABYLON {
  115272. /** @hidden */
  115273. export var _BabylonLoaderRegistered: boolean;
  115274. }
  115275. declare module BABYLON {
  115276. /**
  115277. * The Physically based simple base material of BJS.
  115278. *
  115279. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115280. * It is used as the base class for both the specGloss and metalRough conventions.
  115281. */
  115282. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115283. /**
  115284. * Number of Simultaneous lights allowed on the material.
  115285. */
  115286. maxSimultaneousLights: number;
  115287. /**
  115288. * If sets to true, disables all the lights affecting the material.
  115289. */
  115290. disableLighting: boolean;
  115291. /**
  115292. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115293. */
  115294. environmentTexture: BaseTexture;
  115295. /**
  115296. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115297. */
  115298. invertNormalMapX: boolean;
  115299. /**
  115300. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115301. */
  115302. invertNormalMapY: boolean;
  115303. /**
  115304. * Normal map used in the model.
  115305. */
  115306. normalTexture: BaseTexture;
  115307. /**
  115308. * Emissivie color used to self-illuminate the model.
  115309. */
  115310. emissiveColor: Color3;
  115311. /**
  115312. * Emissivie texture used to self-illuminate the model.
  115313. */
  115314. emissiveTexture: BaseTexture;
  115315. /**
  115316. * Occlusion Channel Strenght.
  115317. */
  115318. occlusionStrength: number;
  115319. /**
  115320. * Occlusion Texture of the material (adding extra occlusion effects).
  115321. */
  115322. occlusionTexture: BaseTexture;
  115323. /**
  115324. * Defines the alpha limits in alpha test mode.
  115325. */
  115326. alphaCutOff: number;
  115327. /**
  115328. * Gets the current double sided mode.
  115329. */
  115330. /**
  115331. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115332. */
  115333. doubleSided: boolean;
  115334. /**
  115335. * Stores the pre-calculated light information of a mesh in a texture.
  115336. */
  115337. lightmapTexture: BaseTexture;
  115338. /**
  115339. * If true, the light map contains occlusion information instead of lighting info.
  115340. */
  115341. useLightmapAsShadowmap: boolean;
  115342. /**
  115343. * Instantiates a new PBRMaterial instance.
  115344. *
  115345. * @param name The material name
  115346. * @param scene The scene the material will be use in.
  115347. */
  115348. constructor(name: string, scene: Scene);
  115349. getClassName(): string;
  115350. }
  115351. }
  115352. declare module BABYLON {
  115353. /**
  115354. * The PBR material of BJS following the metal roughness convention.
  115355. *
  115356. * This fits to the PBR convention in the GLTF definition:
  115357. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115358. */
  115359. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115360. /**
  115361. * The base color has two different interpretations depending on the value of metalness.
  115362. * When the material is a metal, the base color is the specific measured reflectance value
  115363. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115364. * of the material.
  115365. */
  115366. baseColor: Color3;
  115367. /**
  115368. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115369. * well as opacity information in the alpha channel.
  115370. */
  115371. baseTexture: BaseTexture;
  115372. /**
  115373. * Specifies the metallic scalar value of the material.
  115374. * Can also be used to scale the metalness values of the metallic texture.
  115375. */
  115376. metallic: number;
  115377. /**
  115378. * Specifies the roughness scalar value of the material.
  115379. * Can also be used to scale the roughness values of the metallic texture.
  115380. */
  115381. roughness: number;
  115382. /**
  115383. * Texture containing both the metallic value in the B channel and the
  115384. * roughness value in the G channel to keep better precision.
  115385. */
  115386. metallicRoughnessTexture: BaseTexture;
  115387. /**
  115388. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115389. *
  115390. * @param name The material name
  115391. * @param scene The scene the material will be use in.
  115392. */
  115393. constructor(name: string, scene: Scene);
  115394. /**
  115395. * Return the currrent class name of the material.
  115396. */
  115397. getClassName(): string;
  115398. /**
  115399. * Makes a duplicate of the current material.
  115400. * @param name - name to use for the new material.
  115401. */
  115402. clone(name: string): PBRMetallicRoughnessMaterial;
  115403. /**
  115404. * Serialize the material to a parsable JSON object.
  115405. */
  115406. serialize(): any;
  115407. /**
  115408. * Parses a JSON object correponding to the serialize function.
  115409. */
  115410. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115411. }
  115412. }
  115413. declare module BABYLON {
  115414. /**
  115415. * The PBR material of BJS following the specular glossiness convention.
  115416. *
  115417. * This fits to the PBR convention in the GLTF definition:
  115418. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115419. */
  115420. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115421. /**
  115422. * Specifies the diffuse color of the material.
  115423. */
  115424. diffuseColor: Color3;
  115425. /**
  115426. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115427. * channel.
  115428. */
  115429. diffuseTexture: BaseTexture;
  115430. /**
  115431. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115432. */
  115433. specularColor: Color3;
  115434. /**
  115435. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115436. */
  115437. glossiness: number;
  115438. /**
  115439. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115440. */
  115441. specularGlossinessTexture: BaseTexture;
  115442. /**
  115443. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115444. *
  115445. * @param name The material name
  115446. * @param scene The scene the material will be use in.
  115447. */
  115448. constructor(name: string, scene: Scene);
  115449. /**
  115450. * Return the currrent class name of the material.
  115451. */
  115452. getClassName(): string;
  115453. /**
  115454. * Makes a duplicate of the current material.
  115455. * @param name - name to use for the new material.
  115456. */
  115457. clone(name: string): PBRSpecularGlossinessMaterial;
  115458. /**
  115459. * Serialize the material to a parsable JSON object.
  115460. */
  115461. serialize(): any;
  115462. /**
  115463. * Parses a JSON object correponding to the serialize function.
  115464. */
  115465. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115466. }
  115467. }
  115468. declare module BABYLON {
  115469. /**
  115470. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115471. * It can help converting any input color in a desired output one. This can then be used to create effects
  115472. * from sepia, black and white to sixties or futuristic rendering...
  115473. *
  115474. * The only supported format is currently 3dl.
  115475. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115476. */
  115477. export class ColorGradingTexture extends BaseTexture {
  115478. /**
  115479. * The current texture matrix. (will always be identity in color grading texture)
  115480. */
  115481. private _textureMatrix;
  115482. /**
  115483. * The texture URL.
  115484. */
  115485. url: string;
  115486. /**
  115487. * Empty line regex stored for GC.
  115488. */
  115489. private static _noneEmptyLineRegex;
  115490. private _engine;
  115491. /**
  115492. * Instantiates a ColorGradingTexture from the following parameters.
  115493. *
  115494. * @param url The location of the color gradind data (currently only supporting 3dl)
  115495. * @param scene The scene the texture will be used in
  115496. */
  115497. constructor(url: string, scene: Scene);
  115498. /**
  115499. * Returns the texture matrix used in most of the material.
  115500. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115501. */
  115502. getTextureMatrix(): Matrix;
  115503. /**
  115504. * Occurs when the file being loaded is a .3dl LUT file.
  115505. */
  115506. private load3dlTexture;
  115507. /**
  115508. * Starts the loading process of the texture.
  115509. */
  115510. private loadTexture;
  115511. /**
  115512. * Clones the color gradind texture.
  115513. */
  115514. clone(): ColorGradingTexture;
  115515. /**
  115516. * Called during delayed load for textures.
  115517. */
  115518. delayLoad(): void;
  115519. /**
  115520. * Parses a color grading texture serialized by Babylon.
  115521. * @param parsedTexture The texture information being parsedTexture
  115522. * @param scene The scene to load the texture in
  115523. * @param rootUrl The root url of the data assets to load
  115524. * @return A color gradind texture
  115525. */
  115526. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115527. /**
  115528. * Serializes the LUT texture to json format.
  115529. */
  115530. serialize(): any;
  115531. }
  115532. }
  115533. declare module BABYLON {
  115534. /**
  115535. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115536. */
  115537. export class EquiRectangularCubeTexture extends BaseTexture {
  115538. /** The six faces of the cube. */
  115539. private static _FacesMapping;
  115540. private _noMipmap;
  115541. private _onLoad;
  115542. private _onError;
  115543. /** The size of the cubemap. */
  115544. private _size;
  115545. /** The buffer of the image. */
  115546. private _buffer;
  115547. /** The width of the input image. */
  115548. private _width;
  115549. /** The height of the input image. */
  115550. private _height;
  115551. /** The URL to the image. */
  115552. url: string;
  115553. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115554. coordinatesMode: number;
  115555. /**
  115556. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115557. * @param url The location of the image
  115558. * @param scene The scene the texture will be used in
  115559. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115560. * @param noMipmap Forces to not generate the mipmap if true
  115561. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115562. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115563. * @param onLoad — defines a callback called when texture is loaded
  115564. * @param onError — defines a callback called if there is an error
  115565. */
  115566. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115567. /**
  115568. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115569. */
  115570. private loadImage;
  115571. /**
  115572. * Convert the image buffer into a cubemap and create a CubeTexture.
  115573. */
  115574. private loadTexture;
  115575. /**
  115576. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115577. * @param buffer The ArrayBuffer that should be converted.
  115578. * @returns The buffer as Float32Array.
  115579. */
  115580. private getFloat32ArrayFromArrayBuffer;
  115581. /**
  115582. * Get the current class name of the texture useful for serialization or dynamic coding.
  115583. * @returns "EquiRectangularCubeTexture"
  115584. */
  115585. getClassName(): string;
  115586. /**
  115587. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115588. * @returns A clone of the current EquiRectangularCubeTexture.
  115589. */
  115590. clone(): EquiRectangularCubeTexture;
  115591. }
  115592. }
  115593. declare module BABYLON {
  115594. /**
  115595. * Based on jsTGALoader - Javascript loader for TGA file
  115596. * By Vincent Thibault
  115597. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115598. */
  115599. export class TGATools {
  115600. private static _TYPE_INDEXED;
  115601. private static _TYPE_RGB;
  115602. private static _TYPE_GREY;
  115603. private static _TYPE_RLE_INDEXED;
  115604. private static _TYPE_RLE_RGB;
  115605. private static _TYPE_RLE_GREY;
  115606. private static _ORIGIN_MASK;
  115607. private static _ORIGIN_SHIFT;
  115608. private static _ORIGIN_BL;
  115609. private static _ORIGIN_BR;
  115610. private static _ORIGIN_UL;
  115611. private static _ORIGIN_UR;
  115612. /**
  115613. * Gets the header of a TGA file
  115614. * @param data defines the TGA data
  115615. * @returns the header
  115616. */
  115617. static GetTGAHeader(data: Uint8Array): any;
  115618. /**
  115619. * Uploads TGA content to a Babylon Texture
  115620. * @hidden
  115621. */
  115622. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115623. /** @hidden */
  115624. 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;
  115625. /** @hidden */
  115626. 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;
  115627. /** @hidden */
  115628. 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;
  115629. /** @hidden */
  115630. 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;
  115631. /** @hidden */
  115632. 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;
  115633. /** @hidden */
  115634. 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;
  115635. }
  115636. }
  115637. declare module BABYLON {
  115638. /**
  115639. * Implementation of the TGA Texture Loader.
  115640. * @hidden
  115641. */
  115642. export class _TGATextureLoader implements IInternalTextureLoader {
  115643. /**
  115644. * Defines wether the loader supports cascade loading the different faces.
  115645. */
  115646. readonly supportCascades: boolean;
  115647. /**
  115648. * This returns if the loader support the current file information.
  115649. * @param extension defines the file extension of the file being loaded
  115650. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115651. * @param fallback defines the fallback internal texture if any
  115652. * @param isBase64 defines whether the texture is encoded as a base64
  115653. * @param isBuffer defines whether the texture data are stored as a buffer
  115654. * @returns true if the loader can load the specified file
  115655. */
  115656. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115657. /**
  115658. * Transform the url before loading if required.
  115659. * @param rootUrl the url of the texture
  115660. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115661. * @returns the transformed texture
  115662. */
  115663. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115664. /**
  115665. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115666. * @param rootUrl the url of the texture
  115667. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115668. * @returns the fallback texture
  115669. */
  115670. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115671. /**
  115672. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115673. * @param data contains the texture data
  115674. * @param texture defines the BabylonJS internal texture
  115675. * @param createPolynomials will be true if polynomials have been requested
  115676. * @param onLoad defines the callback to trigger once the texture is ready
  115677. * @param onError defines the callback to trigger in case of error
  115678. */
  115679. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115680. /**
  115681. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115682. * @param data contains the texture data
  115683. * @param texture defines the BabylonJS internal texture
  115684. * @param callback defines the method to call once ready to upload
  115685. */
  115686. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115687. }
  115688. }
  115689. declare module BABYLON {
  115690. /**
  115691. * Info about the .basis files
  115692. */
  115693. class BasisFileInfo {
  115694. /**
  115695. * If the file has alpha
  115696. */
  115697. hasAlpha: boolean;
  115698. /**
  115699. * Info about each image of the basis file
  115700. */
  115701. images: Array<{
  115702. levels: Array<{
  115703. width: number;
  115704. height: number;
  115705. transcodedPixels: ArrayBufferView;
  115706. }>;
  115707. }>;
  115708. }
  115709. /**
  115710. * Result of transcoding a basis file
  115711. */
  115712. class TranscodeResult {
  115713. /**
  115714. * Info about the .basis file
  115715. */
  115716. fileInfo: BasisFileInfo;
  115717. /**
  115718. * Format to use when loading the file
  115719. */
  115720. format: number;
  115721. }
  115722. /**
  115723. * Configuration options for the Basis transcoder
  115724. */
  115725. export class BasisTranscodeConfiguration {
  115726. /**
  115727. * Supported compression formats used to determine the supported output format of the transcoder
  115728. */
  115729. supportedCompressionFormats?: {
  115730. /**
  115731. * etc1 compression format
  115732. */
  115733. etc1?: boolean;
  115734. /**
  115735. * s3tc compression format
  115736. */
  115737. s3tc?: boolean;
  115738. /**
  115739. * pvrtc compression format
  115740. */
  115741. pvrtc?: boolean;
  115742. /**
  115743. * etc2 compression format
  115744. */
  115745. etc2?: boolean;
  115746. };
  115747. /**
  115748. * If mipmap levels should be loaded for transcoded images (Default: true)
  115749. */
  115750. loadMipmapLevels?: boolean;
  115751. /**
  115752. * Index of a single image to load (Default: all images)
  115753. */
  115754. loadSingleImage?: number;
  115755. }
  115756. /**
  115757. * Used to load .Basis files
  115758. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  115759. */
  115760. export class BasisTools {
  115761. private static _IgnoreSupportedFormats;
  115762. /**
  115763. * URL to use when loading the basis transcoder
  115764. */
  115765. static JSModuleURL: string;
  115766. /**
  115767. * URL to use when loading the wasm module for the transcoder
  115768. */
  115769. static WasmModuleURL: string;
  115770. /**
  115771. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  115772. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  115773. * @returns internal format corresponding to the Basis format
  115774. */
  115775. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  115776. private static _WorkerPromise;
  115777. private static _Worker;
  115778. private static _actionId;
  115779. private static _CreateWorkerAsync;
  115780. /**
  115781. * Transcodes a loaded image file to compressed pixel data
  115782. * @param imageData image data to transcode
  115783. * @param config configuration options for the transcoding
  115784. * @returns a promise resulting in the transcoded image
  115785. */
  115786. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  115787. /**
  115788. * Loads a texture from the transcode result
  115789. * @param texture texture load to
  115790. * @param transcodeResult the result of transcoding the basis file to load from
  115791. */
  115792. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  115793. }
  115794. }
  115795. declare module BABYLON {
  115796. /**
  115797. * Loader for .basis file format
  115798. */
  115799. export class _BasisTextureLoader implements IInternalTextureLoader {
  115800. /**
  115801. * Defines whether the loader supports cascade loading the different faces.
  115802. */
  115803. readonly supportCascades: boolean;
  115804. /**
  115805. * This returns if the loader support the current file information.
  115806. * @param extension defines the file extension of the file being loaded
  115807. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115808. * @param fallback defines the fallback internal texture if any
  115809. * @param isBase64 defines whether the texture is encoded as a base64
  115810. * @param isBuffer defines whether the texture data are stored as a buffer
  115811. * @returns true if the loader can load the specified file
  115812. */
  115813. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115814. /**
  115815. * Transform the url before loading if required.
  115816. * @param rootUrl the url of the texture
  115817. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115818. * @returns the transformed texture
  115819. */
  115820. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115821. /**
  115822. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115823. * @param rootUrl the url of the texture
  115824. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115825. * @returns the fallback texture
  115826. */
  115827. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115828. /**
  115829. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  115830. * @param data contains the texture data
  115831. * @param texture defines the BabylonJS internal texture
  115832. * @param createPolynomials will be true if polynomials have been requested
  115833. * @param onLoad defines the callback to trigger once the texture is ready
  115834. * @param onError defines the callback to trigger in case of error
  115835. */
  115836. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115837. /**
  115838. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115839. * @param data contains the texture data
  115840. * @param texture defines the BabylonJS internal texture
  115841. * @param callback defines the method to call once ready to upload
  115842. */
  115843. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115844. }
  115845. }
  115846. declare module BABYLON {
  115847. /**
  115848. * 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.
  115849. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115850. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115851. */
  115852. export class CustomProceduralTexture extends ProceduralTexture {
  115853. private _animate;
  115854. private _time;
  115855. private _config;
  115856. private _texturePath;
  115857. /**
  115858. * Instantiates a new Custom Procedural Texture.
  115859. * 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.
  115860. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115861. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115862. * @param name Define the name of the texture
  115863. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  115864. * @param size Define the size of the texture to create
  115865. * @param scene Define the scene the texture belongs to
  115866. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  115867. * @param generateMipMaps Define if the texture should creates mip maps or not
  115868. */
  115869. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115870. private _loadJson;
  115871. /**
  115872. * Is the texture ready to be used ? (rendered at least once)
  115873. * @returns true if ready, otherwise, false.
  115874. */
  115875. isReady(): boolean;
  115876. /**
  115877. * Render the texture to its associated render target.
  115878. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  115879. */
  115880. render(useCameraPostProcess?: boolean): void;
  115881. /**
  115882. * Update the list of dependant textures samplers in the shader.
  115883. */
  115884. updateTextures(): void;
  115885. /**
  115886. * Update the uniform values of the procedural texture in the shader.
  115887. */
  115888. updateShaderUniforms(): void;
  115889. /**
  115890. * Define if the texture animates or not.
  115891. */
  115892. animate: boolean;
  115893. }
  115894. }
  115895. declare module BABYLON {
  115896. /** @hidden */
  115897. export var noisePixelShader: {
  115898. name: string;
  115899. shader: string;
  115900. };
  115901. }
  115902. declare module BABYLON {
  115903. /**
  115904. * Class used to generate noise procedural textures
  115905. */
  115906. export class NoiseProceduralTexture extends ProceduralTexture {
  115907. private _time;
  115908. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  115909. brightness: number;
  115910. /** Defines the number of octaves to process */
  115911. octaves: number;
  115912. /** Defines the level of persistence (0.8 by default) */
  115913. persistence: number;
  115914. /** Gets or sets animation speed factor (default is 1) */
  115915. animationSpeedFactor: number;
  115916. /**
  115917. * Creates a new NoiseProceduralTexture
  115918. * @param name defines the name fo the texture
  115919. * @param size defines the size of the texture (default is 256)
  115920. * @param scene defines the hosting scene
  115921. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  115922. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  115923. */
  115924. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115925. private _updateShaderUniforms;
  115926. protected _getDefines(): string;
  115927. /** Generate the current state of the procedural texture */
  115928. render(useCameraPostProcess?: boolean): void;
  115929. /**
  115930. * Serializes this noise procedural texture
  115931. * @returns a serialized noise procedural texture object
  115932. */
  115933. serialize(): any;
  115934. /**
  115935. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  115936. * @param parsedTexture defines parsed texture data
  115937. * @param scene defines the current scene
  115938. * @param rootUrl defines the root URL containing noise procedural texture information
  115939. * @returns a parsed NoiseProceduralTexture
  115940. */
  115941. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  115942. }
  115943. }
  115944. declare module BABYLON {
  115945. /**
  115946. * Raw cube texture where the raw buffers are passed in
  115947. */
  115948. export class RawCubeTexture extends CubeTexture {
  115949. /**
  115950. * Creates a cube texture where the raw buffers are passed in.
  115951. * @param scene defines the scene the texture is attached to
  115952. * @param data defines the array of data to use to create each face
  115953. * @param size defines the size of the textures
  115954. * @param format defines the format of the data
  115955. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  115956. * @param generateMipMaps defines if the engine should generate the mip levels
  115957. * @param invertY defines if data must be stored with Y axis inverted
  115958. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  115959. * @param compression defines the compression used (null by default)
  115960. */
  115961. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  115962. /**
  115963. * Updates the raw cube texture.
  115964. * @param data defines the data to store
  115965. * @param format defines the data format
  115966. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  115967. * @param invertY defines if data must be stored with Y axis inverted
  115968. * @param compression defines the compression used (null by default)
  115969. * @param level defines which level of the texture to update
  115970. */
  115971. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  115972. /**
  115973. * Updates a raw cube texture with RGBD encoded data.
  115974. * @param data defines the array of data [mipmap][face] to use to create each face
  115975. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  115976. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  115977. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  115978. * @returns a promsie that resolves when the operation is complete
  115979. */
  115980. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  115981. /**
  115982. * Clones the raw cube texture.
  115983. * @return a new cube texture
  115984. */
  115985. clone(): CubeTexture;
  115986. /** @hidden */
  115987. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  115988. }
  115989. }
  115990. declare module BABYLON {
  115991. /**
  115992. * Class used to store 3D textures containing user data
  115993. */
  115994. export class RawTexture3D extends Texture {
  115995. /** Gets or sets the texture format to use */
  115996. format: number;
  115997. private _engine;
  115998. /**
  115999. * Create a new RawTexture3D
  116000. * @param data defines the data of the texture
  116001. * @param width defines the width of the texture
  116002. * @param height defines the height of the texture
  116003. * @param depth defines the depth of the texture
  116004. * @param format defines the texture format to use
  116005. * @param scene defines the hosting scene
  116006. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  116007. * @param invertY defines if texture must be stored with Y axis inverted
  116008. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  116009. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  116010. */
  116011. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  116012. /** Gets or sets the texture format to use */
  116013. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  116014. /**
  116015. * Update the texture with new data
  116016. * @param data defines the data to store in the texture
  116017. */
  116018. update(data: ArrayBufferView): void;
  116019. }
  116020. }
  116021. declare module BABYLON {
  116022. /**
  116023. * Creates a refraction texture used by refraction channel of the standard material.
  116024. * It is like a mirror but to see through a material.
  116025. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116026. */
  116027. export class RefractionTexture extends RenderTargetTexture {
  116028. /**
  116029. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  116030. * 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.
  116031. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116032. */
  116033. refractionPlane: Plane;
  116034. /**
  116035. * Define how deep under the surface we should see.
  116036. */
  116037. depth: number;
  116038. /**
  116039. * Creates a refraction texture used by refraction channel of the standard material.
  116040. * It is like a mirror but to see through a material.
  116041. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116042. * @param name Define the texture name
  116043. * @param size Define the size of the underlying texture
  116044. * @param scene Define the scene the refraction belongs to
  116045. * @param generateMipMaps Define if we need to generate mips level for the refraction
  116046. */
  116047. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  116048. /**
  116049. * Clone the refraction texture.
  116050. * @returns the cloned texture
  116051. */
  116052. clone(): RefractionTexture;
  116053. /**
  116054. * Serialize the texture to a JSON representation you could use in Parse later on
  116055. * @returns the serialized JSON representation
  116056. */
  116057. serialize(): any;
  116058. }
  116059. }
  116060. declare module BABYLON {
  116061. /**
  116062. * Defines the options related to the creation of an HtmlElementTexture
  116063. */
  116064. export interface IHtmlElementTextureOptions {
  116065. /**
  116066. * Defines wether mip maps should be created or not.
  116067. */
  116068. generateMipMaps?: boolean;
  116069. /**
  116070. * Defines the sampling mode of the texture.
  116071. */
  116072. samplingMode?: number;
  116073. /**
  116074. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  116075. */
  116076. engine: Nullable<Engine>;
  116077. /**
  116078. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  116079. */
  116080. scene: Nullable<Scene>;
  116081. }
  116082. /**
  116083. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  116084. * To be as efficient as possible depending on your constraints nothing aside the first upload
  116085. * is automatically managed.
  116086. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  116087. * in your application.
  116088. *
  116089. * As the update is not automatic, you need to call them manually.
  116090. */
  116091. export class HtmlElementTexture extends BaseTexture {
  116092. /**
  116093. * The texture URL.
  116094. */
  116095. element: HTMLVideoElement | HTMLCanvasElement;
  116096. private static readonly DefaultOptions;
  116097. private _textureMatrix;
  116098. private _engine;
  116099. private _isVideo;
  116100. private _generateMipMaps;
  116101. private _samplingMode;
  116102. /**
  116103. * Instantiates a HtmlElementTexture from the following parameters.
  116104. *
  116105. * @param name Defines the name of the texture
  116106. * @param element Defines the video or canvas the texture is filled with
  116107. * @param options Defines the other none mandatory texture creation options
  116108. */
  116109. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  116110. private _createInternalTexture;
  116111. /**
  116112. * Returns the texture matrix used in most of the material.
  116113. */
  116114. getTextureMatrix(): Matrix;
  116115. /**
  116116. * Updates the content of the texture.
  116117. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  116118. */
  116119. update(invertY?: Nullable<boolean>): void;
  116120. }
  116121. }
  116122. declare module BABYLON {
  116123. /**
  116124. * Enum used to define the target of a block
  116125. */
  116126. export enum NodeMaterialBlockTargets {
  116127. /** Vertex shader */
  116128. Vertex = 1,
  116129. /** Fragment shader */
  116130. Fragment = 2,
  116131. /** Neutral */
  116132. Neutral = 4,
  116133. /** Vertex and Fragment */
  116134. VertexAndFragment = 3
  116135. }
  116136. }
  116137. declare module BABYLON {
  116138. /**
  116139. * Defines the kind of connection point for node based material
  116140. */
  116141. export enum NodeMaterialBlockConnectionPointTypes {
  116142. /** Float */
  116143. Float = 1,
  116144. /** Int */
  116145. Int = 2,
  116146. /** Vector2 */
  116147. Vector2 = 4,
  116148. /** Vector3 */
  116149. Vector3 = 8,
  116150. /** Vector4 */
  116151. Vector4 = 16,
  116152. /** Color3 */
  116153. Color3 = 32,
  116154. /** Color4 */
  116155. Color4 = 64,
  116156. /** Matrix */
  116157. Matrix = 128,
  116158. /** Detect type based on connection */
  116159. AutoDetect = 1024,
  116160. /** Output type that will be defined by input type */
  116161. BasedOnInput = 2048
  116162. }
  116163. }
  116164. declare module BABYLON {
  116165. /**
  116166. * Root class for all node material optimizers
  116167. */
  116168. export class NodeMaterialOptimizer {
  116169. /**
  116170. * Function used to optimize a NodeMaterial graph
  116171. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  116172. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  116173. */
  116174. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  116175. }
  116176. }
  116177. declare module BABYLON {
  116178. /**
  116179. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  116180. */
  116181. export class TransformBlock extends NodeMaterialBlock {
  116182. /**
  116183. * Defines the value to use to complement W value to transform it to a Vector4
  116184. */
  116185. complementW: number;
  116186. /**
  116187. * Defines the value to use to complement z value to transform it to a Vector4
  116188. */
  116189. complementZ: number;
  116190. /**
  116191. * Creates a new TransformBlock
  116192. * @param name defines the block name
  116193. */
  116194. constructor(name: string);
  116195. /**
  116196. * Gets the current class name
  116197. * @returns the class name
  116198. */
  116199. getClassName(): string;
  116200. /**
  116201. * Gets the vector input
  116202. */
  116203. readonly vector: NodeMaterialConnectionPoint;
  116204. /**
  116205. * Gets the output component
  116206. */
  116207. readonly output: NodeMaterialConnectionPoint;
  116208. /**
  116209. * Gets the matrix transform input
  116210. */
  116211. readonly transform: NodeMaterialConnectionPoint;
  116212. protected _buildBlock(state: NodeMaterialBuildState): this;
  116213. serialize(): any;
  116214. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116215. }
  116216. }
  116217. declare module BABYLON {
  116218. /**
  116219. * Block used to output the vertex position
  116220. */
  116221. export class VertexOutputBlock extends NodeMaterialBlock {
  116222. /**
  116223. * Creates a new VertexOutputBlock
  116224. * @param name defines the block name
  116225. */
  116226. constructor(name: string);
  116227. /**
  116228. * Gets the current class name
  116229. * @returns the class name
  116230. */
  116231. getClassName(): string;
  116232. /**
  116233. * Gets the vector input component
  116234. */
  116235. readonly vector: NodeMaterialConnectionPoint;
  116236. protected _buildBlock(state: NodeMaterialBuildState): this;
  116237. }
  116238. }
  116239. declare module BABYLON {
  116240. /**
  116241. * Block used to output the final color
  116242. */
  116243. export class FragmentOutputBlock extends NodeMaterialBlock {
  116244. /**
  116245. * Create a new FragmentOutputBlock
  116246. * @param name defines the block name
  116247. */
  116248. constructor(name: string);
  116249. /**
  116250. * Gets the current class name
  116251. * @returns the class name
  116252. */
  116253. getClassName(): string;
  116254. /**
  116255. * Gets the rgba input component
  116256. */
  116257. readonly rgba: NodeMaterialConnectionPoint;
  116258. /**
  116259. * Gets the rgb input component
  116260. */
  116261. readonly rgb: NodeMaterialConnectionPoint;
  116262. /**
  116263. * Gets the a input component
  116264. */
  116265. readonly a: NodeMaterialConnectionPoint;
  116266. protected _buildBlock(state: NodeMaterialBuildState): this;
  116267. }
  116268. }
  116269. declare module BABYLON {
  116270. /**
  116271. * Interface used to configure the node material editor
  116272. */
  116273. export interface INodeMaterialEditorOptions {
  116274. /** Define the URl to load node editor script */
  116275. editorURL?: string;
  116276. }
  116277. /** @hidden */
  116278. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116279. /** BONES */
  116280. NUM_BONE_INFLUENCERS: number;
  116281. BonesPerMesh: number;
  116282. BONETEXTURE: boolean;
  116283. /** MORPH TARGETS */
  116284. MORPHTARGETS: boolean;
  116285. MORPHTARGETS_NORMAL: boolean;
  116286. MORPHTARGETS_TANGENT: boolean;
  116287. MORPHTARGETS_UV: boolean;
  116288. NUM_MORPH_INFLUENCERS: number;
  116289. /** IMAGE PROCESSING */
  116290. IMAGEPROCESSING: boolean;
  116291. VIGNETTE: boolean;
  116292. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116293. VIGNETTEBLENDMODEOPAQUE: boolean;
  116294. TONEMAPPING: boolean;
  116295. TONEMAPPING_ACES: boolean;
  116296. CONTRAST: boolean;
  116297. EXPOSURE: boolean;
  116298. COLORCURVES: boolean;
  116299. COLORGRADING: boolean;
  116300. COLORGRADING3D: boolean;
  116301. SAMPLER3DGREENDEPTH: boolean;
  116302. SAMPLER3DBGRMAP: boolean;
  116303. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116304. constructor();
  116305. setValue(name: string, value: boolean): void;
  116306. }
  116307. /**
  116308. * Class used to configure NodeMaterial
  116309. */
  116310. export interface INodeMaterialOptions {
  116311. /**
  116312. * Defines if blocks should emit comments
  116313. */
  116314. emitComments: boolean;
  116315. }
  116316. /**
  116317. * Class used to create a node based material built by assembling shader blocks
  116318. */
  116319. export class NodeMaterial extends PushMaterial {
  116320. private static _BuildIdGenerator;
  116321. private _options;
  116322. private _vertexCompilationState;
  116323. private _fragmentCompilationState;
  116324. private _sharedData;
  116325. private _buildId;
  116326. private _buildWasSuccessful;
  116327. private _cachedWorldViewMatrix;
  116328. private _cachedWorldViewProjectionMatrix;
  116329. private _optimizers;
  116330. private _animationFrame;
  116331. /** Define the URl to load node editor script */
  116332. static EditorURL: string;
  116333. private BJSNODEMATERIALEDITOR;
  116334. /** Get the inspector from bundle or global */
  116335. private _getGlobalNodeMaterialEditor;
  116336. /**
  116337. * 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)
  116338. */
  116339. ignoreAlpha: boolean;
  116340. /**
  116341. * Defines the maximum number of lights that can be used in the material
  116342. */
  116343. maxSimultaneousLights: number;
  116344. /**
  116345. * Observable raised when the material is built
  116346. */
  116347. onBuildObservable: Observable<NodeMaterial>;
  116348. /**
  116349. * Gets or sets the root nodes of the material vertex shader
  116350. */
  116351. _vertexOutputNodes: NodeMaterialBlock[];
  116352. /**
  116353. * Gets or sets the root nodes of the material fragment (pixel) shader
  116354. */
  116355. _fragmentOutputNodes: NodeMaterialBlock[];
  116356. /** Gets or sets options to control the node material overall behavior */
  116357. options: INodeMaterialOptions;
  116358. /**
  116359. * Default configuration related to image processing available in the standard Material.
  116360. */
  116361. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116362. /**
  116363. * Gets the image processing configuration used either in this material.
  116364. */
  116365. /**
  116366. * Sets the Default image processing configuration used either in the this material.
  116367. *
  116368. * If sets to null, the scene one is in use.
  116369. */
  116370. imageProcessingConfiguration: ImageProcessingConfiguration;
  116371. /**
  116372. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116373. */
  116374. attachedBlocks: NodeMaterialBlock[];
  116375. /**
  116376. * Create a new node based material
  116377. * @param name defines the material name
  116378. * @param scene defines the hosting scene
  116379. * @param options defines creation option
  116380. */
  116381. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116382. /**
  116383. * Gets the current class name of the material e.g. "NodeMaterial"
  116384. * @returns the class name
  116385. */
  116386. getClassName(): string;
  116387. /**
  116388. * Keep track of the image processing observer to allow dispose and replace.
  116389. */
  116390. private _imageProcessingObserver;
  116391. /**
  116392. * Attaches a new image processing configuration to the Standard Material.
  116393. * @param configuration
  116394. */
  116395. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116396. /**
  116397. * Adds a new optimizer to the list of optimizers
  116398. * @param optimizer defines the optimizers to add
  116399. * @returns the current material
  116400. */
  116401. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116402. /**
  116403. * Remove an optimizer from the list of optimizers
  116404. * @param optimizer defines the optimizers to remove
  116405. * @returns the current material
  116406. */
  116407. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116408. /**
  116409. * Add a new block to the list of output nodes
  116410. * @param node defines the node to add
  116411. * @returns the current material
  116412. */
  116413. addOutputNode(node: NodeMaterialBlock): this;
  116414. /**
  116415. * Remove a block from the list of root nodes
  116416. * @param node defines the node to remove
  116417. * @returns the current material
  116418. */
  116419. removeOutputNode(node: NodeMaterialBlock): this;
  116420. private _addVertexOutputNode;
  116421. private _removeVertexOutputNode;
  116422. private _addFragmentOutputNode;
  116423. private _removeFragmentOutputNode;
  116424. /**
  116425. * Specifies if the material will require alpha blending
  116426. * @returns a boolean specifying if alpha blending is needed
  116427. */
  116428. needAlphaBlending(): boolean;
  116429. /**
  116430. * Specifies if this material should be rendered in alpha test mode
  116431. * @returns a boolean specifying if an alpha test is needed.
  116432. */
  116433. needAlphaTesting(): boolean;
  116434. private _initializeBlock;
  116435. private _resetDualBlocks;
  116436. /**
  116437. * Build the material and generates the inner effect
  116438. * @param verbose defines if the build should log activity
  116439. */
  116440. build(verbose?: boolean): void;
  116441. /**
  116442. * Runs an otpimization phase to try to improve the shader code
  116443. */
  116444. optimize(): void;
  116445. private _prepareDefinesForAttributes;
  116446. /**
  116447. * Get if the submesh is ready to be used and all its information available.
  116448. * Child classes can use it to update shaders
  116449. * @param mesh defines the mesh to check
  116450. * @param subMesh defines which submesh to check
  116451. * @param useInstances specifies that instances should be used
  116452. * @returns a boolean indicating that the submesh is ready or not
  116453. */
  116454. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116455. /**
  116456. * Get a string representing the shaders built by the current node graph
  116457. */
  116458. readonly compiledShaders: string;
  116459. /**
  116460. * Binds the world matrix to the material
  116461. * @param world defines the world transformation matrix
  116462. */
  116463. bindOnlyWorldMatrix(world: Matrix): void;
  116464. /**
  116465. * Binds the submesh to this material by preparing the effect and shader to draw
  116466. * @param world defines the world transformation matrix
  116467. * @param mesh defines the mesh containing the submesh
  116468. * @param subMesh defines the submesh to bind the material to
  116469. */
  116470. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116471. /**
  116472. * Gets the active textures from the material
  116473. * @returns an array of textures
  116474. */
  116475. getActiveTextures(): BaseTexture[];
  116476. /**
  116477. * Specifies if the material uses a texture
  116478. * @param texture defines the texture to check against the material
  116479. * @returns a boolean specifying if the material uses the texture
  116480. */
  116481. hasTexture(texture: BaseTexture): boolean;
  116482. /**
  116483. * Disposes the material
  116484. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116485. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116486. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116487. */
  116488. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116489. /** Creates the node editor window. */
  116490. private _createNodeEditor;
  116491. /**
  116492. * Launch the node material editor
  116493. * @param config Define the configuration of the editor
  116494. * @return a promise fulfilled when the node editor is visible
  116495. */
  116496. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116497. /**
  116498. * Clear the current material
  116499. */
  116500. clear(): void;
  116501. /**
  116502. * Clear the current material and set it to a default state
  116503. */
  116504. setToDefault(): void;
  116505. private _gatherBlocks;
  116506. /**
  116507. * Serializes this material in a JSON representation
  116508. * @returns the serialized material object
  116509. */
  116510. serialize(): any;
  116511. /**
  116512. * Clear the current graph and load a new one from a serialization object
  116513. * @param source defines the JSON representation of the material
  116514. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116515. */
  116516. loadFromSerialization(source: any, rootUrl?: string): void;
  116517. /**
  116518. * Creates a node material from parsed material data
  116519. * @param source defines the JSON representation of the material
  116520. * @param scene defines the hosting scene
  116521. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116522. * @returns a new node material
  116523. */
  116524. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116525. }
  116526. }
  116527. declare module BABYLON {
  116528. /**
  116529. * Block used to read a texture from a sampler
  116530. */
  116531. export class TextureBlock extends NodeMaterialBlock {
  116532. private _defineName;
  116533. private _samplerName;
  116534. private _transformedUVName;
  116535. private _textureTransformName;
  116536. private _textureInfoName;
  116537. private _mainUVName;
  116538. private _mainUVDefineName;
  116539. /**
  116540. * Gets or sets the texture associated with the node
  116541. */
  116542. texture: Nullable<BaseTexture>;
  116543. /**
  116544. * Create a new TextureBlock
  116545. * @param name defines the block name
  116546. */
  116547. constructor(name: string);
  116548. /**
  116549. * Gets the current class name
  116550. * @returns the class name
  116551. */
  116552. getClassName(): string;
  116553. /**
  116554. * Gets the uv input component
  116555. */
  116556. readonly uv: NodeMaterialConnectionPoint;
  116557. /**
  116558. * Gets the rgba output component
  116559. */
  116560. readonly rgba: NodeMaterialConnectionPoint;
  116561. /**
  116562. * Gets the rgb output component
  116563. */
  116564. readonly rgb: NodeMaterialConnectionPoint;
  116565. /**
  116566. * Gets the r output component
  116567. */
  116568. readonly r: NodeMaterialConnectionPoint;
  116569. /**
  116570. * Gets the g output component
  116571. */
  116572. readonly g: NodeMaterialConnectionPoint;
  116573. /**
  116574. * Gets the b output component
  116575. */
  116576. readonly b: NodeMaterialConnectionPoint;
  116577. /**
  116578. * Gets the a output component
  116579. */
  116580. readonly a: NodeMaterialConnectionPoint;
  116581. autoConfigure(): void;
  116582. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116583. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116584. isReady(): boolean;
  116585. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116586. private _injectVertexCode;
  116587. private _writeOutput;
  116588. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116589. serialize(): any;
  116590. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116591. }
  116592. }
  116593. declare module BABYLON {
  116594. /**
  116595. * Enum used to define well known values e.g. values automatically provided by the system
  116596. */
  116597. export enum NodeMaterialWellKnownValues {
  116598. /** World */
  116599. World = 1,
  116600. /** View */
  116601. View = 2,
  116602. /** Projection */
  116603. Projection = 3,
  116604. /** ViewProjection */
  116605. ViewProjection = 4,
  116606. /** WorldView */
  116607. WorldView = 5,
  116608. /** WorldViewProjection */
  116609. WorldViewProjection = 6,
  116610. /** CameraPosition */
  116611. CameraPosition = 7,
  116612. /** Fog Color */
  116613. FogColor = 8
  116614. }
  116615. }
  116616. declare module BABYLON {
  116617. /**
  116618. * Block used to read a reflection texture from a sampler
  116619. */
  116620. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116621. private _define3DName;
  116622. private _defineCubicName;
  116623. private _defineExplicitName;
  116624. private _defineProjectionName;
  116625. private _defineLocalCubicName;
  116626. private _defineSphericalName;
  116627. private _definePlanarName;
  116628. private _defineEquirectangularName;
  116629. private _defineMirroredEquirectangularFixedName;
  116630. private _defineEquirectangularFixedName;
  116631. private _defineSkyboxName;
  116632. private _cubeSamplerName;
  116633. private _2DSamplerName;
  116634. private _positionUVWName;
  116635. private _directionWName;
  116636. private _reflectionCoordsName;
  116637. private _reflection2DCoordsName;
  116638. private _reflectionColorName;
  116639. private _reflectionMatrixName;
  116640. /**
  116641. * Gets or sets the texture associated with the node
  116642. */
  116643. texture: Nullable<BaseTexture>;
  116644. /**
  116645. * Create a new TextureBlock
  116646. * @param name defines the block name
  116647. */
  116648. constructor(name: string);
  116649. /**
  116650. * Gets the current class name
  116651. * @returns the class name
  116652. */
  116653. getClassName(): string;
  116654. /**
  116655. * Gets the world position input component
  116656. */
  116657. readonly position: NodeMaterialConnectionPoint;
  116658. /**
  116659. * Gets the world position input component
  116660. */
  116661. readonly worldPosition: NodeMaterialConnectionPoint;
  116662. /**
  116663. * Gets the world normal input component
  116664. */
  116665. readonly worldNormal: NodeMaterialConnectionPoint;
  116666. /**
  116667. * Gets the world input component
  116668. */
  116669. readonly world: NodeMaterialConnectionPoint;
  116670. /**
  116671. * Gets the camera (or eye) position component
  116672. */
  116673. readonly cameraPosition: NodeMaterialConnectionPoint;
  116674. /**
  116675. * Gets the view input component
  116676. */
  116677. readonly view: NodeMaterialConnectionPoint;
  116678. /**
  116679. * Gets the rgb output component
  116680. */
  116681. readonly rgb: NodeMaterialConnectionPoint;
  116682. /**
  116683. * Gets the r output component
  116684. */
  116685. readonly r: NodeMaterialConnectionPoint;
  116686. /**
  116687. * Gets the g output component
  116688. */
  116689. readonly g: NodeMaterialConnectionPoint;
  116690. /**
  116691. * Gets the b output component
  116692. */
  116693. readonly b: NodeMaterialConnectionPoint;
  116694. autoConfigure(): void;
  116695. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116696. isReady(): boolean;
  116697. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116698. private _injectVertexCode;
  116699. private _writeOutput;
  116700. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116701. serialize(): any;
  116702. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116703. }
  116704. }
  116705. declare module BABYLON {
  116706. /**
  116707. * Class used to store shared data between 2 NodeMaterialBuildState
  116708. */
  116709. export class NodeMaterialBuildStateSharedData {
  116710. /**
  116711. * Gets the list of emitted varyings
  116712. */
  116713. varyings: string[];
  116714. /**
  116715. * Gets the varying declaration string
  116716. */
  116717. varyingDeclaration: string;
  116718. /**
  116719. * Input blocks
  116720. */
  116721. inputBlocks: InputBlock[];
  116722. /**
  116723. * Input blocks
  116724. */
  116725. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  116726. /**
  116727. * Bindable blocks (Blocks that need to set data to the effect)
  116728. */
  116729. bindableBlocks: NodeMaterialBlock[];
  116730. /**
  116731. * List of blocks that can provide a compilation fallback
  116732. */
  116733. blocksWithFallbacks: NodeMaterialBlock[];
  116734. /**
  116735. * List of blocks that can provide a define update
  116736. */
  116737. blocksWithDefines: NodeMaterialBlock[];
  116738. /**
  116739. * List of blocks that can provide a repeatable content
  116740. */
  116741. repeatableContentBlocks: NodeMaterialBlock[];
  116742. /**
  116743. * List of blocks that can provide a dynamic list of uniforms
  116744. */
  116745. dynamicUniformBlocks: NodeMaterialBlock[];
  116746. /**
  116747. * List of blocks that can block the isReady function for the material
  116748. */
  116749. blockingBlocks: NodeMaterialBlock[];
  116750. /**
  116751. * Gets the list of animated inputs
  116752. */
  116753. animatedInputs: InputBlock[];
  116754. /**
  116755. * Build Id used to avoid multiple recompilations
  116756. */
  116757. buildId: number;
  116758. /** List of emitted variables */
  116759. variableNames: {
  116760. [key: string]: number;
  116761. };
  116762. /** List of emitted defines */
  116763. defineNames: {
  116764. [key: string]: number;
  116765. };
  116766. /** Should emit comments? */
  116767. emitComments: boolean;
  116768. /** Emit build activity */
  116769. verbose: boolean;
  116770. /**
  116771. * Gets the compilation hints emitted at compilation time
  116772. */
  116773. hints: {
  116774. needWorldViewMatrix: boolean;
  116775. needWorldViewProjectionMatrix: boolean;
  116776. needAlphaBlending: boolean;
  116777. needAlphaTesting: boolean;
  116778. };
  116779. /**
  116780. * List of compilation checks
  116781. */
  116782. checks: {
  116783. emitVertex: boolean;
  116784. emitFragment: boolean;
  116785. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  116786. };
  116787. /** Creates a new shared data */
  116788. constructor();
  116789. /**
  116790. * Emits console errors and exceptions if there is a failing check
  116791. */
  116792. emitErrors(): void;
  116793. }
  116794. }
  116795. declare module BABYLON {
  116796. /**
  116797. * Class used to store node based material build state
  116798. */
  116799. export class NodeMaterialBuildState {
  116800. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  116801. supportUniformBuffers: boolean;
  116802. /**
  116803. * Gets the list of emitted attributes
  116804. */
  116805. attributes: string[];
  116806. /**
  116807. * Gets the list of emitted uniforms
  116808. */
  116809. uniforms: string[];
  116810. /**
  116811. * Gets the list of emitted uniform buffers
  116812. */
  116813. uniformBuffers: string[];
  116814. /**
  116815. * Gets the list of emitted samplers
  116816. */
  116817. samplers: string[];
  116818. /**
  116819. * Gets the list of emitted functions
  116820. */
  116821. functions: {
  116822. [key: string]: string;
  116823. };
  116824. /**
  116825. * Gets the target of the compilation state
  116826. */
  116827. target: NodeMaterialBlockTargets;
  116828. /**
  116829. * Gets the list of emitted counters
  116830. */
  116831. counters: {
  116832. [key: string]: number;
  116833. };
  116834. /**
  116835. * Shared data between multiple NodeMaterialBuildState instances
  116836. */
  116837. sharedData: NodeMaterialBuildStateSharedData;
  116838. /** @hidden */
  116839. _vertexState: NodeMaterialBuildState;
  116840. /** @hidden */
  116841. _attributeDeclaration: string;
  116842. /** @hidden */
  116843. _uniformDeclaration: string;
  116844. /** @hidden */
  116845. _samplerDeclaration: string;
  116846. /** @hidden */
  116847. _varyingTransfer: string;
  116848. private _repeatableContentAnchorIndex;
  116849. /** @hidden */
  116850. _builtCompilationString: string;
  116851. /**
  116852. * Gets the emitted compilation strings
  116853. */
  116854. compilationString: string;
  116855. /**
  116856. * Finalize the compilation strings
  116857. * @param state defines the current compilation state
  116858. */
  116859. finalize(state: NodeMaterialBuildState): void;
  116860. /** @hidden */
  116861. readonly _repeatableContentAnchor: string;
  116862. /** @hidden */
  116863. _getFreeVariableName(prefix: string): string;
  116864. /** @hidden */
  116865. _getFreeDefineName(prefix: string): string;
  116866. /** @hidden */
  116867. _excludeVariableName(name: string): void;
  116868. /** @hidden */
  116869. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  116870. /** @hidden */
  116871. _emitFunction(name: string, code: string, comments: string): void;
  116872. /** @hidden */
  116873. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  116874. replaceStrings?: {
  116875. search: RegExp;
  116876. replace: string;
  116877. }[];
  116878. repeatKey?: string;
  116879. }): string;
  116880. /** @hidden */
  116881. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  116882. repeatKey?: string;
  116883. removeAttributes?: boolean;
  116884. removeUniforms?: boolean;
  116885. removeVaryings?: boolean;
  116886. removeIfDef?: boolean;
  116887. replaceStrings?: {
  116888. search: RegExp;
  116889. replace: string;
  116890. }[];
  116891. }, storeKey?: string): void;
  116892. /** @hidden */
  116893. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  116894. /** @hidden */
  116895. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  116896. }
  116897. }
  116898. declare module BABYLON {
  116899. /**
  116900. * Defines a block that can be used inside a node based material
  116901. */
  116902. export class NodeMaterialBlock {
  116903. private _buildId;
  116904. private _buildTarget;
  116905. private _target;
  116906. private _isFinalMerger;
  116907. private _isInput;
  116908. /** @hidden */
  116909. _inputs: NodeMaterialConnectionPoint[];
  116910. /** @hidden */
  116911. _outputs: NodeMaterialConnectionPoint[];
  116912. /**
  116913. * Gets or sets the name of the block
  116914. */
  116915. name: string;
  116916. /**
  116917. * Gets or sets the unique id of the node
  116918. */
  116919. uniqueId: number;
  116920. /**
  116921. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  116922. */
  116923. readonly isFinalMerger: boolean;
  116924. /**
  116925. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  116926. */
  116927. readonly isInput: boolean;
  116928. /**
  116929. * Gets or sets the build Id
  116930. */
  116931. buildId: number;
  116932. /**
  116933. * Gets or sets the target of the block
  116934. */
  116935. target: NodeMaterialBlockTargets;
  116936. /**
  116937. * Gets the list of input points
  116938. */
  116939. readonly inputs: NodeMaterialConnectionPoint[];
  116940. /** Gets the list of output points */
  116941. readonly outputs: NodeMaterialConnectionPoint[];
  116942. /**
  116943. * Find an input by its name
  116944. * @param name defines the name of the input to look for
  116945. * @returns the input or null if not found
  116946. */
  116947. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116948. /**
  116949. * Find an output by its name
  116950. * @param name defines the name of the outputto look for
  116951. * @returns the output or null if not found
  116952. */
  116953. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116954. /**
  116955. * Creates a new NodeMaterialBlock
  116956. * @param name defines the block name
  116957. * @param target defines the target of that block (Vertex by default)
  116958. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  116959. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  116960. */
  116961. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  116962. /**
  116963. * Initialize the block and prepare the context for build
  116964. * @param state defines the state that will be used for the build
  116965. */
  116966. initialize(state: NodeMaterialBuildState): void;
  116967. /**
  116968. * Bind data to effect. Will only be called for blocks with isBindable === true
  116969. * @param effect defines the effect to bind data to
  116970. * @param nodeMaterial defines the hosting NodeMaterial
  116971. * @param mesh defines the mesh that will be rendered
  116972. */
  116973. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116974. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  116975. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  116976. protected _writeFloat(value: number): string;
  116977. /**
  116978. * Gets the current class name e.g. "NodeMaterialBlock"
  116979. * @returns the class name
  116980. */
  116981. getClassName(): string;
  116982. /**
  116983. * Register a new input. Must be called inside a block constructor
  116984. * @param name defines the connection point name
  116985. * @param type defines the connection point type
  116986. * @param isOptional defines a boolean indicating that this input can be omitted
  116987. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  116988. * @returns the current block
  116989. */
  116990. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  116991. /**
  116992. * Register a new output. Must be called inside a block constructor
  116993. * @param name defines the connection point name
  116994. * @param type defines the connection point type
  116995. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  116996. * @returns the current block
  116997. */
  116998. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  116999. /**
  117000. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  117001. * @param forOutput defines an optional connection point to check compatibility with
  117002. * @returns the first available input or null
  117003. */
  117004. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  117005. /**
  117006. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  117007. * @param forBlock defines an optional block to check compatibility with
  117008. * @returns the first available input or null
  117009. */
  117010. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  117011. /**
  117012. * Gets the sibling of the given output
  117013. * @param current defines the current output
  117014. * @returns the next output in the list or null
  117015. */
  117016. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  117017. /**
  117018. * Connect current block with another block
  117019. * @param other defines the block to connect with
  117020. * @param options define the various options to help pick the right connections
  117021. * @returns the current block
  117022. */
  117023. connectTo(other: NodeMaterialBlock, options?: {
  117024. input?: string;
  117025. output?: string;
  117026. outputSwizzle?: string;
  117027. }): this | undefined;
  117028. protected _buildBlock(state: NodeMaterialBuildState): void;
  117029. /**
  117030. * Add uniforms, samplers and uniform buffers at compilation time
  117031. * @param state defines the state to update
  117032. * @param nodeMaterial defines the node material requesting the update
  117033. * @param defines defines the material defines to update
  117034. */
  117035. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117036. /**
  117037. * Add potential fallbacks if shader compilation fails
  117038. * @param mesh defines the mesh to be rendered
  117039. * @param fallbacks defines the current prioritized list of fallbacks
  117040. */
  117041. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117042. /**
  117043. * Update defines for shader compilation
  117044. * @param mesh defines the mesh to be rendered
  117045. * @param nodeMaterial defines the node material requesting the update
  117046. * @param defines defines the material defines to update
  117047. * @param useInstances specifies that instances should be used
  117048. */
  117049. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117050. /**
  117051. * Initialize defines for shader compilation
  117052. * @param mesh defines the mesh to be rendered
  117053. * @param nodeMaterial defines the node material requesting the update
  117054. * @param defines defines the material defines to be prepared
  117055. * @param useInstances specifies that instances should be used
  117056. */
  117057. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117058. /**
  117059. * Lets the block try to connect some inputs automatically
  117060. */
  117061. autoConfigure(): void;
  117062. /**
  117063. * Function called when a block is declared as repeatable content generator
  117064. * @param vertexShaderState defines the current compilation state for the vertex shader
  117065. * @param fragmentShaderState defines the current compilation state for the fragment shader
  117066. * @param mesh defines the mesh to be rendered
  117067. * @param defines defines the material defines to update
  117068. */
  117069. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117070. /**
  117071. * Checks if the block is ready
  117072. * @param mesh defines the mesh to be rendered
  117073. * @param nodeMaterial defines the node material requesting the update
  117074. * @param defines defines the material defines to update
  117075. * @param useInstances specifies that instances should be used
  117076. * @returns true if the block is ready
  117077. */
  117078. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  117079. private _processBuild;
  117080. /**
  117081. * Compile the current node and generate the shader code
  117082. * @param state defines the current compilation state (uniforms, samplers, current string)
  117083. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  117084. * @returns true if already built
  117085. */
  117086. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  117087. /**
  117088. * Clone the current block to a new identical block
  117089. * @param scene defines the hosting scene
  117090. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117091. * @returns a copy of the current block
  117092. */
  117093. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  117094. /**
  117095. * Serializes this block in a JSON representation
  117096. * @returns the serialized block object
  117097. */
  117098. serialize(): any;
  117099. /** @hidden */
  117100. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117101. }
  117102. }
  117103. declare module BABYLON {
  117104. /**
  117105. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  117106. */
  117107. export enum NodeMaterialBlockConnectionPointMode {
  117108. /** Value is an uniform */
  117109. Uniform = 0,
  117110. /** Value is a mesh attribute */
  117111. Attribute = 1,
  117112. /** Value is a varying between vertex and fragment shaders */
  117113. Varying = 2,
  117114. /** Mode is undefined */
  117115. Undefined = 3
  117116. }
  117117. }
  117118. declare module BABYLON {
  117119. /**
  117120. * Enum defining the type of animations supported by InputBlock
  117121. */
  117122. export enum AnimatedInputBlockTypes {
  117123. /** No animation */
  117124. None = 0,
  117125. /** Time based animation. Will only work for floats */
  117126. Time = 1
  117127. }
  117128. }
  117129. declare module BABYLON {
  117130. /**
  117131. * Block used to expose an input value
  117132. */
  117133. export class InputBlock extends NodeMaterialBlock {
  117134. private _mode;
  117135. private _associatedVariableName;
  117136. private _storedValue;
  117137. private _valueCallback;
  117138. private _type;
  117139. private _animationType;
  117140. /** @hidden */
  117141. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117142. /**
  117143. * Gets or sets the connection point type (default is float)
  117144. */
  117145. readonly type: NodeMaterialBlockConnectionPointTypes;
  117146. /**
  117147. * Creates a new InputBlock
  117148. * @param name defines the block name
  117149. * @param target defines the target of that block (Vertex by default)
  117150. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  117151. */
  117152. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  117153. /**
  117154. * Gets the output component
  117155. */
  117156. readonly output: NodeMaterialConnectionPoint;
  117157. /**
  117158. * Set the source of this connection point to a vertex attribute
  117159. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  117160. * @returns the current connection point
  117161. */
  117162. setAsAttribute(attributeName?: string): InputBlock;
  117163. /**
  117164. * Set the source of this connection point to a well known value
  117165. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  117166. * @returns the current connection point
  117167. */
  117168. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  117169. /**
  117170. * Gets or sets the value of that point.
  117171. * Please note that this value will be ignored if valueCallback is defined
  117172. */
  117173. value: any;
  117174. /**
  117175. * Gets or sets a callback used to get the value of that point.
  117176. * Please note that setting this value will force the connection point to ignore the value property
  117177. */
  117178. valueCallback: () => any;
  117179. /**
  117180. * Gets or sets the associated variable name in the shader
  117181. */
  117182. associatedVariableName: string;
  117183. /** Gets or sets the type of animation applied to the input */
  117184. animationType: AnimatedInputBlockTypes;
  117185. /**
  117186. * Gets a boolean indicating that this connection point not defined yet
  117187. */
  117188. readonly isUndefined: boolean;
  117189. /**
  117190. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  117191. * In this case the connection point name must be the name of the uniform to use.
  117192. * Can only be set on inputs
  117193. */
  117194. isUniform: boolean;
  117195. /**
  117196. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  117197. * In this case the connection point name must be the name of the attribute to use
  117198. * Can only be set on inputs
  117199. */
  117200. isAttribute: boolean;
  117201. /**
  117202. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  117203. * Can only be set on exit points
  117204. */
  117205. isVarying: boolean;
  117206. /**
  117207. * Gets a boolean indicating that the current connection point is a well known value
  117208. */
  117209. readonly isWellKnownValue: boolean;
  117210. /**
  117211. * Gets or sets the current well known value or null if not defined as well know value
  117212. */
  117213. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117214. /**
  117215. * Gets the current class name
  117216. * @returns the class name
  117217. */
  117218. getClassName(): string;
  117219. /**
  117220. * Animate the input if animationType !== None
  117221. * @param scene defines the rendering scene
  117222. */
  117223. animate(scene: Scene): void;
  117224. private _emitDefine;
  117225. /**
  117226. * Set the input block to its default value (based on its type)
  117227. */
  117228. setDefaultValue(): void;
  117229. private _emit;
  117230. /** @hidden */
  117231. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  117232. /** @hidden */
  117233. _transmit(effect: Effect, scene: Scene): void;
  117234. protected _buildBlock(state: NodeMaterialBuildState): void;
  117235. serialize(): any;
  117236. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117237. }
  117238. }
  117239. declare module BABYLON {
  117240. /**
  117241. * Defines a connection point for a block
  117242. */
  117243. export class NodeMaterialConnectionPoint {
  117244. /** @hidden */
  117245. _ownerBlock: NodeMaterialBlock;
  117246. /** @hidden */
  117247. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117248. private _endpoints;
  117249. private _associatedVariableName;
  117250. /** @hidden */
  117251. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117252. private _type;
  117253. /** @hidden */
  117254. _enforceAssociatedVariableName: boolean;
  117255. /**
  117256. * Gets or sets the additional types supported byt this connection point
  117257. */
  117258. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117259. /**
  117260. * Gets or sets the associated variable name in the shader
  117261. */
  117262. associatedVariableName: string;
  117263. /**
  117264. * Gets or sets the connection point type (default is float)
  117265. */
  117266. type: NodeMaterialBlockConnectionPointTypes;
  117267. /**
  117268. * Gets or sets the connection point name
  117269. */
  117270. name: string;
  117271. /**
  117272. * Gets or sets a boolean indicating that this connection point can be omitted
  117273. */
  117274. isOptional: boolean;
  117275. /**
  117276. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117277. */
  117278. define: string;
  117279. /** Gets or sets the target of that connection point */
  117280. target: NodeMaterialBlockTargets;
  117281. /**
  117282. * Gets a boolean indicating that the current point is connected
  117283. */
  117284. readonly isConnected: boolean;
  117285. /**
  117286. * Gets a boolean indicating that the current point is connected to an input block
  117287. */
  117288. readonly isConnectedToInput: boolean;
  117289. /**
  117290. * Gets a the connected input block (if any)
  117291. */
  117292. readonly connectInputBlock: Nullable<InputBlock>;
  117293. /** Get the other side of the connection (if any) */
  117294. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117295. /** Get the block that owns this connection point */
  117296. readonly ownerBlock: NodeMaterialBlock;
  117297. /** Get the block connected on the other side of this connection (if any) */
  117298. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117299. /** Get the block connected on the endpoints of this connection (if any) */
  117300. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117301. /** Gets the list of connected endpoints */
  117302. readonly endpoints: NodeMaterialConnectionPoint[];
  117303. /**
  117304. * Creates a new connection point
  117305. * @param name defines the connection point name
  117306. * @param ownerBlock defines the block hosting this connection point
  117307. */
  117308. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117309. /**
  117310. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117311. * @returns the class name
  117312. */
  117313. getClassName(): string;
  117314. /**
  117315. * Gets an boolean indicating if the current point can be connected to another point
  117316. * @param connectionPoint defines the other connection point
  117317. * @returns true if the connection is possible
  117318. */
  117319. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117320. /**
  117321. * Connect this point to another connection point
  117322. * @param connectionPoint defines the other connection point
  117323. * @returns the current connection point
  117324. */
  117325. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117326. /**
  117327. * Disconnect this point from one of his endpoint
  117328. * @param endpoint defines the other connection point
  117329. * @returns the current connection point
  117330. */
  117331. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117332. /**
  117333. * Serializes this point in a JSON representation
  117334. * @returns the serialized point object
  117335. */
  117336. serialize(): any;
  117337. }
  117338. }
  117339. declare module BABYLON {
  117340. /**
  117341. * Block used to add support for vertex skinning (bones)
  117342. */
  117343. export class BonesBlock extends NodeMaterialBlock {
  117344. /**
  117345. * Creates a new BonesBlock
  117346. * @param name defines the block name
  117347. */
  117348. constructor(name: string);
  117349. /**
  117350. * Initialize the block and prepare the context for build
  117351. * @param state defines the state that will be used for the build
  117352. */
  117353. initialize(state: NodeMaterialBuildState): void;
  117354. /**
  117355. * Gets the current class name
  117356. * @returns the class name
  117357. */
  117358. getClassName(): string;
  117359. /**
  117360. * Gets the matrix indices input component
  117361. */
  117362. readonly matricesIndices: NodeMaterialConnectionPoint;
  117363. /**
  117364. * Gets the matrix weights input component
  117365. */
  117366. readonly matricesWeights: NodeMaterialConnectionPoint;
  117367. /**
  117368. * Gets the extra matrix indices input component
  117369. */
  117370. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117371. /**
  117372. * Gets the extra matrix weights input component
  117373. */
  117374. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117375. /**
  117376. * Gets the world input component
  117377. */
  117378. readonly world: NodeMaterialConnectionPoint;
  117379. /**
  117380. * Gets the output component
  117381. */
  117382. readonly output: NodeMaterialConnectionPoint;
  117383. autoConfigure(): void;
  117384. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117385. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117386. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117387. protected _buildBlock(state: NodeMaterialBuildState): this;
  117388. }
  117389. }
  117390. declare module BABYLON {
  117391. /**
  117392. * Block used to add support for instances
  117393. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117394. */
  117395. export class InstancesBlock extends NodeMaterialBlock {
  117396. /**
  117397. * Creates a new InstancesBlock
  117398. * @param name defines the block name
  117399. */
  117400. constructor(name: string);
  117401. /**
  117402. * Gets the current class name
  117403. * @returns the class name
  117404. */
  117405. getClassName(): string;
  117406. /**
  117407. * Gets the first world row input component
  117408. */
  117409. readonly world0: NodeMaterialConnectionPoint;
  117410. /**
  117411. * Gets the second world row input component
  117412. */
  117413. readonly world1: NodeMaterialConnectionPoint;
  117414. /**
  117415. * Gets the third world row input component
  117416. */
  117417. readonly world2: NodeMaterialConnectionPoint;
  117418. /**
  117419. * Gets the forth world row input component
  117420. */
  117421. readonly world3: NodeMaterialConnectionPoint;
  117422. /**
  117423. * Gets the world input component
  117424. */
  117425. readonly world: NodeMaterialConnectionPoint;
  117426. /**
  117427. * Gets the output component
  117428. */
  117429. readonly output: NodeMaterialConnectionPoint;
  117430. autoConfigure(): void;
  117431. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117432. protected _buildBlock(state: NodeMaterialBuildState): this;
  117433. }
  117434. }
  117435. declare module BABYLON {
  117436. /**
  117437. * Block used to add morph targets support to vertex shader
  117438. */
  117439. export class MorphTargetsBlock extends NodeMaterialBlock {
  117440. private _repeatableContentAnchor;
  117441. private _repeatebleContentGenerated;
  117442. /**
  117443. * Create a new MorphTargetsBlock
  117444. * @param name defines the block name
  117445. */
  117446. constructor(name: string);
  117447. /**
  117448. * Gets the current class name
  117449. * @returns the class name
  117450. */
  117451. getClassName(): string;
  117452. /**
  117453. * Gets the position input component
  117454. */
  117455. readonly position: NodeMaterialConnectionPoint;
  117456. /**
  117457. * Gets the normal input component
  117458. */
  117459. readonly normal: NodeMaterialConnectionPoint;
  117460. /**
  117461. * Gets the tangent input component
  117462. */
  117463. readonly tangent: NodeMaterialConnectionPoint;
  117464. /**
  117465. * Gets the tangent input component
  117466. */
  117467. readonly uv: NodeMaterialConnectionPoint;
  117468. /**
  117469. * Gets the position output component
  117470. */
  117471. readonly positionOutput: NodeMaterialConnectionPoint;
  117472. /**
  117473. * Gets the normal output component
  117474. */
  117475. readonly normalOutput: NodeMaterialConnectionPoint;
  117476. /**
  117477. * Gets the tangent output component
  117478. */
  117479. readonly tangentOutput: NodeMaterialConnectionPoint;
  117480. /**
  117481. * Gets the tangent output component
  117482. */
  117483. readonly uvOutput: NodeMaterialConnectionPoint;
  117484. initialize(state: NodeMaterialBuildState): void;
  117485. autoConfigure(): void;
  117486. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117487. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117488. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117489. protected _buildBlock(state: NodeMaterialBuildState): this;
  117490. }
  117491. }
  117492. declare module BABYLON {
  117493. /**
  117494. * Block used to add an alpha test in the fragment shader
  117495. */
  117496. export class AlphaTestBlock extends NodeMaterialBlock {
  117497. /**
  117498. * Gets or sets the alpha value where alpha testing happens
  117499. */
  117500. alphaCutOff: number;
  117501. /**
  117502. * Create a new AlphaTestBlock
  117503. * @param name defines the block name
  117504. */
  117505. constructor(name: string);
  117506. /**
  117507. * Gets the current class name
  117508. * @returns the class name
  117509. */
  117510. getClassName(): string;
  117511. /**
  117512. * Gets the color input component
  117513. */
  117514. readonly color: NodeMaterialConnectionPoint;
  117515. /**
  117516. * Gets the alpha input component
  117517. */
  117518. readonly alpha: NodeMaterialConnectionPoint;
  117519. protected _buildBlock(state: NodeMaterialBuildState): this;
  117520. }
  117521. }
  117522. declare module BABYLON {
  117523. /**
  117524. * Block used to create a Color3/4 out of individual inputs (one for each component)
  117525. */
  117526. export class ColorMergerBlock extends NodeMaterialBlock {
  117527. /**
  117528. * Create a new ColorMergerBlock
  117529. * @param name defines the block name
  117530. */
  117531. constructor(name: string);
  117532. /**
  117533. * Gets the current class name
  117534. * @returns the class name
  117535. */
  117536. getClassName(): string;
  117537. /**
  117538. * Gets the r component (input)
  117539. */
  117540. readonly r: NodeMaterialConnectionPoint;
  117541. /**
  117542. * Gets the g component (input)
  117543. */
  117544. readonly g: NodeMaterialConnectionPoint;
  117545. /**
  117546. * Gets the b component (input)
  117547. */
  117548. readonly b: NodeMaterialConnectionPoint;
  117549. /**
  117550. * Gets the a component (input)
  117551. */
  117552. readonly a: NodeMaterialConnectionPoint;
  117553. /**
  117554. * Gets the rgba component (output)
  117555. */
  117556. readonly rgba: NodeMaterialConnectionPoint;
  117557. /**
  117558. * Gets the rgb component (output)
  117559. */
  117560. readonly rgb: NodeMaterialConnectionPoint;
  117561. protected _buildBlock(state: NodeMaterialBuildState): this;
  117562. }
  117563. }
  117564. declare module BABYLON {
  117565. /**
  117566. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  117567. */
  117568. export class VectorMergerBlock extends NodeMaterialBlock {
  117569. /**
  117570. * Create a new VectorMergerBlock
  117571. * @param name defines the block name
  117572. */
  117573. constructor(name: string);
  117574. /**
  117575. * Gets the current class name
  117576. * @returns the class name
  117577. */
  117578. getClassName(): string;
  117579. /**
  117580. * Gets the x component (input)
  117581. */
  117582. readonly x: NodeMaterialConnectionPoint;
  117583. /**
  117584. * Gets the y component (input)
  117585. */
  117586. readonly y: NodeMaterialConnectionPoint;
  117587. /**
  117588. * Gets the z component (input)
  117589. */
  117590. readonly z: NodeMaterialConnectionPoint;
  117591. /**
  117592. * Gets the w component (input)
  117593. */
  117594. readonly w: NodeMaterialConnectionPoint;
  117595. /**
  117596. * Gets the xyzw component (output)
  117597. */
  117598. readonly xyzw: NodeMaterialConnectionPoint;
  117599. /**
  117600. * Gets the xyz component (output)
  117601. */
  117602. readonly xyz: NodeMaterialConnectionPoint;
  117603. /**
  117604. * Gets the xy component (output)
  117605. */
  117606. readonly xy: NodeMaterialConnectionPoint;
  117607. protected _buildBlock(state: NodeMaterialBuildState): this;
  117608. }
  117609. }
  117610. declare module BABYLON {
  117611. /**
  117612. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  117613. */
  117614. export class ColorSplitterBlock extends NodeMaterialBlock {
  117615. /**
  117616. * Create a new ColorSplitterBlock
  117617. * @param name defines the block name
  117618. */
  117619. constructor(name: string);
  117620. /**
  117621. * Gets the current class name
  117622. * @returns the class name
  117623. */
  117624. getClassName(): string;
  117625. /**
  117626. * Gets the rgba component (input)
  117627. */
  117628. readonly rgba: NodeMaterialConnectionPoint;
  117629. /**
  117630. * Gets the rgb component (input)
  117631. */
  117632. readonly rgbIn: NodeMaterialConnectionPoint;
  117633. /**
  117634. * Gets the rgb component (output)
  117635. */
  117636. readonly rgbOut: NodeMaterialConnectionPoint;
  117637. /**
  117638. * Gets the r component (output)
  117639. */
  117640. readonly r: NodeMaterialConnectionPoint;
  117641. /**
  117642. * Gets the g component (output)
  117643. */
  117644. readonly g: NodeMaterialConnectionPoint;
  117645. /**
  117646. * Gets the b component (output)
  117647. */
  117648. readonly b: NodeMaterialConnectionPoint;
  117649. /**
  117650. * Gets the a component (output)
  117651. */
  117652. readonly a: NodeMaterialConnectionPoint;
  117653. protected _buildBlock(state: NodeMaterialBuildState): this;
  117654. }
  117655. }
  117656. declare module BABYLON {
  117657. /**
  117658. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  117659. */
  117660. export class VectorSplitterBlock extends NodeMaterialBlock {
  117661. /**
  117662. * Create a new VectorSplitterBlock
  117663. * @param name defines the block name
  117664. */
  117665. constructor(name: string);
  117666. /**
  117667. * Gets the current class name
  117668. * @returns the class name
  117669. */
  117670. getClassName(): string;
  117671. /**
  117672. * Gets the xyzw component (input)
  117673. */
  117674. readonly xyzw: NodeMaterialConnectionPoint;
  117675. /**
  117676. * Gets the xyz component (input)
  117677. */
  117678. readonly xyzIn: NodeMaterialConnectionPoint;
  117679. /**
  117680. * Gets the xy component (input)
  117681. */
  117682. readonly xyIn: NodeMaterialConnectionPoint;
  117683. /**
  117684. * Gets the xyz component (output)
  117685. */
  117686. readonly xyzOut: NodeMaterialConnectionPoint;
  117687. /**
  117688. * Gets the xy component (output)
  117689. */
  117690. readonly xyOut: NodeMaterialConnectionPoint;
  117691. /**
  117692. * Gets the x component (output)
  117693. */
  117694. readonly x: NodeMaterialConnectionPoint;
  117695. /**
  117696. * Gets the y component (output)
  117697. */
  117698. readonly y: NodeMaterialConnectionPoint;
  117699. /**
  117700. * Gets the z component (output)
  117701. */
  117702. readonly z: NodeMaterialConnectionPoint;
  117703. /**
  117704. * Gets the w component (output)
  117705. */
  117706. readonly w: NodeMaterialConnectionPoint;
  117707. protected _buildBlock(state: NodeMaterialBuildState): this;
  117708. }
  117709. }
  117710. declare module BABYLON {
  117711. /**
  117712. * Block used to add image processing support to fragment shader
  117713. */
  117714. export class ImageProcessingBlock extends NodeMaterialBlock {
  117715. /**
  117716. * Create a new ImageProcessingBlock
  117717. * @param name defines the block name
  117718. */
  117719. constructor(name: string);
  117720. /**
  117721. * Gets the current class name
  117722. * @returns the class name
  117723. */
  117724. getClassName(): string;
  117725. /**
  117726. * Gets the color input component
  117727. */
  117728. readonly color: NodeMaterialConnectionPoint;
  117729. /**
  117730. * Gets the output component
  117731. */
  117732. readonly output: NodeMaterialConnectionPoint;
  117733. /**
  117734. * Initialize the block and prepare the context for build
  117735. * @param state defines the state that will be used for the build
  117736. */
  117737. initialize(state: NodeMaterialBuildState): void;
  117738. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117739. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117740. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117741. protected _buildBlock(state: NodeMaterialBuildState): this;
  117742. }
  117743. }
  117744. declare module BABYLON {
  117745. /**
  117746. * Block used to add support for scene fog
  117747. */
  117748. export class FogBlock extends NodeMaterialBlock {
  117749. private _fogDistanceName;
  117750. private _fogParameters;
  117751. /**
  117752. * Create a new FogBlock
  117753. * @param name defines the block name
  117754. */
  117755. constructor(name: string);
  117756. /**
  117757. * Gets the current class name
  117758. * @returns the class name
  117759. */
  117760. getClassName(): string;
  117761. /**
  117762. * Gets the world position input component
  117763. */
  117764. readonly worldPosition: NodeMaterialConnectionPoint;
  117765. /**
  117766. * Gets the view input component
  117767. */
  117768. readonly view: NodeMaterialConnectionPoint;
  117769. /**
  117770. * Gets the color input component
  117771. */
  117772. readonly color: NodeMaterialConnectionPoint;
  117773. /**
  117774. * Gets the fog color input component
  117775. */
  117776. readonly fogColor: NodeMaterialConnectionPoint;
  117777. /**
  117778. * Gets the output component
  117779. */
  117780. readonly output: NodeMaterialConnectionPoint;
  117781. autoConfigure(): void;
  117782. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117783. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117784. protected _buildBlock(state: NodeMaterialBuildState): this;
  117785. }
  117786. }
  117787. declare module BABYLON {
  117788. /**
  117789. * Block used to add light in the fragment shader
  117790. */
  117791. export class LightBlock extends NodeMaterialBlock {
  117792. private _lightId;
  117793. /**
  117794. * Gets or sets the light associated with this block
  117795. */
  117796. light: Nullable<Light>;
  117797. /**
  117798. * Create a new LightBlock
  117799. * @param name defines the block name
  117800. */
  117801. constructor(name: string);
  117802. /**
  117803. * Gets the current class name
  117804. * @returns the class name
  117805. */
  117806. getClassName(): string;
  117807. /**
  117808. * Gets the world position input component
  117809. */
  117810. readonly worldPosition: NodeMaterialConnectionPoint;
  117811. /**
  117812. * Gets the world normal input component
  117813. */
  117814. readonly worldNormal: NodeMaterialConnectionPoint;
  117815. /**
  117816. * Gets the camera (or eye) position component
  117817. */
  117818. readonly cameraPosition: NodeMaterialConnectionPoint;
  117819. /**
  117820. * Gets the diffuse output component
  117821. */
  117822. readonly diffuseOutput: NodeMaterialConnectionPoint;
  117823. /**
  117824. * Gets the specular output component
  117825. */
  117826. readonly specularOutput: NodeMaterialConnectionPoint;
  117827. autoConfigure(): void;
  117828. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117829. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117830. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117831. private _injectVertexCode;
  117832. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117833. serialize(): any;
  117834. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117835. }
  117836. }
  117837. declare module BABYLON {
  117838. /**
  117839. * Block used to multiply 2 values
  117840. */
  117841. export class MultiplyBlock extends NodeMaterialBlock {
  117842. /**
  117843. * Creates a new MultiplyBlock
  117844. * @param name defines the block name
  117845. */
  117846. constructor(name: string);
  117847. /**
  117848. * Gets the current class name
  117849. * @returns the class name
  117850. */
  117851. getClassName(): string;
  117852. /**
  117853. * Gets the left operand input component
  117854. */
  117855. readonly left: NodeMaterialConnectionPoint;
  117856. /**
  117857. * Gets the right operand input component
  117858. */
  117859. readonly right: NodeMaterialConnectionPoint;
  117860. /**
  117861. * Gets the output component
  117862. */
  117863. readonly output: NodeMaterialConnectionPoint;
  117864. protected _buildBlock(state: NodeMaterialBuildState): this;
  117865. }
  117866. }
  117867. declare module BABYLON {
  117868. /**
  117869. * Block used to add 2 vectors
  117870. */
  117871. export class AddBlock extends NodeMaterialBlock {
  117872. /**
  117873. * Creates a new AddBlock
  117874. * @param name defines the block name
  117875. */
  117876. constructor(name: string);
  117877. /**
  117878. * Gets the current class name
  117879. * @returns the class name
  117880. */
  117881. getClassName(): string;
  117882. /**
  117883. * Gets the left operand input component
  117884. */
  117885. readonly left: NodeMaterialConnectionPoint;
  117886. /**
  117887. * Gets the right operand input component
  117888. */
  117889. readonly right: NodeMaterialConnectionPoint;
  117890. /**
  117891. * Gets the output component
  117892. */
  117893. readonly output: NodeMaterialConnectionPoint;
  117894. protected _buildBlock(state: NodeMaterialBuildState): this;
  117895. }
  117896. }
  117897. declare module BABYLON {
  117898. /**
  117899. * Block used to scale a vector by a float
  117900. */
  117901. export class ScaleBlock extends NodeMaterialBlock {
  117902. /**
  117903. * Creates a new ScaleBlock
  117904. * @param name defines the block name
  117905. */
  117906. constructor(name: string);
  117907. /**
  117908. * Gets the current class name
  117909. * @returns the class name
  117910. */
  117911. getClassName(): string;
  117912. /**
  117913. * Gets the input component
  117914. */
  117915. readonly input: NodeMaterialConnectionPoint;
  117916. /**
  117917. * Gets the factor input component
  117918. */
  117919. readonly factor: NodeMaterialConnectionPoint;
  117920. /**
  117921. * Gets the output component
  117922. */
  117923. readonly output: NodeMaterialConnectionPoint;
  117924. protected _buildBlock(state: NodeMaterialBuildState): this;
  117925. }
  117926. }
  117927. declare module BABYLON {
  117928. /**
  117929. * Block used to clamp a float
  117930. */
  117931. export class ClampBlock extends NodeMaterialBlock {
  117932. /** Gets or sets the minimum range */
  117933. minimum: number;
  117934. /** Gets or sets the maximum range */
  117935. maximum: number;
  117936. /**
  117937. * Creates a new ClampBlock
  117938. * @param name defines the block name
  117939. */
  117940. constructor(name: string);
  117941. /**
  117942. * Gets the current class name
  117943. * @returns the class name
  117944. */
  117945. getClassName(): string;
  117946. /**
  117947. * Gets the value input component
  117948. */
  117949. readonly value: NodeMaterialConnectionPoint;
  117950. /**
  117951. * Gets the output component
  117952. */
  117953. readonly output: NodeMaterialConnectionPoint;
  117954. protected _buildBlock(state: NodeMaterialBuildState): this;
  117955. }
  117956. }
  117957. declare module BABYLON {
  117958. /**
  117959. * Block used to apply a cross product between 2 vectors
  117960. */
  117961. export class CrossBlock extends NodeMaterialBlock {
  117962. /**
  117963. * Creates a new CrossBlock
  117964. * @param name defines the block name
  117965. */
  117966. constructor(name: string);
  117967. /**
  117968. * Gets the current class name
  117969. * @returns the class name
  117970. */
  117971. getClassName(): string;
  117972. /**
  117973. * Gets the left operand input component
  117974. */
  117975. readonly left: NodeMaterialConnectionPoint;
  117976. /**
  117977. * Gets the right operand input component
  117978. */
  117979. readonly right: NodeMaterialConnectionPoint;
  117980. /**
  117981. * Gets the output component
  117982. */
  117983. readonly output: NodeMaterialConnectionPoint;
  117984. protected _buildBlock(state: NodeMaterialBuildState): this;
  117985. }
  117986. }
  117987. declare module BABYLON {
  117988. /**
  117989. * Block used to apply a dot product between 2 vectors
  117990. */
  117991. export class DotBlock extends NodeMaterialBlock {
  117992. /**
  117993. * Creates a new DotBlock
  117994. * @param name defines the block name
  117995. */
  117996. constructor(name: string);
  117997. /**
  117998. * Gets the current class name
  117999. * @returns the class name
  118000. */
  118001. getClassName(): string;
  118002. /**
  118003. * Gets the left operand input component
  118004. */
  118005. readonly left: NodeMaterialConnectionPoint;
  118006. /**
  118007. * Gets the right operand input component
  118008. */
  118009. readonly right: NodeMaterialConnectionPoint;
  118010. /**
  118011. * Gets the output component
  118012. */
  118013. readonly output: NodeMaterialConnectionPoint;
  118014. protected _buildBlock(state: NodeMaterialBuildState): this;
  118015. }
  118016. }
  118017. declare module BABYLON {
  118018. /**
  118019. * Block used to remap a float from a range to a new one
  118020. */
  118021. export class RemapBlock extends NodeMaterialBlock {
  118022. /**
  118023. * Gets or sets the source range
  118024. */
  118025. sourceRange: Vector2;
  118026. /**
  118027. * Gets or sets the target range
  118028. */
  118029. targetRange: Vector2;
  118030. /**
  118031. * Creates a new RemapBlock
  118032. * @param name defines the block name
  118033. */
  118034. constructor(name: string);
  118035. /**
  118036. * Gets the current class name
  118037. * @returns the class name
  118038. */
  118039. getClassName(): string;
  118040. /**
  118041. * Gets the input component
  118042. */
  118043. readonly input: NodeMaterialConnectionPoint;
  118044. /**
  118045. * Gets the output component
  118046. */
  118047. readonly output: NodeMaterialConnectionPoint;
  118048. protected _buildBlock(state: NodeMaterialBuildState): this;
  118049. }
  118050. }
  118051. declare module BABYLON {
  118052. /**
  118053. * Block used to normalize a vector
  118054. */
  118055. export class NormalizeBlock extends NodeMaterialBlock {
  118056. /**
  118057. * Creates a new NormalizeBlock
  118058. * @param name defines the block name
  118059. */
  118060. constructor(name: string);
  118061. /**
  118062. * Gets the current class name
  118063. * @returns the class name
  118064. */
  118065. getClassName(): string;
  118066. /**
  118067. * Gets the input component
  118068. */
  118069. readonly input: NodeMaterialConnectionPoint;
  118070. /**
  118071. * Gets the output component
  118072. */
  118073. readonly output: NodeMaterialConnectionPoint;
  118074. protected _buildBlock(state: NodeMaterialBuildState): this;
  118075. }
  118076. }
  118077. declare module BABYLON {
  118078. /**
  118079. * Operations supported by the Trigonometry block
  118080. */
  118081. export enum TrigonometryBlockOperations {
  118082. /** Cos */
  118083. Cos = 0,
  118084. /** Sin */
  118085. Sin = 1,
  118086. /** Abs */
  118087. Abs = 2
  118088. }
  118089. /**
  118090. * Block used to apply trigonometry operation to floats
  118091. */
  118092. export class TrigonometryBlock extends NodeMaterialBlock {
  118093. /**
  118094. * Gets or sets the operation applied by the block
  118095. */
  118096. operation: TrigonometryBlockOperations;
  118097. /**
  118098. * Creates a new TrigonometryBlock
  118099. * @param name defines the block name
  118100. */
  118101. constructor(name: string);
  118102. /**
  118103. * Gets the current class name
  118104. * @returns the class name
  118105. */
  118106. getClassName(): string;
  118107. /**
  118108. * Gets the input component
  118109. */
  118110. readonly input: NodeMaterialConnectionPoint;
  118111. /**
  118112. * Gets the output component
  118113. */
  118114. readonly output: NodeMaterialConnectionPoint;
  118115. protected _buildBlock(state: NodeMaterialBuildState): this;
  118116. }
  118117. }
  118118. declare module BABYLON {
  118119. /**
  118120. * Effect Render Options
  118121. */
  118122. export interface IEffectRendererOptions {
  118123. /**
  118124. * Defines the vertices positions.
  118125. */
  118126. positions?: number[];
  118127. /**
  118128. * Defines the indices.
  118129. */
  118130. indices?: number[];
  118131. }
  118132. /**
  118133. * Helper class to render one or more effects
  118134. */
  118135. export class EffectRenderer {
  118136. private engine;
  118137. private static _DefaultOptions;
  118138. private _vertexBuffers;
  118139. private _indexBuffer;
  118140. private _ringBufferIndex;
  118141. private _ringScreenBuffer;
  118142. private _fullscreenViewport;
  118143. private _getNextFrameBuffer;
  118144. /**
  118145. * Creates an effect renderer
  118146. * @param engine the engine to use for rendering
  118147. * @param options defines the options of the effect renderer
  118148. */
  118149. constructor(engine: Engine, options?: IEffectRendererOptions);
  118150. /**
  118151. * Sets the current viewport in normalized coordinates 0-1
  118152. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  118153. */
  118154. setViewport(viewport?: Viewport): void;
  118155. /**
  118156. * Sets the current effect wrapper to use during draw.
  118157. * The effect needs to be ready before calling this api.
  118158. * This also sets the default full screen position attribute.
  118159. * @param effectWrapper Defines the effect to draw with
  118160. */
  118161. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  118162. /**
  118163. * Draws a full screen quad.
  118164. */
  118165. draw(): void;
  118166. /**
  118167. * renders one or more effects to a specified texture
  118168. * @param effectWrappers list of effects to renderer
  118169. * @param outputTexture texture to draw to, if null it will render to the screen
  118170. */
  118171. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  118172. /**
  118173. * Disposes of the effect renderer
  118174. */
  118175. dispose(): void;
  118176. }
  118177. /**
  118178. * Options to create an EffectWrapper
  118179. */
  118180. interface EffectWrapperCreationOptions {
  118181. /**
  118182. * Engine to use to create the effect
  118183. */
  118184. engine: Engine;
  118185. /**
  118186. * Fragment shader for the effect
  118187. */
  118188. fragmentShader: string;
  118189. /**
  118190. * Vertex shader for the effect
  118191. */
  118192. vertexShader?: string;
  118193. /**
  118194. * Attributes to use in the shader
  118195. */
  118196. attributeNames?: Array<string>;
  118197. /**
  118198. * Uniforms to use in the shader
  118199. */
  118200. uniformNames?: Array<string>;
  118201. /**
  118202. * Texture sampler names to use in the shader
  118203. */
  118204. samplerNames?: Array<string>;
  118205. /**
  118206. * The friendly name of the effect displayed in Spector.
  118207. */
  118208. name?: string;
  118209. }
  118210. /**
  118211. * Wraps an effect to be used for rendering
  118212. */
  118213. export class EffectWrapper {
  118214. /**
  118215. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  118216. */
  118217. onApplyObservable: Observable<{}>;
  118218. /**
  118219. * The underlying effect
  118220. */
  118221. effect: Effect;
  118222. /**
  118223. * Creates an effect to be renderer
  118224. * @param creationOptions options to create the effect
  118225. */
  118226. constructor(creationOptions: EffectWrapperCreationOptions);
  118227. /**
  118228. * Disposes of the effect wrapper
  118229. */
  118230. dispose(): void;
  118231. }
  118232. }
  118233. declare module BABYLON {
  118234. /**
  118235. * Helper class to push actions to a pool of workers.
  118236. */
  118237. export class WorkerPool implements IDisposable {
  118238. private _workerInfos;
  118239. private _pendingActions;
  118240. /**
  118241. * Constructor
  118242. * @param workers Array of workers to use for actions
  118243. */
  118244. constructor(workers: Array<Worker>);
  118245. /**
  118246. * Terminates all workers and clears any pending actions.
  118247. */
  118248. dispose(): void;
  118249. /**
  118250. * Pushes an action to the worker pool. If all the workers are active, the action will be
  118251. * pended until a worker has completed its action.
  118252. * @param action The action to perform. Call onComplete when the action is complete.
  118253. */
  118254. push(action: (worker: Worker, onComplete: () => void) => void): void;
  118255. private _execute;
  118256. }
  118257. }
  118258. declare module BABYLON {
  118259. /**
  118260. * Configuration for Draco compression
  118261. */
  118262. export interface IDracoCompressionConfiguration {
  118263. /**
  118264. * Configuration for the decoder.
  118265. */
  118266. decoder: {
  118267. /**
  118268. * The url to the WebAssembly module.
  118269. */
  118270. wasmUrl?: string;
  118271. /**
  118272. * The url to the WebAssembly binary.
  118273. */
  118274. wasmBinaryUrl?: string;
  118275. /**
  118276. * The url to the fallback JavaScript module.
  118277. */
  118278. fallbackUrl?: string;
  118279. };
  118280. }
  118281. /**
  118282. * Draco compression (https://google.github.io/draco/)
  118283. *
  118284. * This class wraps the Draco module.
  118285. *
  118286. * **Encoder**
  118287. *
  118288. * The encoder is not currently implemented.
  118289. *
  118290. * **Decoder**
  118291. *
  118292. * 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.
  118293. *
  118294. * To update the configuration, use the following code:
  118295. * ```javascript
  118296. * DracoCompression.Configuration = {
  118297. * decoder: {
  118298. * wasmUrl: "<url to the WebAssembly library>",
  118299. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  118300. * fallbackUrl: "<url to the fallback JavaScript library>",
  118301. * }
  118302. * };
  118303. * ```
  118304. *
  118305. * 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.
  118306. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  118307. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  118308. *
  118309. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  118310. * ```javascript
  118311. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  118312. * ```
  118313. *
  118314. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  118315. */
  118316. export class DracoCompression implements IDisposable {
  118317. private _workerPoolPromise?;
  118318. private _decoderModulePromise?;
  118319. /**
  118320. * The configuration. Defaults to the following urls:
  118321. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118322. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118323. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118324. */
  118325. static Configuration: IDracoCompressionConfiguration;
  118326. /**
  118327. * Returns true if the decoder configuration is available.
  118328. */
  118329. static readonly DecoderAvailable: boolean;
  118330. /**
  118331. * Default number of workers to create when creating the draco compression object.
  118332. */
  118333. static DefaultNumWorkers: number;
  118334. private static GetDefaultNumWorkers;
  118335. private static _Default;
  118336. /**
  118337. * Default instance for the draco compression object.
  118338. */
  118339. static readonly Default: DracoCompression;
  118340. /**
  118341. * Constructor
  118342. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118343. */
  118344. constructor(numWorkers?: number);
  118345. /**
  118346. * Stop all async operations and release resources.
  118347. */
  118348. dispose(): void;
  118349. /**
  118350. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118351. * @returns a promise that resolves when ready
  118352. */
  118353. whenReadyAsync(): Promise<void>;
  118354. /**
  118355. * Decode Draco compressed mesh data to vertex data.
  118356. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118357. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118358. * @returns A promise that resolves with the decoded vertex data
  118359. */
  118360. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118361. [kind: string]: number;
  118362. }): Promise<VertexData>;
  118363. }
  118364. }
  118365. declare module BABYLON {
  118366. /**
  118367. * Class for building Constructive Solid Geometry
  118368. */
  118369. export class CSG {
  118370. private polygons;
  118371. /**
  118372. * The world matrix
  118373. */
  118374. matrix: Matrix;
  118375. /**
  118376. * Stores the position
  118377. */
  118378. position: Vector3;
  118379. /**
  118380. * Stores the rotation
  118381. */
  118382. rotation: Vector3;
  118383. /**
  118384. * Stores the rotation quaternion
  118385. */
  118386. rotationQuaternion: Nullable<Quaternion>;
  118387. /**
  118388. * Stores the scaling vector
  118389. */
  118390. scaling: Vector3;
  118391. /**
  118392. * Convert the Mesh to CSG
  118393. * @param mesh The Mesh to convert to CSG
  118394. * @returns A new CSG from the Mesh
  118395. */
  118396. static FromMesh(mesh: Mesh): CSG;
  118397. /**
  118398. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  118399. * @param polygons Polygons used to construct a CSG solid
  118400. */
  118401. private static FromPolygons;
  118402. /**
  118403. * Clones, or makes a deep copy, of the CSG
  118404. * @returns A new CSG
  118405. */
  118406. clone(): CSG;
  118407. /**
  118408. * Unions this CSG with another CSG
  118409. * @param csg The CSG to union against this CSG
  118410. * @returns The unioned CSG
  118411. */
  118412. union(csg: CSG): CSG;
  118413. /**
  118414. * Unions this CSG with another CSG in place
  118415. * @param csg The CSG to union against this CSG
  118416. */
  118417. unionInPlace(csg: CSG): void;
  118418. /**
  118419. * Subtracts this CSG with another CSG
  118420. * @param csg The CSG to subtract against this CSG
  118421. * @returns A new CSG
  118422. */
  118423. subtract(csg: CSG): CSG;
  118424. /**
  118425. * Subtracts this CSG with another CSG in place
  118426. * @param csg The CSG to subtact against this CSG
  118427. */
  118428. subtractInPlace(csg: CSG): void;
  118429. /**
  118430. * Intersect this CSG with another CSG
  118431. * @param csg The CSG to intersect against this CSG
  118432. * @returns A new CSG
  118433. */
  118434. intersect(csg: CSG): CSG;
  118435. /**
  118436. * Intersects this CSG with another CSG in place
  118437. * @param csg The CSG to intersect against this CSG
  118438. */
  118439. intersectInPlace(csg: CSG): void;
  118440. /**
  118441. * Return a new CSG solid with solid and empty space switched. This solid is
  118442. * not modified.
  118443. * @returns A new CSG solid with solid and empty space switched
  118444. */
  118445. inverse(): CSG;
  118446. /**
  118447. * Inverses the CSG in place
  118448. */
  118449. inverseInPlace(): void;
  118450. /**
  118451. * This is used to keep meshes transformations so they can be restored
  118452. * when we build back a Babylon Mesh
  118453. * NB : All CSG operations are performed in world coordinates
  118454. * @param csg The CSG to copy the transform attributes from
  118455. * @returns This CSG
  118456. */
  118457. copyTransformAttributes(csg: CSG): CSG;
  118458. /**
  118459. * Build Raw mesh from CSG
  118460. * Coordinates here are in world space
  118461. * @param name The name of the mesh geometry
  118462. * @param scene The Scene
  118463. * @param keepSubMeshes Specifies if the submeshes should be kept
  118464. * @returns A new Mesh
  118465. */
  118466. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  118467. /**
  118468. * Build Mesh from CSG taking material and transforms into account
  118469. * @param name The name of the Mesh
  118470. * @param material The material of the Mesh
  118471. * @param scene The Scene
  118472. * @param keepSubMeshes Specifies if submeshes should be kept
  118473. * @returns The new Mesh
  118474. */
  118475. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  118476. }
  118477. }
  118478. declare module BABYLON {
  118479. /**
  118480. * Class used to create a trail following a mesh
  118481. */
  118482. export class TrailMesh extends Mesh {
  118483. private _generator;
  118484. private _autoStart;
  118485. private _running;
  118486. private _diameter;
  118487. private _length;
  118488. private _sectionPolygonPointsCount;
  118489. private _sectionVectors;
  118490. private _sectionNormalVectors;
  118491. private _beforeRenderObserver;
  118492. /**
  118493. * @constructor
  118494. * @param name The value used by scene.getMeshByName() to do a lookup.
  118495. * @param generator The mesh to generate a trail.
  118496. * @param scene The scene to add this mesh to.
  118497. * @param diameter Diameter of trailing mesh. Default is 1.
  118498. * @param length Length of trailing mesh. Default is 60.
  118499. * @param autoStart Automatically start trailing mesh. Default true.
  118500. */
  118501. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  118502. /**
  118503. * "TrailMesh"
  118504. * @returns "TrailMesh"
  118505. */
  118506. getClassName(): string;
  118507. private _createMesh;
  118508. /**
  118509. * Start trailing mesh.
  118510. */
  118511. start(): void;
  118512. /**
  118513. * Stop trailing mesh.
  118514. */
  118515. stop(): void;
  118516. /**
  118517. * Update trailing mesh geometry.
  118518. */
  118519. update(): void;
  118520. /**
  118521. * Returns a new TrailMesh object.
  118522. * @param name is a string, the name given to the new mesh
  118523. * @param newGenerator use new generator object for cloned trail mesh
  118524. * @returns a new mesh
  118525. */
  118526. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  118527. /**
  118528. * Serializes this trail mesh
  118529. * @param serializationObject object to write serialization to
  118530. */
  118531. serialize(serializationObject: any): void;
  118532. /**
  118533. * Parses a serialized trail mesh
  118534. * @param parsedMesh the serialized mesh
  118535. * @param scene the scene to create the trail mesh in
  118536. * @returns the created trail mesh
  118537. */
  118538. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  118539. }
  118540. }
  118541. declare module BABYLON {
  118542. /**
  118543. * Class containing static functions to help procedurally build meshes
  118544. */
  118545. export class TiledBoxBuilder {
  118546. /**
  118547. * Creates a box mesh
  118548. * 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)
  118549. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118550. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118551. * * If you create a double-sided mesh, you can choose what parts of 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
  118552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118553. * @param name defines the name of the mesh
  118554. * @param options defines the options used to create the mesh
  118555. * @param scene defines the hosting scene
  118556. * @returns the box mesh
  118557. */
  118558. static CreateTiledBox(name: string, options: {
  118559. pattern?: number;
  118560. width?: number;
  118561. height?: number;
  118562. depth?: number;
  118563. tileSize?: number;
  118564. tileWidth?: number;
  118565. tileHeight?: number;
  118566. alignHorizontal?: number;
  118567. alignVertical?: number;
  118568. faceUV?: Vector4[];
  118569. faceColors?: Color4[];
  118570. sideOrientation?: number;
  118571. updatable?: boolean;
  118572. }, scene?: Nullable<Scene>): Mesh;
  118573. }
  118574. }
  118575. declare module BABYLON {
  118576. /**
  118577. * Class containing static functions to help procedurally build meshes
  118578. */
  118579. export class TorusKnotBuilder {
  118580. /**
  118581. * Creates a torus knot mesh
  118582. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118583. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118584. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118585. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118586. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118587. * * If you create a double-sided mesh, you can choose what parts of 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
  118588. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118589. * @param name defines the name of the mesh
  118590. * @param options defines the options used to create the mesh
  118591. * @param scene defines the hosting scene
  118592. * @returns the torus knot mesh
  118593. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118594. */
  118595. static CreateTorusKnot(name: string, options: {
  118596. radius?: number;
  118597. tube?: number;
  118598. radialSegments?: number;
  118599. tubularSegments?: number;
  118600. p?: number;
  118601. q?: number;
  118602. updatable?: boolean;
  118603. sideOrientation?: number;
  118604. frontUVs?: Vector4;
  118605. backUVs?: Vector4;
  118606. }, scene: any): Mesh;
  118607. }
  118608. }
  118609. declare module BABYLON {
  118610. /**
  118611. * Polygon
  118612. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  118613. */
  118614. export class Polygon {
  118615. /**
  118616. * Creates a rectangle
  118617. * @param xmin bottom X coord
  118618. * @param ymin bottom Y coord
  118619. * @param xmax top X coord
  118620. * @param ymax top Y coord
  118621. * @returns points that make the resulting rectation
  118622. */
  118623. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  118624. /**
  118625. * Creates a circle
  118626. * @param radius radius of circle
  118627. * @param cx scale in x
  118628. * @param cy scale in y
  118629. * @param numberOfSides number of sides that make up the circle
  118630. * @returns points that make the resulting circle
  118631. */
  118632. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  118633. /**
  118634. * Creates a polygon from input string
  118635. * @param input Input polygon data
  118636. * @returns the parsed points
  118637. */
  118638. static Parse(input: string): Vector2[];
  118639. /**
  118640. * Starts building a polygon from x and y coordinates
  118641. * @param x x coordinate
  118642. * @param y y coordinate
  118643. * @returns the started path2
  118644. */
  118645. static StartingAt(x: number, y: number): Path2;
  118646. }
  118647. /**
  118648. * Builds a polygon
  118649. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  118650. */
  118651. export class PolygonMeshBuilder {
  118652. private _points;
  118653. private _outlinepoints;
  118654. private _holes;
  118655. private _name;
  118656. private _scene;
  118657. private _epoints;
  118658. private _eholes;
  118659. private _addToepoint;
  118660. /**
  118661. * Babylon reference to the earcut plugin.
  118662. */
  118663. bjsEarcut: any;
  118664. /**
  118665. * Creates a PolygonMeshBuilder
  118666. * @param name name of the builder
  118667. * @param contours Path of the polygon
  118668. * @param scene scene to add to when creating the mesh
  118669. * @param earcutInjection can be used to inject your own earcut reference
  118670. */
  118671. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  118672. /**
  118673. * Adds a whole within the polygon
  118674. * @param hole Array of points defining the hole
  118675. * @returns this
  118676. */
  118677. addHole(hole: Vector2[]): PolygonMeshBuilder;
  118678. /**
  118679. * Creates the polygon
  118680. * @param updatable If the mesh should be updatable
  118681. * @param depth The depth of the mesh created
  118682. * @returns the created mesh
  118683. */
  118684. build(updatable?: boolean, depth?: number): Mesh;
  118685. /**
  118686. * Creates the polygon
  118687. * @param depth The depth of the mesh created
  118688. * @returns the created VertexData
  118689. */
  118690. buildVertexData(depth?: number): VertexData;
  118691. /**
  118692. * Adds a side to the polygon
  118693. * @param positions points that make the polygon
  118694. * @param normals normals of the polygon
  118695. * @param uvs uvs of the polygon
  118696. * @param indices indices of the polygon
  118697. * @param bounds bounds of the polygon
  118698. * @param points points of the polygon
  118699. * @param depth depth of the polygon
  118700. * @param flip flip of the polygon
  118701. */
  118702. private addSide;
  118703. }
  118704. }
  118705. declare module BABYLON {
  118706. /**
  118707. * Class containing static functions to help procedurally build meshes
  118708. */
  118709. export class PolygonBuilder {
  118710. /**
  118711. * Creates a polygon mesh
  118712. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118713. * * 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
  118714. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118716. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118717. * * Remember you can only change the shape positions, not their number when updating a polygon
  118718. * @param name defines the name of the mesh
  118719. * @param options defines the options used to create the mesh
  118720. * @param scene defines the hosting scene
  118721. * @param earcutInjection can be used to inject your own earcut reference
  118722. * @returns the polygon mesh
  118723. */
  118724. static CreatePolygon(name: string, options: {
  118725. shape: Vector3[];
  118726. holes?: Vector3[][];
  118727. depth?: number;
  118728. faceUV?: Vector4[];
  118729. faceColors?: Color4[];
  118730. updatable?: boolean;
  118731. sideOrientation?: number;
  118732. frontUVs?: Vector4;
  118733. backUVs?: Vector4;
  118734. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118735. /**
  118736. * Creates an extruded polygon mesh, with depth in the Y direction.
  118737. * * 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)
  118738. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118739. * @param name defines the name of the mesh
  118740. * @param options defines the options used to create the mesh
  118741. * @param scene defines the hosting scene
  118742. * @param earcutInjection can be used to inject your own earcut reference
  118743. * @returns the polygon mesh
  118744. */
  118745. static ExtrudePolygon(name: string, options: {
  118746. shape: Vector3[];
  118747. holes?: Vector3[][];
  118748. depth?: number;
  118749. faceUV?: Vector4[];
  118750. faceColors?: Color4[];
  118751. updatable?: boolean;
  118752. sideOrientation?: number;
  118753. frontUVs?: Vector4;
  118754. backUVs?: Vector4;
  118755. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118756. }
  118757. }
  118758. declare module BABYLON {
  118759. /**
  118760. * Class containing static functions to help procedurally build meshes
  118761. */
  118762. export class LatheBuilder {
  118763. /**
  118764. * Creates lathe mesh.
  118765. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118766. * * 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
  118767. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118768. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118769. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118770. * * 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
  118771. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118772. * * 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
  118773. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118774. * * If you create a double-sided mesh, you can choose what parts of 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
  118775. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118776. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118777. * @param name defines the name of the mesh
  118778. * @param options defines the options used to create the mesh
  118779. * @param scene defines the hosting scene
  118780. * @returns the lathe mesh
  118781. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118782. */
  118783. static CreateLathe(name: string, options: {
  118784. shape: Vector3[];
  118785. radius?: number;
  118786. tessellation?: number;
  118787. clip?: number;
  118788. arc?: number;
  118789. closed?: boolean;
  118790. updatable?: boolean;
  118791. sideOrientation?: number;
  118792. frontUVs?: Vector4;
  118793. backUVs?: Vector4;
  118794. cap?: number;
  118795. invertUV?: boolean;
  118796. }, scene?: Nullable<Scene>): Mesh;
  118797. }
  118798. }
  118799. declare module BABYLON {
  118800. /**
  118801. * Class containing static functions to help procedurally build meshes
  118802. */
  118803. export class TiledPlaneBuilder {
  118804. /**
  118805. * Creates a tiled plane mesh
  118806. * * The parameter `pattern` will, depending on value, do nothing or
  118807. * * * flip (reflect about central vertical) alternate tiles across and up
  118808. * * * flip every tile on alternate rows
  118809. * * * rotate (180 degs) alternate tiles across and up
  118810. * * * rotate every tile on alternate rows
  118811. * * * flip and rotate alternate tiles across and up
  118812. * * * flip and rotate every tile on alternate rows
  118813. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  118814. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  118815. * * If you create a double-sided mesh, you can choose what parts of 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
  118816. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118817. * * 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)
  118818. * * 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)
  118819. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118820. * @param name defines the name of the mesh
  118821. * @param options defines the options used to create the mesh
  118822. * @param scene defines the hosting scene
  118823. * @returns the box mesh
  118824. */
  118825. static CreateTiledPlane(name: string, options: {
  118826. pattern?: number;
  118827. tileSize?: number;
  118828. tileWidth?: number;
  118829. tileHeight?: number;
  118830. size?: number;
  118831. width?: number;
  118832. height?: number;
  118833. alignHorizontal?: number;
  118834. alignVertical?: number;
  118835. sideOrientation?: number;
  118836. frontUVs?: Vector4;
  118837. backUVs?: Vector4;
  118838. updatable?: boolean;
  118839. }, scene?: Nullable<Scene>): Mesh;
  118840. }
  118841. }
  118842. declare module BABYLON {
  118843. /**
  118844. * Class containing static functions to help procedurally build meshes
  118845. */
  118846. export class TubeBuilder {
  118847. /**
  118848. * Creates a tube mesh.
  118849. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118850. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118851. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118852. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118853. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118854. * * 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)
  118855. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118856. * * 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
  118857. * * 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
  118858. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118859. * * If you create a double-sided mesh, you can choose what parts of 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
  118860. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118862. * @param name defines the name of the mesh
  118863. * @param options defines the options used to create the mesh
  118864. * @param scene defines the hosting scene
  118865. * @returns the tube mesh
  118866. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118867. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118868. */
  118869. static CreateTube(name: string, options: {
  118870. path: Vector3[];
  118871. radius?: number;
  118872. tessellation?: number;
  118873. radiusFunction?: {
  118874. (i: number, distance: number): number;
  118875. };
  118876. cap?: number;
  118877. arc?: number;
  118878. updatable?: boolean;
  118879. sideOrientation?: number;
  118880. frontUVs?: Vector4;
  118881. backUVs?: Vector4;
  118882. instance?: Mesh;
  118883. invertUV?: boolean;
  118884. }, scene?: Nullable<Scene>): Mesh;
  118885. }
  118886. }
  118887. declare module BABYLON {
  118888. /**
  118889. * Class containing static functions to help procedurally build meshes
  118890. */
  118891. export class IcoSphereBuilder {
  118892. /**
  118893. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118894. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118895. * * 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`)
  118896. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118897. * * 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
  118898. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118899. * * If you create a double-sided mesh, you can choose what parts of 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
  118900. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118901. * @param name defines the name of the mesh
  118902. * @param options defines the options used to create the mesh
  118903. * @param scene defines the hosting scene
  118904. * @returns the icosahedron mesh
  118905. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  118906. */
  118907. static CreateIcoSphere(name: string, options: {
  118908. radius?: number;
  118909. radiusX?: number;
  118910. radiusY?: number;
  118911. radiusZ?: number;
  118912. flat?: boolean;
  118913. subdivisions?: number;
  118914. sideOrientation?: number;
  118915. frontUVs?: Vector4;
  118916. backUVs?: Vector4;
  118917. updatable?: boolean;
  118918. }, scene?: Nullable<Scene>): Mesh;
  118919. }
  118920. }
  118921. declare module BABYLON {
  118922. /**
  118923. * Class containing static functions to help procedurally build meshes
  118924. */
  118925. export class DecalBuilder {
  118926. /**
  118927. * Creates a decal mesh.
  118928. * 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
  118929. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118930. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118931. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118932. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118933. * @param name defines the name of the mesh
  118934. * @param sourceMesh defines the mesh where the decal must be applied
  118935. * @param options defines the options used to create the mesh
  118936. * @param scene defines the hosting scene
  118937. * @returns the decal mesh
  118938. * @see https://doc.babylonjs.com/how_to/decals
  118939. */
  118940. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118941. position?: Vector3;
  118942. normal?: Vector3;
  118943. size?: Vector3;
  118944. angle?: number;
  118945. }): Mesh;
  118946. }
  118947. }
  118948. declare module BABYLON {
  118949. /**
  118950. * Class containing static functions to help procedurally build meshes
  118951. */
  118952. export class MeshBuilder {
  118953. /**
  118954. * Creates a box mesh
  118955. * * The parameter `size` sets the size (float) of each box side (default 1)
  118956. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  118957. * * 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)
  118958. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118959. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118960. * * If you create a double-sided mesh, you can choose what parts of 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
  118961. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118962. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118963. * @param name defines the name of the mesh
  118964. * @param options defines the options used to create the mesh
  118965. * @param scene defines the hosting scene
  118966. * @returns the box mesh
  118967. */
  118968. static CreateBox(name: string, options: {
  118969. size?: number;
  118970. width?: number;
  118971. height?: number;
  118972. depth?: number;
  118973. faceUV?: Vector4[];
  118974. faceColors?: Color4[];
  118975. sideOrientation?: number;
  118976. frontUVs?: Vector4;
  118977. backUVs?: Vector4;
  118978. updatable?: boolean;
  118979. }, scene?: Nullable<Scene>): Mesh;
  118980. /**
  118981. * Creates a tiled box mesh
  118982. * * faceTiles sets the pattern, tile size and number of tiles for a face
  118983. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118984. * @param name defines the name of the mesh
  118985. * @param options defines the options used to create the mesh
  118986. * @param scene defines the hosting scene
  118987. * @returns the tiled box mesh
  118988. */
  118989. static CreateTiledBox(name: string, options: {
  118990. pattern?: number;
  118991. size?: number;
  118992. width?: number;
  118993. height?: number;
  118994. depth: number;
  118995. tileSize?: number;
  118996. tileWidth?: number;
  118997. tileHeight?: number;
  118998. faceUV?: Vector4[];
  118999. faceColors?: Color4[];
  119000. alignHorizontal?: number;
  119001. alignVertical?: number;
  119002. sideOrientation?: number;
  119003. updatable?: boolean;
  119004. }, scene?: Nullable<Scene>): Mesh;
  119005. /**
  119006. * Creates a sphere mesh
  119007. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119008. * * 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`)
  119009. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119010. * * 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
  119011. * * 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)
  119012. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119013. * * If you create a double-sided mesh, you can choose what parts of 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
  119014. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119015. * @param name defines the name of the mesh
  119016. * @param options defines the options used to create the mesh
  119017. * @param scene defines the hosting scene
  119018. * @returns the sphere mesh
  119019. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119020. */
  119021. static CreateSphere(name: string, options: {
  119022. segments?: number;
  119023. diameter?: number;
  119024. diameterX?: number;
  119025. diameterY?: number;
  119026. diameterZ?: number;
  119027. arc?: number;
  119028. slice?: number;
  119029. sideOrientation?: number;
  119030. frontUVs?: Vector4;
  119031. backUVs?: Vector4;
  119032. updatable?: boolean;
  119033. }, scene?: Nullable<Scene>): Mesh;
  119034. /**
  119035. * Creates a plane polygonal mesh. By default, this is a disc
  119036. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  119037. * * 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
  119038. * * 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
  119039. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119040. * * If you create a double-sided mesh, you can choose what parts of 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
  119041. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119042. * @param name defines the name of the mesh
  119043. * @param options defines the options used to create the mesh
  119044. * @param scene defines the hosting scene
  119045. * @returns the plane polygonal mesh
  119046. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  119047. */
  119048. static CreateDisc(name: string, options: {
  119049. radius?: number;
  119050. tessellation?: number;
  119051. arc?: number;
  119052. updatable?: boolean;
  119053. sideOrientation?: number;
  119054. frontUVs?: Vector4;
  119055. backUVs?: Vector4;
  119056. }, scene?: Nullable<Scene>): Mesh;
  119057. /**
  119058. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119059. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119060. * * 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`)
  119061. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119062. * * 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
  119063. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119064. * * If you create a double-sided mesh, you can choose what parts of 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
  119065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119066. * @param name defines the name of the mesh
  119067. * @param options defines the options used to create the mesh
  119068. * @param scene defines the hosting scene
  119069. * @returns the icosahedron mesh
  119070. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119071. */
  119072. static CreateIcoSphere(name: string, options: {
  119073. radius?: number;
  119074. radiusX?: number;
  119075. radiusY?: number;
  119076. radiusZ?: number;
  119077. flat?: boolean;
  119078. subdivisions?: number;
  119079. sideOrientation?: number;
  119080. frontUVs?: Vector4;
  119081. backUVs?: Vector4;
  119082. updatable?: boolean;
  119083. }, scene?: Nullable<Scene>): Mesh;
  119084. /**
  119085. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119086. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119087. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119088. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119089. * * 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
  119090. * * 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
  119091. * * 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
  119092. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119093. * * If you create a double-sided mesh, you can choose what parts of 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
  119094. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119095. * * 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
  119096. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119097. * * 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
  119098. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119100. * @param name defines the name of the mesh
  119101. * @param options defines the options used to create the mesh
  119102. * @param scene defines the hosting scene
  119103. * @returns the ribbon mesh
  119104. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119105. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119106. */
  119107. static CreateRibbon(name: string, options: {
  119108. pathArray: Vector3[][];
  119109. closeArray?: boolean;
  119110. closePath?: boolean;
  119111. offset?: number;
  119112. updatable?: boolean;
  119113. sideOrientation?: number;
  119114. frontUVs?: Vector4;
  119115. backUVs?: Vector4;
  119116. instance?: Mesh;
  119117. invertUV?: boolean;
  119118. uvs?: Vector2[];
  119119. colors?: Color4[];
  119120. }, scene?: Nullable<Scene>): Mesh;
  119121. /**
  119122. * Creates a cylinder or a cone mesh
  119123. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  119124. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  119125. * * 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.
  119126. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  119127. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  119128. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  119129. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  119130. * * 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).
  119131. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  119132. * * 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).
  119133. * * 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
  119134. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  119135. * * 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
  119136. * * 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.
  119137. * * If `enclose` is false, a ring surface is one element.
  119138. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  119139. * * 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
  119140. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119141. * * If you create a double-sided mesh, you can choose what parts of 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
  119142. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119143. * @param name defines the name of the mesh
  119144. * @param options defines the options used to create the mesh
  119145. * @param scene defines the hosting scene
  119146. * @returns the cylinder mesh
  119147. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  119148. */
  119149. static CreateCylinder(name: string, options: {
  119150. height?: number;
  119151. diameterTop?: number;
  119152. diameterBottom?: number;
  119153. diameter?: number;
  119154. tessellation?: number;
  119155. subdivisions?: number;
  119156. arc?: number;
  119157. faceColors?: Color4[];
  119158. faceUV?: Vector4[];
  119159. updatable?: boolean;
  119160. hasRings?: boolean;
  119161. enclose?: boolean;
  119162. cap?: number;
  119163. sideOrientation?: number;
  119164. frontUVs?: Vector4;
  119165. backUVs?: Vector4;
  119166. }, scene?: Nullable<Scene>): Mesh;
  119167. /**
  119168. * Creates a torus mesh
  119169. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  119170. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  119171. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  119172. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119173. * * If you create a double-sided mesh, you can choose what parts of 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
  119174. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119175. * @param name defines the name of the mesh
  119176. * @param options defines the options used to create the mesh
  119177. * @param scene defines the hosting scene
  119178. * @returns the torus mesh
  119179. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  119180. */
  119181. static CreateTorus(name: string, options: {
  119182. diameter?: number;
  119183. thickness?: number;
  119184. tessellation?: number;
  119185. updatable?: boolean;
  119186. sideOrientation?: number;
  119187. frontUVs?: Vector4;
  119188. backUVs?: Vector4;
  119189. }, scene?: Nullable<Scene>): Mesh;
  119190. /**
  119191. * Creates a torus knot mesh
  119192. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119193. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119194. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119195. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119197. * * If you create a double-sided mesh, you can choose what parts of 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
  119198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119199. * @param name defines the name of the mesh
  119200. * @param options defines the options used to create the mesh
  119201. * @param scene defines the hosting scene
  119202. * @returns the torus knot mesh
  119203. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119204. */
  119205. static CreateTorusKnot(name: string, options: {
  119206. radius?: number;
  119207. tube?: number;
  119208. radialSegments?: number;
  119209. tubularSegments?: number;
  119210. p?: number;
  119211. q?: number;
  119212. updatable?: boolean;
  119213. sideOrientation?: number;
  119214. frontUVs?: Vector4;
  119215. backUVs?: Vector4;
  119216. }, scene?: Nullable<Scene>): Mesh;
  119217. /**
  119218. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  119219. * * 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
  119220. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  119221. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  119222. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  119223. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  119224. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  119225. * * 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
  119226. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  119227. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119228. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  119229. * @param name defines the name of the new line system
  119230. * @param options defines the options used to create the line system
  119231. * @param scene defines the hosting scene
  119232. * @returns a new line system mesh
  119233. */
  119234. static CreateLineSystem(name: string, options: {
  119235. lines: Vector3[][];
  119236. updatable?: boolean;
  119237. instance?: Nullable<LinesMesh>;
  119238. colors?: Nullable<Color4[][]>;
  119239. useVertexAlpha?: boolean;
  119240. }, scene: Nullable<Scene>): LinesMesh;
  119241. /**
  119242. * Creates a line mesh
  119243. * 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
  119244. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119245. * * The parameter `points` is an array successive Vector3
  119246. * * 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
  119247. * * The optional parameter `colors` is an array of successive Color4, one per line point
  119248. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  119249. * * When updating an instance, remember that only point positions can change, not the number of points
  119250. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119251. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  119252. * @param name defines the name of the new line system
  119253. * @param options defines the options used to create the line system
  119254. * @param scene defines the hosting scene
  119255. * @returns a new line mesh
  119256. */
  119257. static CreateLines(name: string, options: {
  119258. points: Vector3[];
  119259. updatable?: boolean;
  119260. instance?: Nullable<LinesMesh>;
  119261. colors?: Color4[];
  119262. useVertexAlpha?: boolean;
  119263. }, scene?: Nullable<Scene>): LinesMesh;
  119264. /**
  119265. * Creates a dashed line mesh
  119266. * * 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
  119267. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119268. * * The parameter `points` is an array successive Vector3
  119269. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  119270. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  119271. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  119272. * * 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
  119273. * * When updating an instance, remember that only point positions can change, not the number of points
  119274. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119275. * @param name defines the name of the mesh
  119276. * @param options defines the options used to create the mesh
  119277. * @param scene defines the hosting scene
  119278. * @returns the dashed line mesh
  119279. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  119280. */
  119281. static CreateDashedLines(name: string, options: {
  119282. points: Vector3[];
  119283. dashSize?: number;
  119284. gapSize?: number;
  119285. dashNb?: number;
  119286. updatable?: boolean;
  119287. instance?: LinesMesh;
  119288. }, scene?: Nullable<Scene>): LinesMesh;
  119289. /**
  119290. * 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.
  119291. * * 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.
  119292. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119293. * * 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.
  119294. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119295. * * 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
  119296. * * 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
  119297. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119298. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119299. * * If you create a double-sided mesh, you can choose what parts of 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
  119300. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119301. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119302. * @param name defines the name of the mesh
  119303. * @param options defines the options used to create the mesh
  119304. * @param scene defines the hosting scene
  119305. * @returns the extruded shape mesh
  119306. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119307. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119308. */
  119309. static ExtrudeShape(name: string, options: {
  119310. shape: Vector3[];
  119311. path: Vector3[];
  119312. scale?: number;
  119313. rotation?: number;
  119314. cap?: number;
  119315. updatable?: boolean;
  119316. sideOrientation?: number;
  119317. frontUVs?: Vector4;
  119318. backUVs?: Vector4;
  119319. instance?: Mesh;
  119320. invertUV?: boolean;
  119321. }, scene?: Nullable<Scene>): Mesh;
  119322. /**
  119323. * Creates an custom extruded shape mesh.
  119324. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119325. * * 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.
  119326. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119327. * * 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
  119328. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119329. * * 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
  119330. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119331. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119332. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119333. * * 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
  119334. * * 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
  119335. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119336. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119337. * * If you create a double-sided mesh, you can choose what parts of 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
  119338. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119339. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119340. * @param name defines the name of the mesh
  119341. * @param options defines the options used to create the mesh
  119342. * @param scene defines the hosting scene
  119343. * @returns the custom extruded shape mesh
  119344. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119345. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119346. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119347. */
  119348. static ExtrudeShapeCustom(name: string, options: {
  119349. shape: Vector3[];
  119350. path: Vector3[];
  119351. scaleFunction?: any;
  119352. rotationFunction?: any;
  119353. ribbonCloseArray?: boolean;
  119354. ribbonClosePath?: boolean;
  119355. cap?: number;
  119356. updatable?: boolean;
  119357. sideOrientation?: number;
  119358. frontUVs?: Vector4;
  119359. backUVs?: Vector4;
  119360. instance?: Mesh;
  119361. invertUV?: boolean;
  119362. }, scene?: Nullable<Scene>): Mesh;
  119363. /**
  119364. * Creates lathe mesh.
  119365. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119366. * * 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
  119367. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119368. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119369. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119370. * * 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
  119371. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119372. * * 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
  119373. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119374. * * If you create a double-sided mesh, you can choose what parts of 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
  119375. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119377. * @param name defines the name of the mesh
  119378. * @param options defines the options used to create the mesh
  119379. * @param scene defines the hosting scene
  119380. * @returns the lathe mesh
  119381. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119382. */
  119383. static CreateLathe(name: string, options: {
  119384. shape: Vector3[];
  119385. radius?: number;
  119386. tessellation?: number;
  119387. clip?: number;
  119388. arc?: number;
  119389. closed?: boolean;
  119390. updatable?: boolean;
  119391. sideOrientation?: number;
  119392. frontUVs?: Vector4;
  119393. backUVs?: Vector4;
  119394. cap?: number;
  119395. invertUV?: boolean;
  119396. }, scene?: Nullable<Scene>): Mesh;
  119397. /**
  119398. * Creates a tiled plane mesh
  119399. * * You can set a limited pattern arrangement with the tiles
  119400. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119401. * * If you create a double-sided mesh, you can choose what parts of 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
  119402. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119403. * @param name defines the name of the mesh
  119404. * @param options defines the options used to create the mesh
  119405. * @param scene defines the hosting scene
  119406. * @returns the plane mesh
  119407. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119408. */
  119409. static CreateTiledPlane(name: string, options: {
  119410. pattern?: number;
  119411. tileSize?: number;
  119412. tileWidth?: number;
  119413. tileHeight?: number;
  119414. size?: number;
  119415. width?: number;
  119416. height?: number;
  119417. alignHorizontal?: number;
  119418. alignVertical?: number;
  119419. sideOrientation?: number;
  119420. frontUVs?: Vector4;
  119421. backUVs?: Vector4;
  119422. updatable?: boolean;
  119423. }, scene?: Nullable<Scene>): Mesh;
  119424. /**
  119425. * Creates a plane mesh
  119426. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  119427. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  119428. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  119429. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119430. * * If you create a double-sided mesh, you can choose what parts of 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
  119431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119432. * @param name defines the name of the mesh
  119433. * @param options defines the options used to create the mesh
  119434. * @param scene defines the hosting scene
  119435. * @returns the plane mesh
  119436. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119437. */
  119438. static CreatePlane(name: string, options: {
  119439. size?: number;
  119440. width?: number;
  119441. height?: number;
  119442. sideOrientation?: number;
  119443. frontUVs?: Vector4;
  119444. backUVs?: Vector4;
  119445. updatable?: boolean;
  119446. sourcePlane?: Plane;
  119447. }, scene?: Nullable<Scene>): Mesh;
  119448. /**
  119449. * Creates a ground mesh
  119450. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  119451. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  119452. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119453. * @param name defines the name of the mesh
  119454. * @param options defines the options used to create the mesh
  119455. * @param scene defines the hosting scene
  119456. * @returns the ground mesh
  119457. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  119458. */
  119459. static CreateGround(name: string, options: {
  119460. width?: number;
  119461. height?: number;
  119462. subdivisions?: number;
  119463. subdivisionsX?: number;
  119464. subdivisionsY?: number;
  119465. updatable?: boolean;
  119466. }, scene?: Nullable<Scene>): Mesh;
  119467. /**
  119468. * Creates a tiled ground mesh
  119469. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  119470. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  119471. * * 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
  119472. * * 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
  119473. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119474. * @param name defines the name of the mesh
  119475. * @param options defines the options used to create the mesh
  119476. * @param scene defines the hosting scene
  119477. * @returns the tiled ground mesh
  119478. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  119479. */
  119480. static CreateTiledGround(name: string, options: {
  119481. xmin: number;
  119482. zmin: number;
  119483. xmax: number;
  119484. zmax: number;
  119485. subdivisions?: {
  119486. w: number;
  119487. h: number;
  119488. };
  119489. precision?: {
  119490. w: number;
  119491. h: number;
  119492. };
  119493. updatable?: boolean;
  119494. }, scene?: Nullable<Scene>): Mesh;
  119495. /**
  119496. * Creates a ground mesh from a height map
  119497. * * The parameter `url` sets the URL of the height map image resource.
  119498. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  119499. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  119500. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  119501. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  119502. * * 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.
  119503. * * 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).
  119504. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  119505. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119506. * @param name defines the name of the mesh
  119507. * @param url defines the url to the height map
  119508. * @param options defines the options used to create the mesh
  119509. * @param scene defines the hosting scene
  119510. * @returns the ground mesh
  119511. * @see https://doc.babylonjs.com/babylon101/height_map
  119512. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  119513. */
  119514. static CreateGroundFromHeightMap(name: string, url: string, options: {
  119515. width?: number;
  119516. height?: number;
  119517. subdivisions?: number;
  119518. minHeight?: number;
  119519. maxHeight?: number;
  119520. colorFilter?: Color3;
  119521. alphaFilter?: number;
  119522. updatable?: boolean;
  119523. onReady?: (mesh: GroundMesh) => void;
  119524. }, scene?: Nullable<Scene>): GroundMesh;
  119525. /**
  119526. * Creates a polygon mesh
  119527. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119528. * * 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
  119529. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119530. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119531. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119532. * * Remember you can only change the shape positions, not their number when updating a polygon
  119533. * @param name defines the name of the mesh
  119534. * @param options defines the options used to create the mesh
  119535. * @param scene defines the hosting scene
  119536. * @param earcutInjection can be used to inject your own earcut reference
  119537. * @returns the polygon mesh
  119538. */
  119539. static CreatePolygon(name: string, options: {
  119540. shape: Vector3[];
  119541. holes?: Vector3[][];
  119542. depth?: number;
  119543. faceUV?: Vector4[];
  119544. faceColors?: Color4[];
  119545. updatable?: boolean;
  119546. sideOrientation?: number;
  119547. frontUVs?: Vector4;
  119548. backUVs?: Vector4;
  119549. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119550. /**
  119551. * Creates an extruded polygon mesh, with depth in the Y direction.
  119552. * * 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)
  119553. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119554. * @param name defines the name of the mesh
  119555. * @param options defines the options used to create the mesh
  119556. * @param scene defines the hosting scene
  119557. * @param earcutInjection can be used to inject your own earcut reference
  119558. * @returns the polygon mesh
  119559. */
  119560. static ExtrudePolygon(name: string, options: {
  119561. shape: Vector3[];
  119562. holes?: Vector3[][];
  119563. depth?: number;
  119564. faceUV?: Vector4[];
  119565. faceColors?: Color4[];
  119566. updatable?: boolean;
  119567. sideOrientation?: number;
  119568. frontUVs?: Vector4;
  119569. backUVs?: Vector4;
  119570. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119571. /**
  119572. * Creates a tube mesh.
  119573. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119574. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119575. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119576. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119577. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119578. * * 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)
  119579. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119580. * * 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
  119581. * * 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
  119582. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119583. * * If you create a double-sided mesh, you can choose what parts of 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
  119584. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119585. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119586. * @param name defines the name of the mesh
  119587. * @param options defines the options used to create the mesh
  119588. * @param scene defines the hosting scene
  119589. * @returns the tube mesh
  119590. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119591. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119592. */
  119593. static CreateTube(name: string, options: {
  119594. path: Vector3[];
  119595. radius?: number;
  119596. tessellation?: number;
  119597. radiusFunction?: {
  119598. (i: number, distance: number): number;
  119599. };
  119600. cap?: number;
  119601. arc?: number;
  119602. updatable?: boolean;
  119603. sideOrientation?: number;
  119604. frontUVs?: Vector4;
  119605. backUVs?: Vector4;
  119606. instance?: Mesh;
  119607. invertUV?: boolean;
  119608. }, scene?: Nullable<Scene>): Mesh;
  119609. /**
  119610. * Creates a polyhedron mesh
  119611. * * 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
  119612. * * The parameter `size` (positive float, default 1) sets the polygon size
  119613. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  119614. * * 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`
  119615. * * 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
  119616. * * 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)`)
  119617. * * 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
  119618. * * 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
  119619. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119620. * * If you create a double-sided mesh, you can choose what parts of 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
  119621. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119622. * @param name defines the name of the mesh
  119623. * @param options defines the options used to create the mesh
  119624. * @param scene defines the hosting scene
  119625. * @returns the polyhedron mesh
  119626. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  119627. */
  119628. static CreatePolyhedron(name: string, options: {
  119629. type?: number;
  119630. size?: number;
  119631. sizeX?: number;
  119632. sizeY?: number;
  119633. sizeZ?: number;
  119634. custom?: any;
  119635. faceUV?: Vector4[];
  119636. faceColors?: Color4[];
  119637. flat?: boolean;
  119638. updatable?: boolean;
  119639. sideOrientation?: number;
  119640. frontUVs?: Vector4;
  119641. backUVs?: Vector4;
  119642. }, scene?: Nullable<Scene>): Mesh;
  119643. /**
  119644. * Creates a decal mesh.
  119645. * 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
  119646. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119647. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119648. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119649. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119650. * @param name defines the name of the mesh
  119651. * @param sourceMesh defines the mesh where the decal must be applied
  119652. * @param options defines the options used to create the mesh
  119653. * @param scene defines the hosting scene
  119654. * @returns the decal mesh
  119655. * @see https://doc.babylonjs.com/how_to/decals
  119656. */
  119657. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119658. position?: Vector3;
  119659. normal?: Vector3;
  119660. size?: Vector3;
  119661. angle?: number;
  119662. }): Mesh;
  119663. }
  119664. }
  119665. declare module BABYLON {
  119666. /**
  119667. * A simplifier interface for future simplification implementations
  119668. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119669. */
  119670. export interface ISimplifier {
  119671. /**
  119672. * Simplification of a given mesh according to the given settings.
  119673. * Since this requires computation, it is assumed that the function runs async.
  119674. * @param settings The settings of the simplification, including quality and distance
  119675. * @param successCallback A callback that will be called after the mesh was simplified.
  119676. * @param errorCallback in case of an error, this callback will be called. optional.
  119677. */
  119678. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  119679. }
  119680. /**
  119681. * Expected simplification settings.
  119682. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  119683. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119684. */
  119685. export interface ISimplificationSettings {
  119686. /**
  119687. * Gets or sets the expected quality
  119688. */
  119689. quality: number;
  119690. /**
  119691. * Gets or sets the distance when this optimized version should be used
  119692. */
  119693. distance: number;
  119694. /**
  119695. * Gets an already optimized mesh
  119696. */
  119697. optimizeMesh?: boolean;
  119698. }
  119699. /**
  119700. * Class used to specify simplification options
  119701. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119702. */
  119703. export class SimplificationSettings implements ISimplificationSettings {
  119704. /** expected quality */
  119705. quality: number;
  119706. /** distance when this optimized version should be used */
  119707. distance: number;
  119708. /** already optimized mesh */
  119709. optimizeMesh?: boolean | undefined;
  119710. /**
  119711. * Creates a SimplificationSettings
  119712. * @param quality expected quality
  119713. * @param distance distance when this optimized version should be used
  119714. * @param optimizeMesh already optimized mesh
  119715. */
  119716. constructor(
  119717. /** expected quality */
  119718. quality: number,
  119719. /** distance when this optimized version should be used */
  119720. distance: number,
  119721. /** already optimized mesh */
  119722. optimizeMesh?: boolean | undefined);
  119723. }
  119724. /**
  119725. * Interface used to define a simplification task
  119726. */
  119727. export interface ISimplificationTask {
  119728. /**
  119729. * Array of settings
  119730. */
  119731. settings: Array<ISimplificationSettings>;
  119732. /**
  119733. * Simplification type
  119734. */
  119735. simplificationType: SimplificationType;
  119736. /**
  119737. * Mesh to simplify
  119738. */
  119739. mesh: Mesh;
  119740. /**
  119741. * Callback called on success
  119742. */
  119743. successCallback?: () => void;
  119744. /**
  119745. * Defines if parallel processing can be used
  119746. */
  119747. parallelProcessing: boolean;
  119748. }
  119749. /**
  119750. * Queue used to order the simplification tasks
  119751. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119752. */
  119753. export class SimplificationQueue {
  119754. private _simplificationArray;
  119755. /**
  119756. * Gets a boolean indicating that the process is still running
  119757. */
  119758. running: boolean;
  119759. /**
  119760. * Creates a new queue
  119761. */
  119762. constructor();
  119763. /**
  119764. * Adds a new simplification task
  119765. * @param task defines a task to add
  119766. */
  119767. addTask(task: ISimplificationTask): void;
  119768. /**
  119769. * Execute next task
  119770. */
  119771. executeNext(): void;
  119772. /**
  119773. * Execute a simplification task
  119774. * @param task defines the task to run
  119775. */
  119776. runSimplification(task: ISimplificationTask): void;
  119777. private getSimplifier;
  119778. }
  119779. /**
  119780. * The implemented types of simplification
  119781. * At the moment only Quadratic Error Decimation is implemented
  119782. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119783. */
  119784. export enum SimplificationType {
  119785. /** Quadratic error decimation */
  119786. QUADRATIC = 0
  119787. }
  119788. }
  119789. declare module BABYLON {
  119790. interface Scene {
  119791. /** @hidden (Backing field) */
  119792. _simplificationQueue: SimplificationQueue;
  119793. /**
  119794. * Gets or sets the simplification queue attached to the scene
  119795. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119796. */
  119797. simplificationQueue: SimplificationQueue;
  119798. }
  119799. interface Mesh {
  119800. /**
  119801. * Simplify the mesh according to the given array of settings.
  119802. * Function will return immediately and will simplify async
  119803. * @param settings a collection of simplification settings
  119804. * @param parallelProcessing should all levels calculate parallel or one after the other
  119805. * @param simplificationType the type of simplification to run
  119806. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  119807. * @returns the current mesh
  119808. */
  119809. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  119810. }
  119811. /**
  119812. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  119813. * created in a scene
  119814. */
  119815. export class SimplicationQueueSceneComponent implements ISceneComponent {
  119816. /**
  119817. * The component name helpfull to identify the component in the list of scene components.
  119818. */
  119819. readonly name: string;
  119820. /**
  119821. * The scene the component belongs to.
  119822. */
  119823. scene: Scene;
  119824. /**
  119825. * Creates a new instance of the component for the given scene
  119826. * @param scene Defines the scene to register the component in
  119827. */
  119828. constructor(scene: Scene);
  119829. /**
  119830. * Registers the component in a given scene
  119831. */
  119832. register(): void;
  119833. /**
  119834. * Rebuilds the elements related to this component in case of
  119835. * context lost for instance.
  119836. */
  119837. rebuild(): void;
  119838. /**
  119839. * Disposes the component and the associated ressources
  119840. */
  119841. dispose(): void;
  119842. private _beforeCameraUpdate;
  119843. }
  119844. }
  119845. declare module BABYLON {
  119846. /**
  119847. * Navigation plugin interface to add navigation constrained by a navigation mesh
  119848. */
  119849. export interface INavigationEnginePlugin {
  119850. /**
  119851. * plugin name
  119852. */
  119853. name: string;
  119854. /**
  119855. * Creates a navigation mesh
  119856. * @param meshes array of all the geometry used to compute the navigatio mesh
  119857. * @param parameters bunch of parameters used to filter geometry
  119858. */
  119859. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119860. /**
  119861. * Create a navigation mesh debug mesh
  119862. * @param scene is where the mesh will be added
  119863. * @returns debug display mesh
  119864. */
  119865. createDebugNavMesh(scene: Scene): Mesh;
  119866. /**
  119867. * Get a navigation mesh constrained position, closest to the parameter position
  119868. * @param position world position
  119869. * @returns the closest point to position constrained by the navigation mesh
  119870. */
  119871. getClosestPoint(position: Vector3): Vector3;
  119872. /**
  119873. * Get a navigation mesh constrained position, within a particular radius
  119874. * @param position world position
  119875. * @param maxRadius the maximum distance to the constrained world position
  119876. * @returns the closest point to position constrained by the navigation mesh
  119877. */
  119878. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119879. /**
  119880. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119881. * @param start world position
  119882. * @param end world position
  119883. * @returns array containing world position composing the path
  119884. */
  119885. computePath(start: Vector3, end: Vector3): Vector3[];
  119886. /**
  119887. * If this plugin is supported
  119888. * @returns true if plugin is supported
  119889. */
  119890. isSupported(): boolean;
  119891. /**
  119892. * Create a new Crowd so you can add agents
  119893. * @param maxAgents the maximum agent count in the crowd
  119894. * @param maxAgentRadius the maximum radius an agent can have
  119895. * @param scene to attach the crowd to
  119896. * @returns the crowd you can add agents to
  119897. */
  119898. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  119899. /**
  119900. * Release all resources
  119901. */
  119902. dispose(): void;
  119903. }
  119904. /**
  119905. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  119906. */
  119907. export interface ICrowd {
  119908. /**
  119909. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119910. * You can attach anything to that node. The node position is updated in the scene update tick.
  119911. * @param pos world position that will be constrained by the navigation mesh
  119912. * @param parameters agent parameters
  119913. * @param transform hooked to the agent that will be update by the scene
  119914. * @returns agent index
  119915. */
  119916. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119917. /**
  119918. * Returns the agent position in world space
  119919. * @param index agent index returned by addAgent
  119920. * @returns world space position
  119921. */
  119922. getAgentPosition(index: number): Vector3;
  119923. /**
  119924. * Gets the agent velocity in world space
  119925. * @param index agent index returned by addAgent
  119926. * @returns world space velocity
  119927. */
  119928. getAgentVelocity(index: number): Vector3;
  119929. /**
  119930. * remove a particular agent previously created
  119931. * @param index agent index returned by addAgent
  119932. */
  119933. removeAgent(index: number): void;
  119934. /**
  119935. * get the list of all agents attached to this crowd
  119936. * @returns list of agent indices
  119937. */
  119938. getAgents(): number[];
  119939. /**
  119940. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119941. * @param deltaTime in seconds
  119942. */
  119943. update(deltaTime: number): void;
  119944. /**
  119945. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119946. * @param index agent index returned by addAgent
  119947. * @param destination targeted world position
  119948. */
  119949. agentGoto(index: number, destination: Vector3): void;
  119950. /**
  119951. * Release all resources
  119952. */
  119953. dispose(): void;
  119954. }
  119955. /**
  119956. * Configures an agent
  119957. */
  119958. export interface IAgentParameters {
  119959. /**
  119960. * Agent radius. [Limit: >= 0]
  119961. */
  119962. radius: number;
  119963. /**
  119964. * Agent height. [Limit: > 0]
  119965. */
  119966. height: number;
  119967. /**
  119968. * Maximum allowed acceleration. [Limit: >= 0]
  119969. */
  119970. maxAcceleration: number;
  119971. /**
  119972. * Maximum allowed speed. [Limit: >= 0]
  119973. */
  119974. maxSpeed: number;
  119975. /**
  119976. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  119977. */
  119978. collisionQueryRange: number;
  119979. /**
  119980. * The path visibility optimization range. [Limit: > 0]
  119981. */
  119982. pathOptimizationRange: number;
  119983. /**
  119984. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  119985. */
  119986. separationWeight: number;
  119987. }
  119988. /**
  119989. * Configures the navigation mesh creation
  119990. */
  119991. export interface INavMeshParameters {
  119992. /**
  119993. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  119994. */
  119995. cs: number;
  119996. /**
  119997. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  119998. */
  119999. ch: number;
  120000. /**
  120001. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  120002. */
  120003. walkableSlopeAngle: number;
  120004. /**
  120005. * Minimum floor to 'ceiling' height that will still allow the floor area to
  120006. * be considered walkable. [Limit: >= 3] [Units: vx]
  120007. */
  120008. walkableHeight: number;
  120009. /**
  120010. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  120011. */
  120012. walkableClimb: number;
  120013. /**
  120014. * The distance to erode/shrink the walkable area of the heightfield away from
  120015. * obstructions. [Limit: >=0] [Units: vx]
  120016. */
  120017. walkableRadius: number;
  120018. /**
  120019. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  120020. */
  120021. maxEdgeLen: number;
  120022. /**
  120023. * The maximum distance a simplfied contour's border edges should deviate
  120024. * the original raw contour. [Limit: >=0] [Units: vx]
  120025. */
  120026. maxSimplificationError: number;
  120027. /**
  120028. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  120029. */
  120030. minRegionArea: number;
  120031. /**
  120032. * Any regions with a span count smaller than this value will, if possible,
  120033. * be merged with larger regions. [Limit: >=0] [Units: vx]
  120034. */
  120035. mergeRegionArea: number;
  120036. /**
  120037. * The maximum number of vertices allowed for polygons generated during the
  120038. * contour to polygon conversion process. [Limit: >= 3]
  120039. */
  120040. maxVertsPerPoly: number;
  120041. /**
  120042. * Sets the sampling distance to use when generating the detail mesh.
  120043. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  120044. */
  120045. detailSampleDist: number;
  120046. /**
  120047. * The maximum distance the detail mesh surface should deviate from heightfield
  120048. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  120049. */
  120050. detailSampleMaxError: number;
  120051. }
  120052. }
  120053. declare module BABYLON {
  120054. /**
  120055. * RecastJS navigation plugin
  120056. */
  120057. export class RecastJSPlugin implements INavigationEnginePlugin {
  120058. /**
  120059. * Reference to the Recast library
  120060. */
  120061. bjsRECAST: any;
  120062. /**
  120063. * plugin name
  120064. */
  120065. name: string;
  120066. /**
  120067. * the first navmesh created. We might extend this to support multiple navmeshes
  120068. */
  120069. navMesh: any;
  120070. /**
  120071. * Initializes the recastJS plugin
  120072. * @param recastInjection can be used to inject your own recast reference
  120073. */
  120074. constructor(recastInjection?: any);
  120075. /**
  120076. * Creates a navigation mesh
  120077. * @param meshes array of all the geometry used to compute the navigatio mesh
  120078. * @param parameters bunch of parameters used to filter geometry
  120079. */
  120080. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120081. /**
  120082. * Create a navigation mesh debug mesh
  120083. * @param scene is where the mesh will be added
  120084. * @returns debug display mesh
  120085. */
  120086. createDebugNavMesh(scene: Scene): Mesh;
  120087. /**
  120088. * Get a navigation mesh constrained position, closest to the parameter position
  120089. * @param position world position
  120090. * @returns the closest point to position constrained by the navigation mesh
  120091. */
  120092. getClosestPoint(position: Vector3): Vector3;
  120093. /**
  120094. * Get a navigation mesh constrained position, within a particular radius
  120095. * @param position world position
  120096. * @param maxRadius the maximum distance to the constrained world position
  120097. * @returns the closest point to position constrained by the navigation mesh
  120098. */
  120099. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120100. /**
  120101. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120102. * @param start world position
  120103. * @param end world position
  120104. * @returns array containing world position composing the path
  120105. */
  120106. computePath(start: Vector3, end: Vector3): Vector3[];
  120107. /**
  120108. * Create a new Crowd so you can add agents
  120109. * @param maxAgents the maximum agent count in the crowd
  120110. * @param maxAgentRadius the maximum radius an agent can have
  120111. * @param scene to attach the crowd to
  120112. * @returns the crowd you can add agents to
  120113. */
  120114. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120115. /**
  120116. * Disposes
  120117. */
  120118. dispose(): void;
  120119. /**
  120120. * If this plugin is supported
  120121. * @returns true if plugin is supported
  120122. */
  120123. isSupported(): boolean;
  120124. }
  120125. /**
  120126. * Recast detour crowd implementation
  120127. */
  120128. export class RecastJSCrowd implements ICrowd {
  120129. /**
  120130. * Recast/detour plugin
  120131. */
  120132. bjsRECASTPlugin: RecastJSPlugin;
  120133. /**
  120134. * Link to the detour crowd
  120135. */
  120136. recastCrowd: any;
  120137. /**
  120138. * One transform per agent
  120139. */
  120140. transforms: TransformNode[];
  120141. /**
  120142. * All agents created
  120143. */
  120144. agents: number[];
  120145. /**
  120146. * Link to the scene is kept to unregister the crowd from the scene
  120147. */
  120148. private _scene;
  120149. /**
  120150. * Observer for crowd updates
  120151. */
  120152. private _onBeforeAnimationsObserver;
  120153. /**
  120154. * Constructor
  120155. * @param plugin recastJS plugin
  120156. * @param maxAgents the maximum agent count in the crowd
  120157. * @param maxAgentRadius the maximum radius an agent can have
  120158. * @param scene to attach the crowd to
  120159. * @returns the crowd you can add agents to
  120160. */
  120161. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  120162. /**
  120163. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120164. * You can attach anything to that node. The node position is updated in the scene update tick.
  120165. * @param pos world position that will be constrained by the navigation mesh
  120166. * @param parameters agent parameters
  120167. * @param transform hooked to the agent that will be update by the scene
  120168. * @returns agent index
  120169. */
  120170. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120171. /**
  120172. * Returns the agent position in world space
  120173. * @param index agent index returned by addAgent
  120174. * @returns world space position
  120175. */
  120176. getAgentPosition(index: number): Vector3;
  120177. /**
  120178. * Returns the agent velocity in world space
  120179. * @param index agent index returned by addAgent
  120180. * @returns world space velocity
  120181. */
  120182. getAgentVelocity(index: number): Vector3;
  120183. /**
  120184. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120185. * @param index agent index returned by addAgent
  120186. * @param destination targeted world position
  120187. */
  120188. agentGoto(index: number, destination: Vector3): void;
  120189. /**
  120190. * remove a particular agent previously created
  120191. * @param index agent index returned by addAgent
  120192. */
  120193. removeAgent(index: number): void;
  120194. /**
  120195. * get the list of all agents attached to this crowd
  120196. * @returns list of agent indices
  120197. */
  120198. getAgents(): number[];
  120199. /**
  120200. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120201. * @param deltaTime in seconds
  120202. */
  120203. update(deltaTime: number): void;
  120204. /**
  120205. * Release all resources
  120206. */
  120207. dispose(): void;
  120208. }
  120209. }
  120210. declare module BABYLON {
  120211. /**
  120212. * Class used to enable access to IndexedDB
  120213. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  120214. */
  120215. export class Database implements IOfflineProvider {
  120216. private _callbackManifestChecked;
  120217. private _currentSceneUrl;
  120218. private _db;
  120219. private _enableSceneOffline;
  120220. private _enableTexturesOffline;
  120221. private _manifestVersionFound;
  120222. private _mustUpdateRessources;
  120223. private _hasReachedQuota;
  120224. private _isSupported;
  120225. private _idbFactory;
  120226. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  120227. private static IsUASupportingBlobStorage;
  120228. /**
  120229. * Gets a boolean indicating if Database storate is enabled (off by default)
  120230. */
  120231. static IDBStorageEnabled: boolean;
  120232. /**
  120233. * Gets a boolean indicating if scene must be saved in the database
  120234. */
  120235. readonly enableSceneOffline: boolean;
  120236. /**
  120237. * Gets a boolean indicating if textures must be saved in the database
  120238. */
  120239. readonly enableTexturesOffline: boolean;
  120240. /**
  120241. * Creates a new Database
  120242. * @param urlToScene defines the url to load the scene
  120243. * @param callbackManifestChecked defines the callback to use when manifest is checked
  120244. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  120245. */
  120246. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  120247. private static _ParseURL;
  120248. private static _ReturnFullUrlLocation;
  120249. private _checkManifestFile;
  120250. /**
  120251. * Open the database and make it available
  120252. * @param successCallback defines the callback to call on success
  120253. * @param errorCallback defines the callback to call on error
  120254. */
  120255. open(successCallback: () => void, errorCallback: () => void): void;
  120256. /**
  120257. * Loads an image from the database
  120258. * @param url defines the url to load from
  120259. * @param image defines the target DOM image
  120260. */
  120261. loadImage(url: string, image: HTMLImageElement): void;
  120262. private _loadImageFromDBAsync;
  120263. private _saveImageIntoDBAsync;
  120264. private _checkVersionFromDB;
  120265. private _loadVersionFromDBAsync;
  120266. private _saveVersionIntoDBAsync;
  120267. /**
  120268. * Loads a file from database
  120269. * @param url defines the URL to load from
  120270. * @param sceneLoaded defines a callback to call on success
  120271. * @param progressCallBack defines a callback to call when progress changed
  120272. * @param errorCallback defines a callback to call on error
  120273. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  120274. */
  120275. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  120276. private _loadFileAsync;
  120277. private _saveFileAsync;
  120278. /**
  120279. * Validates if xhr data is correct
  120280. * @param xhr defines the request to validate
  120281. * @param dataType defines the expected data type
  120282. * @returns true if data is correct
  120283. */
  120284. private static _ValidateXHRData;
  120285. }
  120286. }
  120287. declare module BABYLON {
  120288. /** @hidden */
  120289. export var gpuUpdateParticlesPixelShader: {
  120290. name: string;
  120291. shader: string;
  120292. };
  120293. }
  120294. declare module BABYLON {
  120295. /** @hidden */
  120296. export var gpuUpdateParticlesVertexShader: {
  120297. name: string;
  120298. shader: string;
  120299. };
  120300. }
  120301. declare module BABYLON {
  120302. /** @hidden */
  120303. export var clipPlaneFragmentDeclaration2: {
  120304. name: string;
  120305. shader: string;
  120306. };
  120307. }
  120308. declare module BABYLON {
  120309. /** @hidden */
  120310. export var gpuRenderParticlesPixelShader: {
  120311. name: string;
  120312. shader: string;
  120313. };
  120314. }
  120315. declare module BABYLON {
  120316. /** @hidden */
  120317. export var clipPlaneVertexDeclaration2: {
  120318. name: string;
  120319. shader: string;
  120320. };
  120321. }
  120322. declare module BABYLON {
  120323. /** @hidden */
  120324. export var gpuRenderParticlesVertexShader: {
  120325. name: string;
  120326. shader: string;
  120327. };
  120328. }
  120329. declare module BABYLON {
  120330. /**
  120331. * This represents a GPU particle system in Babylon
  120332. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120333. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120334. */
  120335. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120336. /**
  120337. * The layer mask we are rendering the particles through.
  120338. */
  120339. layerMask: number;
  120340. private _capacity;
  120341. private _activeCount;
  120342. private _currentActiveCount;
  120343. private _accumulatedCount;
  120344. private _renderEffect;
  120345. private _updateEffect;
  120346. private _buffer0;
  120347. private _buffer1;
  120348. private _spriteBuffer;
  120349. private _updateVAO;
  120350. private _renderVAO;
  120351. private _targetIndex;
  120352. private _sourceBuffer;
  120353. private _targetBuffer;
  120354. private _engine;
  120355. private _currentRenderId;
  120356. private _started;
  120357. private _stopped;
  120358. private _timeDelta;
  120359. private _randomTexture;
  120360. private _randomTexture2;
  120361. private _attributesStrideSize;
  120362. private _updateEffectOptions;
  120363. private _randomTextureSize;
  120364. private _actualFrame;
  120365. private readonly _rawTextureWidth;
  120366. /**
  120367. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  120368. */
  120369. static readonly IsSupported: boolean;
  120370. /**
  120371. * An event triggered when the system is disposed.
  120372. */
  120373. onDisposeObservable: Observable<GPUParticleSystem>;
  120374. /**
  120375. * Gets the maximum number of particles active at the same time.
  120376. * @returns The max number of active particles.
  120377. */
  120378. getCapacity(): number;
  120379. /**
  120380. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  120381. * to override the particles.
  120382. */
  120383. forceDepthWrite: boolean;
  120384. /**
  120385. * Gets or set the number of active particles
  120386. */
  120387. activeParticleCount: number;
  120388. private _preWarmDone;
  120389. /**
  120390. * Is this system ready to be used/rendered
  120391. * @return true if the system is ready
  120392. */
  120393. isReady(): boolean;
  120394. /**
  120395. * Gets if the system has been started. (Note: this will still be true after stop is called)
  120396. * @returns True if it has been started, otherwise false.
  120397. */
  120398. isStarted(): boolean;
  120399. /**
  120400. * Starts the particle system and begins to emit
  120401. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  120402. */
  120403. start(delay?: number): void;
  120404. /**
  120405. * Stops the particle system.
  120406. */
  120407. stop(): void;
  120408. /**
  120409. * Remove all active particles
  120410. */
  120411. reset(): void;
  120412. /**
  120413. * Returns the string "GPUParticleSystem"
  120414. * @returns a string containing the class name
  120415. */
  120416. getClassName(): string;
  120417. private _colorGradientsTexture;
  120418. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  120419. /**
  120420. * Adds a new color gradient
  120421. * @param gradient defines the gradient to use (between 0 and 1)
  120422. * @param color1 defines the color to affect to the specified gradient
  120423. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  120424. * @returns the current particle system
  120425. */
  120426. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  120427. /**
  120428. * Remove a specific color gradient
  120429. * @param gradient defines the gradient to remove
  120430. * @returns the current particle system
  120431. */
  120432. removeColorGradient(gradient: number): GPUParticleSystem;
  120433. private _angularSpeedGradientsTexture;
  120434. private _sizeGradientsTexture;
  120435. private _velocityGradientsTexture;
  120436. private _limitVelocityGradientsTexture;
  120437. private _dragGradientsTexture;
  120438. private _addFactorGradient;
  120439. /**
  120440. * Adds a new size gradient
  120441. * @param gradient defines the gradient to use (between 0 and 1)
  120442. * @param factor defines the size factor to affect to the specified gradient
  120443. * @returns the current particle system
  120444. */
  120445. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  120446. /**
  120447. * Remove a specific size gradient
  120448. * @param gradient defines the gradient to remove
  120449. * @returns the current particle system
  120450. */
  120451. removeSizeGradient(gradient: number): GPUParticleSystem;
  120452. /**
  120453. * Adds a new angular speed gradient
  120454. * @param gradient defines the gradient to use (between 0 and 1)
  120455. * @param factor defines the angular speed to affect to the specified gradient
  120456. * @returns the current particle system
  120457. */
  120458. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  120459. /**
  120460. * Remove a specific angular speed gradient
  120461. * @param gradient defines the gradient to remove
  120462. * @returns the current particle system
  120463. */
  120464. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  120465. /**
  120466. * Adds a new velocity gradient
  120467. * @param gradient defines the gradient to use (between 0 and 1)
  120468. * @param factor defines the velocity to affect to the specified gradient
  120469. * @returns the current particle system
  120470. */
  120471. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120472. /**
  120473. * Remove a specific velocity gradient
  120474. * @param gradient defines the gradient to remove
  120475. * @returns the current particle system
  120476. */
  120477. removeVelocityGradient(gradient: number): GPUParticleSystem;
  120478. /**
  120479. * Adds a new limit velocity gradient
  120480. * @param gradient defines the gradient to use (between 0 and 1)
  120481. * @param factor defines the limit velocity value to affect to the specified gradient
  120482. * @returns the current particle system
  120483. */
  120484. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120485. /**
  120486. * Remove a specific limit velocity gradient
  120487. * @param gradient defines the gradient to remove
  120488. * @returns the current particle system
  120489. */
  120490. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  120491. /**
  120492. * Adds a new drag gradient
  120493. * @param gradient defines the gradient to use (between 0 and 1)
  120494. * @param factor defines the drag value to affect to the specified gradient
  120495. * @returns the current particle system
  120496. */
  120497. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  120498. /**
  120499. * Remove a specific drag gradient
  120500. * @param gradient defines the gradient to remove
  120501. * @returns the current particle system
  120502. */
  120503. removeDragGradient(gradient: number): GPUParticleSystem;
  120504. /**
  120505. * Not supported by GPUParticleSystem
  120506. * @param gradient defines the gradient to use (between 0 and 1)
  120507. * @param factor defines the emit rate value to affect to the specified gradient
  120508. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120509. * @returns the current particle system
  120510. */
  120511. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120512. /**
  120513. * Not supported by GPUParticleSystem
  120514. * @param gradient defines the gradient to remove
  120515. * @returns the current particle system
  120516. */
  120517. removeEmitRateGradient(gradient: number): IParticleSystem;
  120518. /**
  120519. * Not supported by GPUParticleSystem
  120520. * @param gradient defines the gradient to use (between 0 and 1)
  120521. * @param factor defines the start size value to affect to the specified gradient
  120522. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120523. * @returns the current particle system
  120524. */
  120525. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120526. /**
  120527. * Not supported by GPUParticleSystem
  120528. * @param gradient defines the gradient to remove
  120529. * @returns the current particle system
  120530. */
  120531. removeStartSizeGradient(gradient: number): IParticleSystem;
  120532. /**
  120533. * Not supported by GPUParticleSystem
  120534. * @param gradient defines the gradient to use (between 0 and 1)
  120535. * @param min defines the color remap minimal range
  120536. * @param max defines the color remap maximal range
  120537. * @returns the current particle system
  120538. */
  120539. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120540. /**
  120541. * Not supported by GPUParticleSystem
  120542. * @param gradient defines the gradient to remove
  120543. * @returns the current particle system
  120544. */
  120545. removeColorRemapGradient(): IParticleSystem;
  120546. /**
  120547. * Not supported by GPUParticleSystem
  120548. * @param gradient defines the gradient to use (between 0 and 1)
  120549. * @param min defines the alpha remap minimal range
  120550. * @param max defines the alpha remap maximal range
  120551. * @returns the current particle system
  120552. */
  120553. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120554. /**
  120555. * Not supported by GPUParticleSystem
  120556. * @param gradient defines the gradient to remove
  120557. * @returns the current particle system
  120558. */
  120559. removeAlphaRemapGradient(): IParticleSystem;
  120560. /**
  120561. * Not supported by GPUParticleSystem
  120562. * @param gradient defines the gradient to use (between 0 and 1)
  120563. * @param color defines the color to affect to the specified gradient
  120564. * @returns the current particle system
  120565. */
  120566. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  120567. /**
  120568. * Not supported by GPUParticleSystem
  120569. * @param gradient defines the gradient to remove
  120570. * @returns the current particle system
  120571. */
  120572. removeRampGradient(): IParticleSystem;
  120573. /**
  120574. * Not supported by GPUParticleSystem
  120575. * @returns the list of ramp gradients
  120576. */
  120577. getRampGradients(): Nullable<Array<Color3Gradient>>;
  120578. /**
  120579. * Not supported by GPUParticleSystem
  120580. * Gets or sets a boolean indicating that ramp gradients must be used
  120581. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  120582. */
  120583. useRampGradients: boolean;
  120584. /**
  120585. * Not supported by GPUParticleSystem
  120586. * @param gradient defines the gradient to use (between 0 and 1)
  120587. * @param factor defines the life time factor to affect to the specified gradient
  120588. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120589. * @returns the current particle system
  120590. */
  120591. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120592. /**
  120593. * Not supported by GPUParticleSystem
  120594. * @param gradient defines the gradient to remove
  120595. * @returns the current particle system
  120596. */
  120597. removeLifeTimeGradient(gradient: number): IParticleSystem;
  120598. /**
  120599. * Instantiates a GPU particle system.
  120600. * 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.
  120601. * @param name The name of the particle system
  120602. * @param options The options used to create the system
  120603. * @param scene The scene the particle system belongs to
  120604. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  120605. */
  120606. constructor(name: string, options: Partial<{
  120607. capacity: number;
  120608. randomTextureSize: number;
  120609. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  120610. protected _reset(): void;
  120611. private _createUpdateVAO;
  120612. private _createRenderVAO;
  120613. private _initialize;
  120614. /** @hidden */
  120615. _recreateUpdateEffect(): void;
  120616. /** @hidden */
  120617. _recreateRenderEffect(): void;
  120618. /**
  120619. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  120620. * @param preWarm defines if we are in the pre-warmimg phase
  120621. */
  120622. animate(preWarm?: boolean): void;
  120623. private _createFactorGradientTexture;
  120624. private _createSizeGradientTexture;
  120625. private _createAngularSpeedGradientTexture;
  120626. private _createVelocityGradientTexture;
  120627. private _createLimitVelocityGradientTexture;
  120628. private _createDragGradientTexture;
  120629. private _createColorGradientTexture;
  120630. /**
  120631. * Renders the particle system in its current state
  120632. * @param preWarm defines if the system should only update the particles but not render them
  120633. * @returns the current number of particles
  120634. */
  120635. render(preWarm?: boolean): number;
  120636. /**
  120637. * Rebuilds the particle system
  120638. */
  120639. rebuild(): void;
  120640. private _releaseBuffers;
  120641. private _releaseVAOs;
  120642. /**
  120643. * Disposes the particle system and free the associated resources
  120644. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  120645. */
  120646. dispose(disposeTexture?: boolean): void;
  120647. /**
  120648. * Clones the particle system.
  120649. * @param name The name of the cloned object
  120650. * @param newEmitter The new emitter to use
  120651. * @returns the cloned particle system
  120652. */
  120653. clone(name: string, newEmitter: any): GPUParticleSystem;
  120654. /**
  120655. * Serializes the particle system to a JSON object.
  120656. * @returns the JSON object
  120657. */
  120658. serialize(): any;
  120659. /**
  120660. * Parses a JSON object to create a GPU particle system.
  120661. * @param parsedParticleSystem The JSON object to parse
  120662. * @param scene The scene to create the particle system in
  120663. * @param rootUrl The root url to use to load external dependencies like texture
  120664. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  120665. * @returns the parsed GPU particle system
  120666. */
  120667. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  120668. }
  120669. }
  120670. declare module BABYLON {
  120671. /**
  120672. * Represents a set of particle systems working together to create a specific effect
  120673. */
  120674. export class ParticleSystemSet implements IDisposable {
  120675. private _emitterCreationOptions;
  120676. private _emitterNode;
  120677. /**
  120678. * Gets the particle system list
  120679. */
  120680. systems: IParticleSystem[];
  120681. /**
  120682. * Gets the emitter node used with this set
  120683. */
  120684. readonly emitterNode: Nullable<TransformNode>;
  120685. /**
  120686. * Creates a new emitter mesh as a sphere
  120687. * @param options defines the options used to create the sphere
  120688. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120689. * @param scene defines the hosting scene
  120690. */
  120691. setEmitterAsSphere(options: {
  120692. diameter: number;
  120693. segments: number;
  120694. color: Color3;
  120695. }, renderingGroupId: number, scene: Scene): void;
  120696. /**
  120697. * Starts all particle systems of the set
  120698. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120699. */
  120700. start(emitter?: AbstractMesh): void;
  120701. /**
  120702. * Release all associated resources
  120703. */
  120704. dispose(): void;
  120705. /**
  120706. * Serialize the set into a JSON compatible object
  120707. * @returns a JSON compatible representation of the set
  120708. */
  120709. serialize(): any;
  120710. /**
  120711. * Parse a new ParticleSystemSet from a serialized source
  120712. * @param data defines a JSON compatible representation of the set
  120713. * @param scene defines the hosting scene
  120714. * @param gpu defines if we want GPU particles or CPU particles
  120715. * @returns a new ParticleSystemSet
  120716. */
  120717. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  120718. }
  120719. }
  120720. declare module BABYLON {
  120721. /**
  120722. * This class is made for on one-liner static method to help creating particle system set.
  120723. */
  120724. export class ParticleHelper {
  120725. /**
  120726. * Gets or sets base Assets URL
  120727. */
  120728. static BaseAssetsUrl: string;
  120729. /**
  120730. * Create a default particle system that you can tweak
  120731. * @param emitter defines the emitter to use
  120732. * @param capacity defines the system capacity (default is 500 particles)
  120733. * @param scene defines the hosting scene
  120734. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120735. * @returns the new Particle system
  120736. */
  120737. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  120738. /**
  120739. * This is the main static method (one-liner) of this helper to create different particle systems
  120740. * @param type This string represents the type to the particle system to create
  120741. * @param scene The scene where the particle system should live
  120742. * @param gpu If the system will use gpu
  120743. * @returns the ParticleSystemSet created
  120744. */
  120745. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  120746. /**
  120747. * Static function used to export a particle system to a ParticleSystemSet variable.
  120748. * Please note that the emitter shape is not exported
  120749. * @param systems defines the particle systems to export
  120750. * @returns the created particle system set
  120751. */
  120752. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  120753. }
  120754. }
  120755. declare module BABYLON {
  120756. interface Engine {
  120757. /**
  120758. * Create an effect to use with particle systems.
  120759. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  120760. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  120761. * @param uniformsNames defines a list of attribute names
  120762. * @param samplers defines an array of string used to represent textures
  120763. * @param defines defines the string containing the defines to use to compile the shaders
  120764. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  120765. * @param onCompiled defines a function to call when the effect creation is successful
  120766. * @param onError defines a function to call when the effect creation has failed
  120767. * @returns the new Effect
  120768. */
  120769. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  120770. }
  120771. interface Mesh {
  120772. /**
  120773. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  120774. * @returns an array of IParticleSystem
  120775. */
  120776. getEmittedParticleSystems(): IParticleSystem[];
  120777. /**
  120778. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  120779. * @returns an array of IParticleSystem
  120780. */
  120781. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  120782. }
  120783. /**
  120784. * @hidden
  120785. */
  120786. export var _IDoNeedToBeInTheBuild: number;
  120787. }
  120788. declare module BABYLON {
  120789. interface Scene {
  120790. /** @hidden (Backing field) */
  120791. _physicsEngine: Nullable<IPhysicsEngine>;
  120792. /**
  120793. * Gets the current physics engine
  120794. * @returns a IPhysicsEngine or null if none attached
  120795. */
  120796. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  120797. /**
  120798. * Enables physics to the current scene
  120799. * @param gravity defines the scene's gravity for the physics engine
  120800. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  120801. * @return a boolean indicating if the physics engine was initialized
  120802. */
  120803. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  120804. /**
  120805. * Disables and disposes the physics engine associated with the scene
  120806. */
  120807. disablePhysicsEngine(): void;
  120808. /**
  120809. * Gets a boolean indicating if there is an active physics engine
  120810. * @returns a boolean indicating if there is an active physics engine
  120811. */
  120812. isPhysicsEnabled(): boolean;
  120813. /**
  120814. * Deletes a physics compound impostor
  120815. * @param compound defines the compound to delete
  120816. */
  120817. deleteCompoundImpostor(compound: any): void;
  120818. /**
  120819. * An event triggered when physic simulation is about to be run
  120820. */
  120821. onBeforePhysicsObservable: Observable<Scene>;
  120822. /**
  120823. * An event triggered when physic simulation has been done
  120824. */
  120825. onAfterPhysicsObservable: Observable<Scene>;
  120826. }
  120827. interface AbstractMesh {
  120828. /** @hidden */
  120829. _physicsImpostor: Nullable<PhysicsImpostor>;
  120830. /**
  120831. * Gets or sets impostor used for physic simulation
  120832. * @see http://doc.babylonjs.com/features/physics_engine
  120833. */
  120834. physicsImpostor: Nullable<PhysicsImpostor>;
  120835. /**
  120836. * Gets the current physics impostor
  120837. * @see http://doc.babylonjs.com/features/physics_engine
  120838. * @returns a physics impostor or null
  120839. */
  120840. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  120841. /** Apply a physic impulse to the mesh
  120842. * @param force defines the force to apply
  120843. * @param contactPoint defines where to apply the force
  120844. * @returns the current mesh
  120845. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120846. */
  120847. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  120848. /**
  120849. * Creates a physic joint between two meshes
  120850. * @param otherMesh defines the other mesh to use
  120851. * @param pivot1 defines the pivot to use on this mesh
  120852. * @param pivot2 defines the pivot to use on the other mesh
  120853. * @param options defines additional options (can be plugin dependent)
  120854. * @returns the current mesh
  120855. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  120856. */
  120857. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  120858. /** @hidden */
  120859. _disposePhysicsObserver: Nullable<Observer<Node>>;
  120860. }
  120861. /**
  120862. * Defines the physics engine scene component responsible to manage a physics engine
  120863. */
  120864. export class PhysicsEngineSceneComponent implements ISceneComponent {
  120865. /**
  120866. * The component name helpful to identify the component in the list of scene components.
  120867. */
  120868. readonly name: string;
  120869. /**
  120870. * The scene the component belongs to.
  120871. */
  120872. scene: Scene;
  120873. /**
  120874. * Creates a new instance of the component for the given scene
  120875. * @param scene Defines the scene to register the component in
  120876. */
  120877. constructor(scene: Scene);
  120878. /**
  120879. * Registers the component in a given scene
  120880. */
  120881. register(): void;
  120882. /**
  120883. * Rebuilds the elements related to this component in case of
  120884. * context lost for instance.
  120885. */
  120886. rebuild(): void;
  120887. /**
  120888. * Disposes the component and the associated ressources
  120889. */
  120890. dispose(): void;
  120891. }
  120892. }
  120893. declare module BABYLON {
  120894. /**
  120895. * A helper for physics simulations
  120896. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120897. */
  120898. export class PhysicsHelper {
  120899. private _scene;
  120900. private _physicsEngine;
  120901. /**
  120902. * Initializes the Physics helper
  120903. * @param scene Babylon.js scene
  120904. */
  120905. constructor(scene: Scene);
  120906. /**
  120907. * Applies a radial explosion impulse
  120908. * @param origin the origin of the explosion
  120909. * @param radiusOrEventOptions the radius or the options of radial explosion
  120910. * @param strength the explosion strength
  120911. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120912. * @returns A physics radial explosion event, or null
  120913. */
  120914. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120915. /**
  120916. * Applies a radial explosion force
  120917. * @param origin the origin of the explosion
  120918. * @param radiusOrEventOptions the radius or the options of radial explosion
  120919. * @param strength the explosion strength
  120920. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120921. * @returns A physics radial explosion event, or null
  120922. */
  120923. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120924. /**
  120925. * Creates a gravitational field
  120926. * @param origin the origin of the explosion
  120927. * @param radiusOrEventOptions the radius or the options of radial explosion
  120928. * @param strength the explosion strength
  120929. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120930. * @returns A physics gravitational field event, or null
  120931. */
  120932. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  120933. /**
  120934. * Creates a physics updraft event
  120935. * @param origin the origin of the updraft
  120936. * @param radiusOrEventOptions the radius or the options of the updraft
  120937. * @param strength the strength of the updraft
  120938. * @param height the height of the updraft
  120939. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  120940. * @returns A physics updraft event, or null
  120941. */
  120942. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  120943. /**
  120944. * Creates a physics vortex event
  120945. * @param origin the of the vortex
  120946. * @param radiusOrEventOptions the radius or the options of the vortex
  120947. * @param strength the strength of the vortex
  120948. * @param height the height of the vortex
  120949. * @returns a Physics vortex event, or null
  120950. * A physics vortex event or null
  120951. */
  120952. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  120953. }
  120954. /**
  120955. * Represents a physics radial explosion event
  120956. */
  120957. class PhysicsRadialExplosionEvent {
  120958. private _scene;
  120959. private _options;
  120960. private _sphere;
  120961. private _dataFetched;
  120962. /**
  120963. * Initializes a radial explosioin event
  120964. * @param _scene BabylonJS scene
  120965. * @param _options The options for the vortex event
  120966. */
  120967. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  120968. /**
  120969. * Returns the data related to the radial explosion event (sphere).
  120970. * @returns The radial explosion event data
  120971. */
  120972. getData(): PhysicsRadialExplosionEventData;
  120973. /**
  120974. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  120975. * @param impostor A physics imposter
  120976. * @param origin the origin of the explosion
  120977. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  120978. */
  120979. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  120980. /**
  120981. * Triggers affecterd impostors callbacks
  120982. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  120983. */
  120984. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  120985. /**
  120986. * Disposes the sphere.
  120987. * @param force Specifies if the sphere should be disposed by force
  120988. */
  120989. dispose(force?: boolean): void;
  120990. /*** Helpers ***/
  120991. private _prepareSphere;
  120992. private _intersectsWithSphere;
  120993. }
  120994. /**
  120995. * Represents a gravitational field event
  120996. */
  120997. class PhysicsGravitationalFieldEvent {
  120998. private _physicsHelper;
  120999. private _scene;
  121000. private _origin;
  121001. private _options;
  121002. private _tickCallback;
  121003. private _sphere;
  121004. private _dataFetched;
  121005. /**
  121006. * Initializes the physics gravitational field event
  121007. * @param _physicsHelper A physics helper
  121008. * @param _scene BabylonJS scene
  121009. * @param _origin The origin position of the gravitational field event
  121010. * @param _options The options for the vortex event
  121011. */
  121012. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  121013. /**
  121014. * Returns the data related to the gravitational field event (sphere).
  121015. * @returns A gravitational field event
  121016. */
  121017. getData(): PhysicsGravitationalFieldEventData;
  121018. /**
  121019. * Enables the gravitational field.
  121020. */
  121021. enable(): void;
  121022. /**
  121023. * Disables the gravitational field.
  121024. */
  121025. disable(): void;
  121026. /**
  121027. * Disposes the sphere.
  121028. * @param force The force to dispose from the gravitational field event
  121029. */
  121030. dispose(force?: boolean): void;
  121031. private _tick;
  121032. }
  121033. /**
  121034. * Represents a physics updraft event
  121035. */
  121036. class PhysicsUpdraftEvent {
  121037. private _scene;
  121038. private _origin;
  121039. private _options;
  121040. private _physicsEngine;
  121041. private _originTop;
  121042. private _originDirection;
  121043. private _tickCallback;
  121044. private _cylinder;
  121045. private _cylinderPosition;
  121046. private _dataFetched;
  121047. /**
  121048. * Initializes the physics updraft event
  121049. * @param _scene BabylonJS scene
  121050. * @param _origin The origin position of the updraft
  121051. * @param _options The options for the updraft event
  121052. */
  121053. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  121054. /**
  121055. * Returns the data related to the updraft event (cylinder).
  121056. * @returns A physics updraft event
  121057. */
  121058. getData(): PhysicsUpdraftEventData;
  121059. /**
  121060. * Enables the updraft.
  121061. */
  121062. enable(): void;
  121063. /**
  121064. * Disables the updraft.
  121065. */
  121066. disable(): void;
  121067. /**
  121068. * Disposes the cylinder.
  121069. * @param force Specifies if the updraft should be disposed by force
  121070. */
  121071. dispose(force?: boolean): void;
  121072. private getImpostorHitData;
  121073. private _tick;
  121074. /*** Helpers ***/
  121075. private _prepareCylinder;
  121076. private _intersectsWithCylinder;
  121077. }
  121078. /**
  121079. * Represents a physics vortex event
  121080. */
  121081. class PhysicsVortexEvent {
  121082. private _scene;
  121083. private _origin;
  121084. private _options;
  121085. private _physicsEngine;
  121086. private _originTop;
  121087. private _tickCallback;
  121088. private _cylinder;
  121089. private _cylinderPosition;
  121090. private _dataFetched;
  121091. /**
  121092. * Initializes the physics vortex event
  121093. * @param _scene The BabylonJS scene
  121094. * @param _origin The origin position of the vortex
  121095. * @param _options The options for the vortex event
  121096. */
  121097. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  121098. /**
  121099. * Returns the data related to the vortex event (cylinder).
  121100. * @returns The physics vortex event data
  121101. */
  121102. getData(): PhysicsVortexEventData;
  121103. /**
  121104. * Enables the vortex.
  121105. */
  121106. enable(): void;
  121107. /**
  121108. * Disables the cortex.
  121109. */
  121110. disable(): void;
  121111. /**
  121112. * Disposes the sphere.
  121113. * @param force
  121114. */
  121115. dispose(force?: boolean): void;
  121116. private getImpostorHitData;
  121117. private _tick;
  121118. /*** Helpers ***/
  121119. private _prepareCylinder;
  121120. private _intersectsWithCylinder;
  121121. }
  121122. /**
  121123. * Options fot the radial explosion event
  121124. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121125. */
  121126. export class PhysicsRadialExplosionEventOptions {
  121127. /**
  121128. * The radius of the sphere for the radial explosion.
  121129. */
  121130. radius: number;
  121131. /**
  121132. * The strenth of the explosion.
  121133. */
  121134. strength: number;
  121135. /**
  121136. * The strenght of the force in correspondence to the distance of the affected object
  121137. */
  121138. falloff: PhysicsRadialImpulseFalloff;
  121139. /**
  121140. * Sphere options for the radial explosion.
  121141. */
  121142. sphere: {
  121143. segments: number;
  121144. diameter: number;
  121145. };
  121146. /**
  121147. * Sphere options for the radial explosion.
  121148. */
  121149. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  121150. }
  121151. /**
  121152. * Options fot the updraft event
  121153. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121154. */
  121155. export class PhysicsUpdraftEventOptions {
  121156. /**
  121157. * The radius of the cylinder for the vortex
  121158. */
  121159. radius: number;
  121160. /**
  121161. * The strenth of the updraft.
  121162. */
  121163. strength: number;
  121164. /**
  121165. * The height of the cylinder for the updraft.
  121166. */
  121167. height: number;
  121168. /**
  121169. * The mode for the the updraft.
  121170. */
  121171. updraftMode: PhysicsUpdraftMode;
  121172. }
  121173. /**
  121174. * Options fot the vortex event
  121175. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121176. */
  121177. export class PhysicsVortexEventOptions {
  121178. /**
  121179. * The radius of the cylinder for the vortex
  121180. */
  121181. radius: number;
  121182. /**
  121183. * The strenth of the vortex.
  121184. */
  121185. strength: number;
  121186. /**
  121187. * The height of the cylinder for the vortex.
  121188. */
  121189. height: number;
  121190. /**
  121191. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  121192. */
  121193. centripetalForceThreshold: number;
  121194. /**
  121195. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  121196. */
  121197. centripetalForceMultiplier: number;
  121198. /**
  121199. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  121200. */
  121201. centrifugalForceMultiplier: number;
  121202. /**
  121203. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  121204. */
  121205. updraftForceMultiplier: number;
  121206. }
  121207. /**
  121208. * The strenght of the force in correspondence to the distance of the affected object
  121209. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121210. */
  121211. export enum PhysicsRadialImpulseFalloff {
  121212. /** Defines that impulse is constant in strength across it's whole radius */
  121213. Constant = 0,
  121214. /** Defines that impulse gets weaker if it's further from the origin */
  121215. Linear = 1
  121216. }
  121217. /**
  121218. * The strength of the force in correspondence to the distance of the affected object
  121219. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121220. */
  121221. export enum PhysicsUpdraftMode {
  121222. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  121223. Center = 0,
  121224. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  121225. Perpendicular = 1
  121226. }
  121227. /**
  121228. * Interface for a physics hit data
  121229. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121230. */
  121231. export interface PhysicsHitData {
  121232. /**
  121233. * The force applied at the contact point
  121234. */
  121235. force: Vector3;
  121236. /**
  121237. * The contact point
  121238. */
  121239. contactPoint: Vector3;
  121240. /**
  121241. * The distance from the origin to the contact point
  121242. */
  121243. distanceFromOrigin: number;
  121244. }
  121245. /**
  121246. * Interface for radial explosion event data
  121247. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121248. */
  121249. export interface PhysicsRadialExplosionEventData {
  121250. /**
  121251. * A sphere used for the radial explosion event
  121252. */
  121253. sphere: Mesh;
  121254. }
  121255. /**
  121256. * Interface for gravitational field event data
  121257. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121258. */
  121259. export interface PhysicsGravitationalFieldEventData {
  121260. /**
  121261. * A sphere mesh used for the gravitational field event
  121262. */
  121263. sphere: Mesh;
  121264. }
  121265. /**
  121266. * Interface for updraft event data
  121267. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121268. */
  121269. export interface PhysicsUpdraftEventData {
  121270. /**
  121271. * A cylinder used for the updraft event
  121272. */
  121273. cylinder: Mesh;
  121274. }
  121275. /**
  121276. * Interface for vortex event data
  121277. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121278. */
  121279. export interface PhysicsVortexEventData {
  121280. /**
  121281. * A cylinder used for the vortex event
  121282. */
  121283. cylinder: Mesh;
  121284. }
  121285. /**
  121286. * Interface for an affected physics impostor
  121287. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121288. */
  121289. export interface PhysicsAffectedImpostorWithData {
  121290. /**
  121291. * The impostor affected by the effect
  121292. */
  121293. impostor: PhysicsImpostor;
  121294. /**
  121295. * The data about the hit/horce from the explosion
  121296. */
  121297. hitData: PhysicsHitData;
  121298. }
  121299. }
  121300. declare module BABYLON {
  121301. /** @hidden */
  121302. export var blackAndWhitePixelShader: {
  121303. name: string;
  121304. shader: string;
  121305. };
  121306. }
  121307. declare module BABYLON {
  121308. /**
  121309. * Post process used to render in black and white
  121310. */
  121311. export class BlackAndWhitePostProcess extends PostProcess {
  121312. /**
  121313. * Linear about to convert he result to black and white (default: 1)
  121314. */
  121315. degree: number;
  121316. /**
  121317. * Creates a black and white post process
  121318. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121319. * @param name The name of the effect.
  121320. * @param options The required width/height ratio to downsize to before computing the render pass.
  121321. * @param camera The camera to apply the render pass to.
  121322. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121323. * @param engine The engine which the post process will be applied. (default: current engine)
  121324. * @param reusable If the post process can be reused on the same frame. (default: false)
  121325. */
  121326. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121327. }
  121328. }
  121329. declare module BABYLON {
  121330. /**
  121331. * This represents a set of one or more post processes in Babylon.
  121332. * A post process can be used to apply a shader to a texture after it is rendered.
  121333. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121334. */
  121335. export class PostProcessRenderEffect {
  121336. private _postProcesses;
  121337. private _getPostProcesses;
  121338. private _singleInstance;
  121339. private _cameras;
  121340. private _indicesForCamera;
  121341. /**
  121342. * Name of the effect
  121343. * @hidden
  121344. */
  121345. _name: string;
  121346. /**
  121347. * Instantiates a post process render effect.
  121348. * A post process can be used to apply a shader to a texture after it is rendered.
  121349. * @param engine The engine the effect is tied to
  121350. * @param name The name of the effect
  121351. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121352. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121353. */
  121354. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  121355. /**
  121356. * Checks if all the post processes in the effect are supported.
  121357. */
  121358. readonly isSupported: boolean;
  121359. /**
  121360. * Updates the current state of the effect
  121361. * @hidden
  121362. */
  121363. _update(): void;
  121364. /**
  121365. * Attaches the effect on cameras
  121366. * @param cameras The camera to attach to.
  121367. * @hidden
  121368. */
  121369. _attachCameras(cameras: Camera): void;
  121370. /**
  121371. * Attaches the effect on cameras
  121372. * @param cameras The camera to attach to.
  121373. * @hidden
  121374. */
  121375. _attachCameras(cameras: Camera[]): void;
  121376. /**
  121377. * Detaches the effect on cameras
  121378. * @param cameras The camera to detatch from.
  121379. * @hidden
  121380. */
  121381. _detachCameras(cameras: Camera): void;
  121382. /**
  121383. * Detatches the effect on cameras
  121384. * @param cameras The camera to detatch from.
  121385. * @hidden
  121386. */
  121387. _detachCameras(cameras: Camera[]): void;
  121388. /**
  121389. * Enables the effect on given cameras
  121390. * @param cameras The camera to enable.
  121391. * @hidden
  121392. */
  121393. _enable(cameras: Camera): void;
  121394. /**
  121395. * Enables the effect on given cameras
  121396. * @param cameras The camera to enable.
  121397. * @hidden
  121398. */
  121399. _enable(cameras: Nullable<Camera[]>): void;
  121400. /**
  121401. * Disables the effect on the given cameras
  121402. * @param cameras The camera to disable.
  121403. * @hidden
  121404. */
  121405. _disable(cameras: Camera): void;
  121406. /**
  121407. * Disables the effect on the given cameras
  121408. * @param cameras The camera to disable.
  121409. * @hidden
  121410. */
  121411. _disable(cameras: Nullable<Camera[]>): void;
  121412. /**
  121413. * Gets a list of the post processes contained in the effect.
  121414. * @param camera The camera to get the post processes on.
  121415. * @returns The list of the post processes in the effect.
  121416. */
  121417. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  121418. }
  121419. }
  121420. declare module BABYLON {
  121421. /** @hidden */
  121422. export var extractHighlightsPixelShader: {
  121423. name: string;
  121424. shader: string;
  121425. };
  121426. }
  121427. declare module BABYLON {
  121428. /**
  121429. * 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.
  121430. */
  121431. export class ExtractHighlightsPostProcess extends PostProcess {
  121432. /**
  121433. * The luminance threshold, pixels below this value will be set to black.
  121434. */
  121435. threshold: number;
  121436. /** @hidden */
  121437. _exposure: number;
  121438. /**
  121439. * Post process which has the input texture to be used when performing highlight extraction
  121440. * @hidden
  121441. */
  121442. _inputPostProcess: Nullable<PostProcess>;
  121443. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121444. }
  121445. }
  121446. declare module BABYLON {
  121447. /** @hidden */
  121448. export var bloomMergePixelShader: {
  121449. name: string;
  121450. shader: string;
  121451. };
  121452. }
  121453. declare module BABYLON {
  121454. /**
  121455. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121456. */
  121457. export class BloomMergePostProcess extends PostProcess {
  121458. /** Weight of the bloom to be added to the original input. */
  121459. weight: number;
  121460. /**
  121461. * Creates a new instance of @see BloomMergePostProcess
  121462. * @param name The name of the effect.
  121463. * @param originalFromInput Post process which's input will be used for the merge.
  121464. * @param blurred Blurred highlights post process which's output will be used.
  121465. * @param weight Weight of the bloom to be added to the original input.
  121466. * @param options The required width/height ratio to downsize to before computing the render pass.
  121467. * @param camera The camera to apply the render pass to.
  121468. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121469. * @param engine The engine which the post process will be applied. (default: current engine)
  121470. * @param reusable If the post process can be reused on the same frame. (default: false)
  121471. * @param textureType Type of textures used when performing the post process. (default: 0)
  121472. * @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)
  121473. */
  121474. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  121475. /** Weight of the bloom to be added to the original input. */
  121476. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121477. }
  121478. }
  121479. declare module BABYLON {
  121480. /**
  121481. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  121482. */
  121483. export class BloomEffect extends PostProcessRenderEffect {
  121484. private bloomScale;
  121485. /**
  121486. * @hidden Internal
  121487. */
  121488. _effects: Array<PostProcess>;
  121489. /**
  121490. * @hidden Internal
  121491. */
  121492. _downscale: ExtractHighlightsPostProcess;
  121493. private _blurX;
  121494. private _blurY;
  121495. private _merge;
  121496. /**
  121497. * The luminance threshold to find bright areas of the image to bloom.
  121498. */
  121499. threshold: number;
  121500. /**
  121501. * The strength of the bloom.
  121502. */
  121503. weight: number;
  121504. /**
  121505. * Specifies the size of the bloom blur kernel, relative to the final output size
  121506. */
  121507. kernel: number;
  121508. /**
  121509. * Creates a new instance of @see BloomEffect
  121510. * @param scene The scene the effect belongs to.
  121511. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  121512. * @param bloomKernel The size of the kernel to be used when applying the blur.
  121513. * @param bloomWeight The the strength of bloom.
  121514. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121515. * @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)
  121516. */
  121517. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  121518. /**
  121519. * Disposes each of the internal effects for a given camera.
  121520. * @param camera The camera to dispose the effect on.
  121521. */
  121522. disposeEffects(camera: Camera): void;
  121523. /**
  121524. * @hidden Internal
  121525. */
  121526. _updateEffects(): void;
  121527. /**
  121528. * Internal
  121529. * @returns if all the contained post processes are ready.
  121530. * @hidden
  121531. */
  121532. _isReady(): boolean;
  121533. }
  121534. }
  121535. declare module BABYLON {
  121536. /** @hidden */
  121537. export var chromaticAberrationPixelShader: {
  121538. name: string;
  121539. shader: string;
  121540. };
  121541. }
  121542. declare module BABYLON {
  121543. /**
  121544. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  121545. */
  121546. export class ChromaticAberrationPostProcess extends PostProcess {
  121547. /**
  121548. * The amount of seperation of rgb channels (default: 30)
  121549. */
  121550. aberrationAmount: number;
  121551. /**
  121552. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  121553. */
  121554. radialIntensity: number;
  121555. /**
  121556. * 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))
  121557. */
  121558. direction: Vector2;
  121559. /**
  121560. * 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))
  121561. */
  121562. centerPosition: Vector2;
  121563. /**
  121564. * Creates a new instance ChromaticAberrationPostProcess
  121565. * @param name The name of the effect.
  121566. * @param screenWidth The width of the screen to apply the effect on.
  121567. * @param screenHeight The height of the screen to apply the effect on.
  121568. * @param options The required width/height ratio to downsize to before computing the render pass.
  121569. * @param camera The camera to apply the render pass to.
  121570. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121571. * @param engine The engine which the post process will be applied. (default: current engine)
  121572. * @param reusable If the post process can be reused on the same frame. (default: false)
  121573. * @param textureType Type of textures used when performing the post process. (default: 0)
  121574. * @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)
  121575. */
  121576. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121577. }
  121578. }
  121579. declare module BABYLON {
  121580. /** @hidden */
  121581. export var circleOfConfusionPixelShader: {
  121582. name: string;
  121583. shader: string;
  121584. };
  121585. }
  121586. declare module BABYLON {
  121587. /**
  121588. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  121589. */
  121590. export class CircleOfConfusionPostProcess extends PostProcess {
  121591. /**
  121592. * 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.
  121593. */
  121594. lensSize: number;
  121595. /**
  121596. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121597. */
  121598. fStop: number;
  121599. /**
  121600. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121601. */
  121602. focusDistance: number;
  121603. /**
  121604. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  121605. */
  121606. focalLength: number;
  121607. private _depthTexture;
  121608. /**
  121609. * Creates a new instance CircleOfConfusionPostProcess
  121610. * @param name The name of the effect.
  121611. * @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.
  121612. * @param options The required width/height ratio to downsize to before computing the render pass.
  121613. * @param camera The camera to apply the render pass to.
  121614. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121615. * @param engine The engine which the post process will be applied. (default: current engine)
  121616. * @param reusable If the post process can be reused on the same frame. (default: false)
  121617. * @param textureType Type of textures used when performing the post process. (default: 0)
  121618. * @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)
  121619. */
  121620. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121621. /**
  121622. * 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.
  121623. */
  121624. depthTexture: RenderTargetTexture;
  121625. }
  121626. }
  121627. declare module BABYLON {
  121628. /** @hidden */
  121629. export var colorCorrectionPixelShader: {
  121630. name: string;
  121631. shader: string;
  121632. };
  121633. }
  121634. declare module BABYLON {
  121635. /**
  121636. *
  121637. * This post-process allows the modification of rendered colors by using
  121638. * a 'look-up table' (LUT). This effect is also called Color Grading.
  121639. *
  121640. * The object needs to be provided an url to a texture containing the color
  121641. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  121642. * Use an image editing software to tweak the LUT to match your needs.
  121643. *
  121644. * For an example of a color LUT, see here:
  121645. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  121646. * For explanations on color grading, see here:
  121647. * @see http://udn.epicgames.com/Three/ColorGrading.html
  121648. *
  121649. */
  121650. export class ColorCorrectionPostProcess extends PostProcess {
  121651. private _colorTableTexture;
  121652. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121653. }
  121654. }
  121655. declare module BABYLON {
  121656. /** @hidden */
  121657. export var convolutionPixelShader: {
  121658. name: string;
  121659. shader: string;
  121660. };
  121661. }
  121662. declare module BABYLON {
  121663. /**
  121664. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  121665. * input texture to perform effects such as edge detection or sharpening
  121666. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121667. */
  121668. export class ConvolutionPostProcess extends PostProcess {
  121669. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121670. kernel: number[];
  121671. /**
  121672. * Creates a new instance ConvolutionPostProcess
  121673. * @param name The name of the effect.
  121674. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  121675. * @param options The required width/height ratio to downsize to before computing the render pass.
  121676. * @param camera The camera to apply the render pass to.
  121677. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121678. * @param engine The engine which the post process will be applied. (default: current engine)
  121679. * @param reusable If the post process can be reused on the same frame. (default: false)
  121680. * @param textureType Type of textures used when performing the post process. (default: 0)
  121681. */
  121682. constructor(name: string,
  121683. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121684. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121685. /**
  121686. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121687. */
  121688. static EdgeDetect0Kernel: number[];
  121689. /**
  121690. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121691. */
  121692. static EdgeDetect1Kernel: number[];
  121693. /**
  121694. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121695. */
  121696. static EdgeDetect2Kernel: number[];
  121697. /**
  121698. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121699. */
  121700. static SharpenKernel: number[];
  121701. /**
  121702. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121703. */
  121704. static EmbossKernel: number[];
  121705. /**
  121706. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121707. */
  121708. static GaussianKernel: number[];
  121709. }
  121710. }
  121711. declare module BABYLON {
  121712. /**
  121713. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  121714. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  121715. * based on samples that have a large difference in distance than the center pixel.
  121716. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  121717. */
  121718. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  121719. direction: Vector2;
  121720. /**
  121721. * Creates a new instance CircleOfConfusionPostProcess
  121722. * @param name The name of the effect.
  121723. * @param scene The scene the effect belongs to.
  121724. * @param direction The direction the blur should be applied.
  121725. * @param kernel The size of the kernel used to blur.
  121726. * @param options The required width/height ratio to downsize to before computing the render pass.
  121727. * @param camera The camera to apply the render pass to.
  121728. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  121729. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  121730. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121731. * @param engine The engine which the post process will be applied. (default: current engine)
  121732. * @param reusable If the post process can be reused on the same frame. (default: false)
  121733. * @param textureType Type of textures used when performing the post process. (default: 0)
  121734. * @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)
  121735. */
  121736. 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);
  121737. }
  121738. }
  121739. declare module BABYLON {
  121740. /** @hidden */
  121741. export var depthOfFieldMergePixelShader: {
  121742. name: string;
  121743. shader: string;
  121744. };
  121745. }
  121746. declare module BABYLON {
  121747. /**
  121748. * Options to be set when merging outputs from the default pipeline.
  121749. */
  121750. export class DepthOfFieldMergePostProcessOptions {
  121751. /**
  121752. * The original image to merge on top of
  121753. */
  121754. originalFromInput: PostProcess;
  121755. /**
  121756. * Parameters to perform the merge of the depth of field effect
  121757. */
  121758. depthOfField?: {
  121759. circleOfConfusion: PostProcess;
  121760. blurSteps: Array<PostProcess>;
  121761. };
  121762. /**
  121763. * Parameters to perform the merge of bloom effect
  121764. */
  121765. bloom?: {
  121766. blurred: PostProcess;
  121767. weight: number;
  121768. };
  121769. }
  121770. /**
  121771. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121772. */
  121773. export class DepthOfFieldMergePostProcess extends PostProcess {
  121774. private blurSteps;
  121775. /**
  121776. * Creates a new instance of DepthOfFieldMergePostProcess
  121777. * @param name The name of the effect.
  121778. * @param originalFromInput Post process which's input will be used for the merge.
  121779. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  121780. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  121781. * @param options The required width/height ratio to downsize to before computing the render pass.
  121782. * @param camera The camera to apply the render pass to.
  121783. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121784. * @param engine The engine which the post process will be applied. (default: current engine)
  121785. * @param reusable If the post process can be reused on the same frame. (default: false)
  121786. * @param textureType Type of textures used when performing the post process. (default: 0)
  121787. * @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)
  121788. */
  121789. 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);
  121790. /**
  121791. * Updates the effect with the current post process compile time values and recompiles the shader.
  121792. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  121793. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  121794. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  121795. * @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
  121796. * @param onCompiled Called when the shader has been compiled.
  121797. * @param onError Called if there is an error when compiling a shader.
  121798. */
  121799. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  121800. }
  121801. }
  121802. declare module BABYLON {
  121803. /**
  121804. * Specifies the level of max blur that should be applied when using the depth of field effect
  121805. */
  121806. export enum DepthOfFieldEffectBlurLevel {
  121807. /**
  121808. * Subtle blur
  121809. */
  121810. Low = 0,
  121811. /**
  121812. * Medium blur
  121813. */
  121814. Medium = 1,
  121815. /**
  121816. * Large blur
  121817. */
  121818. High = 2
  121819. }
  121820. /**
  121821. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  121822. */
  121823. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  121824. private _circleOfConfusion;
  121825. /**
  121826. * @hidden Internal, blurs from high to low
  121827. */
  121828. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  121829. private _depthOfFieldBlurY;
  121830. private _dofMerge;
  121831. /**
  121832. * @hidden Internal post processes in depth of field effect
  121833. */
  121834. _effects: Array<PostProcess>;
  121835. /**
  121836. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  121837. */
  121838. focalLength: number;
  121839. /**
  121840. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121841. */
  121842. fStop: number;
  121843. /**
  121844. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121845. */
  121846. focusDistance: number;
  121847. /**
  121848. * 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.
  121849. */
  121850. lensSize: number;
  121851. /**
  121852. * Creates a new instance DepthOfFieldEffect
  121853. * @param scene The scene the effect belongs to.
  121854. * @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.
  121855. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121856. * @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)
  121857. */
  121858. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  121859. /**
  121860. * Get the current class name of the current effet
  121861. * @returns "DepthOfFieldEffect"
  121862. */
  121863. getClassName(): string;
  121864. /**
  121865. * 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.
  121866. */
  121867. depthTexture: RenderTargetTexture;
  121868. /**
  121869. * Disposes each of the internal effects for a given camera.
  121870. * @param camera The camera to dispose the effect on.
  121871. */
  121872. disposeEffects(camera: Camera): void;
  121873. /**
  121874. * @hidden Internal
  121875. */
  121876. _updateEffects(): void;
  121877. /**
  121878. * Internal
  121879. * @returns if all the contained post processes are ready.
  121880. * @hidden
  121881. */
  121882. _isReady(): boolean;
  121883. }
  121884. }
  121885. declare module BABYLON {
  121886. /** @hidden */
  121887. export var displayPassPixelShader: {
  121888. name: string;
  121889. shader: string;
  121890. };
  121891. }
  121892. declare module BABYLON {
  121893. /**
  121894. * DisplayPassPostProcess which produces an output the same as it's input
  121895. */
  121896. export class DisplayPassPostProcess extends PostProcess {
  121897. /**
  121898. * Creates the DisplayPassPostProcess
  121899. * @param name The name of the effect.
  121900. * @param options The required width/height ratio to downsize to before computing the render pass.
  121901. * @param camera The camera to apply the render pass to.
  121902. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121903. * @param engine The engine which the post process will be applied. (default: current engine)
  121904. * @param reusable If the post process can be reused on the same frame. (default: false)
  121905. */
  121906. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121907. }
  121908. }
  121909. declare module BABYLON {
  121910. /** @hidden */
  121911. export var filterPixelShader: {
  121912. name: string;
  121913. shader: string;
  121914. };
  121915. }
  121916. declare module BABYLON {
  121917. /**
  121918. * Applies a kernel filter to the image
  121919. */
  121920. export class FilterPostProcess extends PostProcess {
  121921. /** The matrix to be applied to the image */
  121922. kernelMatrix: Matrix;
  121923. /**
  121924. *
  121925. * @param name The name of the effect.
  121926. * @param kernelMatrix The matrix to be applied to the image
  121927. * @param options The required width/height ratio to downsize to before computing the render pass.
  121928. * @param camera The camera to apply the render pass to.
  121929. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121930. * @param engine The engine which the post process will be applied. (default: current engine)
  121931. * @param reusable If the post process can be reused on the same frame. (default: false)
  121932. */
  121933. constructor(name: string,
  121934. /** The matrix to be applied to the image */
  121935. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121936. }
  121937. }
  121938. declare module BABYLON {
  121939. /** @hidden */
  121940. export var fxaaPixelShader: {
  121941. name: string;
  121942. shader: string;
  121943. };
  121944. }
  121945. declare module BABYLON {
  121946. /** @hidden */
  121947. export var fxaaVertexShader: {
  121948. name: string;
  121949. shader: string;
  121950. };
  121951. }
  121952. declare module BABYLON {
  121953. /**
  121954. * Fxaa post process
  121955. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  121956. */
  121957. export class FxaaPostProcess extends PostProcess {
  121958. /** @hidden */
  121959. texelWidth: number;
  121960. /** @hidden */
  121961. texelHeight: number;
  121962. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121963. private _getDefines;
  121964. }
  121965. }
  121966. declare module BABYLON {
  121967. /** @hidden */
  121968. export var grainPixelShader: {
  121969. name: string;
  121970. shader: string;
  121971. };
  121972. }
  121973. declare module BABYLON {
  121974. /**
  121975. * The GrainPostProcess adds noise to the image at mid luminance levels
  121976. */
  121977. export class GrainPostProcess extends PostProcess {
  121978. /**
  121979. * The intensity of the grain added (default: 30)
  121980. */
  121981. intensity: number;
  121982. /**
  121983. * If the grain should be randomized on every frame
  121984. */
  121985. animated: boolean;
  121986. /**
  121987. * Creates a new instance of @see GrainPostProcess
  121988. * @param name The name of the effect.
  121989. * @param options The required width/height ratio to downsize to before computing the render pass.
  121990. * @param camera The camera to apply the render pass to.
  121991. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121992. * @param engine The engine which the post process will be applied. (default: current engine)
  121993. * @param reusable If the post process can be reused on the same frame. (default: false)
  121994. * @param textureType Type of textures used when performing the post process. (default: 0)
  121995. * @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)
  121996. */
  121997. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121998. }
  121999. }
  122000. declare module BABYLON {
  122001. /** @hidden */
  122002. export var highlightsPixelShader: {
  122003. name: string;
  122004. shader: string;
  122005. };
  122006. }
  122007. declare module BABYLON {
  122008. /**
  122009. * Extracts highlights from the image
  122010. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122011. */
  122012. export class HighlightsPostProcess extends PostProcess {
  122013. /**
  122014. * Extracts highlights from the image
  122015. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122016. * @param name The name of the effect.
  122017. * @param options The required width/height ratio to downsize to before computing the render pass.
  122018. * @param camera The camera to apply the render pass to.
  122019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122020. * @param engine The engine which the post process will be applied. (default: current engine)
  122021. * @param reusable If the post process can be reused on the same frame. (default: false)
  122022. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  122023. */
  122024. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122025. }
  122026. }
  122027. declare module BABYLON {
  122028. /** @hidden */
  122029. export var mrtFragmentDeclaration: {
  122030. name: string;
  122031. shader: string;
  122032. };
  122033. }
  122034. declare module BABYLON {
  122035. /** @hidden */
  122036. export var geometryPixelShader: {
  122037. name: string;
  122038. shader: string;
  122039. };
  122040. }
  122041. declare module BABYLON {
  122042. /** @hidden */
  122043. export var geometryVertexShader: {
  122044. name: string;
  122045. shader: string;
  122046. };
  122047. }
  122048. declare module BABYLON {
  122049. /** @hidden */
  122050. interface ISavedTransformationMatrix {
  122051. world: Matrix;
  122052. viewProjection: Matrix;
  122053. }
  122054. /**
  122055. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  122056. */
  122057. export class GeometryBufferRenderer {
  122058. /**
  122059. * Constant used to retrieve the position texture index in the G-Buffer textures array
  122060. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  122061. */
  122062. static readonly POSITION_TEXTURE_TYPE: number;
  122063. /**
  122064. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  122065. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  122066. */
  122067. static readonly VELOCITY_TEXTURE_TYPE: number;
  122068. /**
  122069. * Dictionary used to store the previous transformation matrices of each rendered mesh
  122070. * in order to compute objects velocities when enableVelocity is set to "true"
  122071. * @hidden
  122072. */
  122073. _previousTransformationMatrices: {
  122074. [index: number]: ISavedTransformationMatrix;
  122075. };
  122076. /**
  122077. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  122078. * in order to compute objects velocities when enableVelocity is set to "true"
  122079. * @hidden
  122080. */
  122081. _previousBonesTransformationMatrices: {
  122082. [index: number]: Float32Array;
  122083. };
  122084. /**
  122085. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  122086. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  122087. */
  122088. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  122089. private _scene;
  122090. private _multiRenderTarget;
  122091. private _ratio;
  122092. private _enablePosition;
  122093. private _enableVelocity;
  122094. private _positionIndex;
  122095. private _velocityIndex;
  122096. protected _effect: Effect;
  122097. protected _cachedDefines: string;
  122098. /**
  122099. * Set the render list (meshes to be rendered) used in the G buffer.
  122100. */
  122101. renderList: Mesh[];
  122102. /**
  122103. * Gets wether or not G buffer are supported by the running hardware.
  122104. * This requires draw buffer supports
  122105. */
  122106. readonly isSupported: boolean;
  122107. /**
  122108. * Returns the index of the given texture type in the G-Buffer textures array
  122109. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  122110. * @returns the index of the given texture type in the G-Buffer textures array
  122111. */
  122112. getTextureIndex(textureType: number): number;
  122113. /**
  122114. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  122115. */
  122116. /**
  122117. * Sets whether or not objects positions are enabled for the G buffer.
  122118. */
  122119. enablePosition: boolean;
  122120. /**
  122121. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  122122. */
  122123. /**
  122124. * Sets wether or not objects velocities are enabled for the G buffer.
  122125. */
  122126. enableVelocity: boolean;
  122127. /**
  122128. * Gets the scene associated with the buffer.
  122129. */
  122130. readonly scene: Scene;
  122131. /**
  122132. * Gets the ratio used by the buffer during its creation.
  122133. * How big is the buffer related to the main canvas.
  122134. */
  122135. readonly ratio: number;
  122136. /** @hidden */
  122137. static _SceneComponentInitialization: (scene: Scene) => void;
  122138. /**
  122139. * Creates a new G Buffer for the scene
  122140. * @param scene The scene the buffer belongs to
  122141. * @param ratio How big is the buffer related to the main canvas.
  122142. */
  122143. constructor(scene: Scene, ratio?: number);
  122144. /**
  122145. * Checks wether everything is ready to render a submesh to the G buffer.
  122146. * @param subMesh the submesh to check readiness for
  122147. * @param useInstances is the mesh drawn using instance or not
  122148. * @returns true if ready otherwise false
  122149. */
  122150. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122151. /**
  122152. * Gets the current underlying G Buffer.
  122153. * @returns the buffer
  122154. */
  122155. getGBuffer(): MultiRenderTarget;
  122156. /**
  122157. * Gets the number of samples used to render the buffer (anti aliasing).
  122158. */
  122159. /**
  122160. * Sets the number of samples used to render the buffer (anti aliasing).
  122161. */
  122162. samples: number;
  122163. /**
  122164. * Disposes the renderer and frees up associated resources.
  122165. */
  122166. dispose(): void;
  122167. protected _createRenderTargets(): void;
  122168. private _copyBonesTransformationMatrices;
  122169. }
  122170. }
  122171. declare module BABYLON {
  122172. interface Scene {
  122173. /** @hidden (Backing field) */
  122174. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122175. /**
  122176. * Gets or Sets the current geometry buffer associated to the scene.
  122177. */
  122178. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122179. /**
  122180. * Enables a GeometryBufferRender and associates it with the scene
  122181. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  122182. * @returns the GeometryBufferRenderer
  122183. */
  122184. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  122185. /**
  122186. * Disables the GeometryBufferRender associated with the scene
  122187. */
  122188. disableGeometryBufferRenderer(): void;
  122189. }
  122190. /**
  122191. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  122192. * in several rendering techniques.
  122193. */
  122194. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  122195. /**
  122196. * The component name helpful to identify the component in the list of scene components.
  122197. */
  122198. readonly name: string;
  122199. /**
  122200. * The scene the component belongs to.
  122201. */
  122202. scene: Scene;
  122203. /**
  122204. * Creates a new instance of the component for the given scene
  122205. * @param scene Defines the scene to register the component in
  122206. */
  122207. constructor(scene: Scene);
  122208. /**
  122209. * Registers the component in a given scene
  122210. */
  122211. register(): void;
  122212. /**
  122213. * Rebuilds the elements related to this component in case of
  122214. * context lost for instance.
  122215. */
  122216. rebuild(): void;
  122217. /**
  122218. * Disposes the component and the associated ressources
  122219. */
  122220. dispose(): void;
  122221. private _gatherRenderTargets;
  122222. }
  122223. }
  122224. declare module BABYLON {
  122225. /** @hidden */
  122226. export var motionBlurPixelShader: {
  122227. name: string;
  122228. shader: string;
  122229. };
  122230. }
  122231. declare module BABYLON {
  122232. /**
  122233. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  122234. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  122235. * As an example, all you have to do is to create the post-process:
  122236. * var mb = new BABYLON.MotionBlurPostProcess(
  122237. * 'mb', // The name of the effect.
  122238. * scene, // The scene containing the objects to blur according to their velocity.
  122239. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  122240. * camera // The camera to apply the render pass to.
  122241. * );
  122242. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  122243. */
  122244. export class MotionBlurPostProcess extends PostProcess {
  122245. /**
  122246. * Defines how much the image is blurred by the movement. Default value is equal to 1
  122247. */
  122248. motionStrength: number;
  122249. /**
  122250. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  122251. */
  122252. /**
  122253. * Sets the number of iterations to be used for motion blur quality
  122254. */
  122255. motionBlurSamples: number;
  122256. private _motionBlurSamples;
  122257. private _geometryBufferRenderer;
  122258. /**
  122259. * Creates a new instance MotionBlurPostProcess
  122260. * @param name The name of the effect.
  122261. * @param scene The scene containing the objects to blur according to their velocity.
  122262. * @param options The required width/height ratio to downsize to before computing the render pass.
  122263. * @param camera The camera to apply the render pass to.
  122264. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122265. * @param engine The engine which the post process will be applied. (default: current engine)
  122266. * @param reusable If the post process can be reused on the same frame. (default: false)
  122267. * @param textureType Type of textures used when performing the post process. (default: 0)
  122268. * @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)
  122269. */
  122270. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122271. /**
  122272. * Excludes the given skinned mesh from computing bones velocities.
  122273. * 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.
  122274. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  122275. */
  122276. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122277. /**
  122278. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  122279. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  122280. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  122281. */
  122282. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122283. /**
  122284. * Disposes the post process.
  122285. * @param camera The camera to dispose the post process on.
  122286. */
  122287. dispose(camera?: Camera): void;
  122288. }
  122289. }
  122290. declare module BABYLON {
  122291. /** @hidden */
  122292. export var refractionPixelShader: {
  122293. name: string;
  122294. shader: string;
  122295. };
  122296. }
  122297. declare module BABYLON {
  122298. /**
  122299. * Post process which applies a refractin texture
  122300. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122301. */
  122302. export class RefractionPostProcess extends PostProcess {
  122303. /** the base color of the refraction (used to taint the rendering) */
  122304. color: Color3;
  122305. /** simulated refraction depth */
  122306. depth: number;
  122307. /** the coefficient of the base color (0 to remove base color tainting) */
  122308. colorLevel: number;
  122309. private _refTexture;
  122310. private _ownRefractionTexture;
  122311. /**
  122312. * Gets or sets the refraction texture
  122313. * Please note that you are responsible for disposing the texture if you set it manually
  122314. */
  122315. refractionTexture: Texture;
  122316. /**
  122317. * Initializes the RefractionPostProcess
  122318. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122319. * @param name The name of the effect.
  122320. * @param refractionTextureUrl Url of the refraction texture to use
  122321. * @param color the base color of the refraction (used to taint the rendering)
  122322. * @param depth simulated refraction depth
  122323. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122324. * @param camera The camera to apply the render pass to.
  122325. * @param options The required width/height ratio to downsize to before computing the render pass.
  122326. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122327. * @param engine The engine which the post process will be applied. (default: current engine)
  122328. * @param reusable If the post process can be reused on the same frame. (default: false)
  122329. */
  122330. constructor(name: string, refractionTextureUrl: string,
  122331. /** the base color of the refraction (used to taint the rendering) */
  122332. color: Color3,
  122333. /** simulated refraction depth */
  122334. depth: number,
  122335. /** the coefficient of the base color (0 to remove base color tainting) */
  122336. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122337. /**
  122338. * Disposes of the post process
  122339. * @param camera Camera to dispose post process on
  122340. */
  122341. dispose(camera: Camera): void;
  122342. }
  122343. }
  122344. declare module BABYLON {
  122345. /** @hidden */
  122346. export var sharpenPixelShader: {
  122347. name: string;
  122348. shader: string;
  122349. };
  122350. }
  122351. declare module BABYLON {
  122352. /**
  122353. * The SharpenPostProcess applies a sharpen kernel to every pixel
  122354. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122355. */
  122356. export class SharpenPostProcess extends PostProcess {
  122357. /**
  122358. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  122359. */
  122360. colorAmount: number;
  122361. /**
  122362. * How much sharpness should be applied (default: 0.3)
  122363. */
  122364. edgeAmount: number;
  122365. /**
  122366. * Creates a new instance ConvolutionPostProcess
  122367. * @param name The name of the effect.
  122368. * @param options The required width/height ratio to downsize to before computing the render pass.
  122369. * @param camera The camera to apply the render pass to.
  122370. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122371. * @param engine The engine which the post process will be applied. (default: current engine)
  122372. * @param reusable If the post process can be reused on the same frame. (default: false)
  122373. * @param textureType Type of textures used when performing the post process. (default: 0)
  122374. * @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)
  122375. */
  122376. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122377. }
  122378. }
  122379. declare module BABYLON {
  122380. /**
  122381. * PostProcessRenderPipeline
  122382. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122383. */
  122384. export class PostProcessRenderPipeline {
  122385. private engine;
  122386. private _renderEffects;
  122387. private _renderEffectsForIsolatedPass;
  122388. /**
  122389. * List of inspectable custom properties (used by the Inspector)
  122390. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  122391. */
  122392. inspectableCustomProperties: IInspectable[];
  122393. /**
  122394. * @hidden
  122395. */
  122396. protected _cameras: Camera[];
  122397. /** @hidden */
  122398. _name: string;
  122399. /**
  122400. * Gets pipeline name
  122401. */
  122402. readonly name: string;
  122403. /**
  122404. * Initializes a PostProcessRenderPipeline
  122405. * @param engine engine to add the pipeline to
  122406. * @param name name of the pipeline
  122407. */
  122408. constructor(engine: Engine, name: string);
  122409. /**
  122410. * Gets the class name
  122411. * @returns "PostProcessRenderPipeline"
  122412. */
  122413. getClassName(): string;
  122414. /**
  122415. * If all the render effects in the pipeline are supported
  122416. */
  122417. readonly isSupported: boolean;
  122418. /**
  122419. * Adds an effect to the pipeline
  122420. * @param renderEffect the effect to add
  122421. */
  122422. addEffect(renderEffect: PostProcessRenderEffect): void;
  122423. /** @hidden */
  122424. _rebuild(): void;
  122425. /** @hidden */
  122426. _enableEffect(renderEffectName: string, cameras: Camera): void;
  122427. /** @hidden */
  122428. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  122429. /** @hidden */
  122430. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122431. /** @hidden */
  122432. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122433. /** @hidden */
  122434. _attachCameras(cameras: Camera, unique: boolean): void;
  122435. /** @hidden */
  122436. _attachCameras(cameras: Camera[], unique: boolean): void;
  122437. /** @hidden */
  122438. _detachCameras(cameras: Camera): void;
  122439. /** @hidden */
  122440. _detachCameras(cameras: Nullable<Camera[]>): void;
  122441. /** @hidden */
  122442. _update(): void;
  122443. /** @hidden */
  122444. _reset(): void;
  122445. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  122446. /**
  122447. * Disposes of the pipeline
  122448. */
  122449. dispose(): void;
  122450. }
  122451. }
  122452. declare module BABYLON {
  122453. /**
  122454. * PostProcessRenderPipelineManager class
  122455. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122456. */
  122457. export class PostProcessRenderPipelineManager {
  122458. private _renderPipelines;
  122459. /**
  122460. * Initializes a PostProcessRenderPipelineManager
  122461. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122462. */
  122463. constructor();
  122464. /**
  122465. * Gets the list of supported render pipelines
  122466. */
  122467. readonly supportedPipelines: PostProcessRenderPipeline[];
  122468. /**
  122469. * Adds a pipeline to the manager
  122470. * @param renderPipeline The pipeline to add
  122471. */
  122472. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  122473. /**
  122474. * Attaches a camera to the pipeline
  122475. * @param renderPipelineName The name of the pipeline to attach to
  122476. * @param cameras the camera to attach
  122477. * @param unique if the camera can be attached multiple times to the pipeline
  122478. */
  122479. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  122480. /**
  122481. * Detaches a camera from the pipeline
  122482. * @param renderPipelineName The name of the pipeline to detach from
  122483. * @param cameras the camera to detach
  122484. */
  122485. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  122486. /**
  122487. * Enables an effect by name on a pipeline
  122488. * @param renderPipelineName the name of the pipeline to enable the effect in
  122489. * @param renderEffectName the name of the effect to enable
  122490. * @param cameras the cameras that the effect should be enabled on
  122491. */
  122492. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122493. /**
  122494. * Disables an effect by name on a pipeline
  122495. * @param renderPipelineName the name of the pipeline to disable the effect in
  122496. * @param renderEffectName the name of the effect to disable
  122497. * @param cameras the cameras that the effect should be disabled on
  122498. */
  122499. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122500. /**
  122501. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  122502. */
  122503. update(): void;
  122504. /** @hidden */
  122505. _rebuild(): void;
  122506. /**
  122507. * Disposes of the manager and pipelines
  122508. */
  122509. dispose(): void;
  122510. }
  122511. }
  122512. declare module BABYLON {
  122513. interface Scene {
  122514. /** @hidden (Backing field) */
  122515. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122516. /**
  122517. * Gets the postprocess render pipeline manager
  122518. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122519. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122520. */
  122521. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122522. }
  122523. /**
  122524. * Defines the Render Pipeline scene component responsible to rendering pipelines
  122525. */
  122526. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  122527. /**
  122528. * The component name helpfull to identify the component in the list of scene components.
  122529. */
  122530. readonly name: string;
  122531. /**
  122532. * The scene the component belongs to.
  122533. */
  122534. scene: Scene;
  122535. /**
  122536. * Creates a new instance of the component for the given scene
  122537. * @param scene Defines the scene to register the component in
  122538. */
  122539. constructor(scene: Scene);
  122540. /**
  122541. * Registers the component in a given scene
  122542. */
  122543. register(): void;
  122544. /**
  122545. * Rebuilds the elements related to this component in case of
  122546. * context lost for instance.
  122547. */
  122548. rebuild(): void;
  122549. /**
  122550. * Disposes the component and the associated ressources
  122551. */
  122552. dispose(): void;
  122553. private _gatherRenderTargets;
  122554. }
  122555. }
  122556. declare module BABYLON {
  122557. /**
  122558. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  122559. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122560. */
  122561. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122562. private _scene;
  122563. private _camerasToBeAttached;
  122564. /**
  122565. * ID of the sharpen post process,
  122566. */
  122567. private readonly SharpenPostProcessId;
  122568. /**
  122569. * @ignore
  122570. * ID of the image processing post process;
  122571. */
  122572. readonly ImageProcessingPostProcessId: string;
  122573. /**
  122574. * @ignore
  122575. * ID of the Fast Approximate Anti-Aliasing post process;
  122576. */
  122577. readonly FxaaPostProcessId: string;
  122578. /**
  122579. * ID of the chromatic aberration post process,
  122580. */
  122581. private readonly ChromaticAberrationPostProcessId;
  122582. /**
  122583. * ID of the grain post process
  122584. */
  122585. private readonly GrainPostProcessId;
  122586. /**
  122587. * Sharpen post process which will apply a sharpen convolution to enhance edges
  122588. */
  122589. sharpen: SharpenPostProcess;
  122590. private _sharpenEffect;
  122591. private bloom;
  122592. /**
  122593. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  122594. */
  122595. depthOfField: DepthOfFieldEffect;
  122596. /**
  122597. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122598. */
  122599. fxaa: FxaaPostProcess;
  122600. /**
  122601. * Image post processing pass used to perform operations such as tone mapping or color grading.
  122602. */
  122603. imageProcessing: ImageProcessingPostProcess;
  122604. /**
  122605. * Chromatic aberration post process which will shift rgb colors in the image
  122606. */
  122607. chromaticAberration: ChromaticAberrationPostProcess;
  122608. private _chromaticAberrationEffect;
  122609. /**
  122610. * Grain post process which add noise to the image
  122611. */
  122612. grain: GrainPostProcess;
  122613. private _grainEffect;
  122614. /**
  122615. * Glow post process which adds a glow to emissive areas of the image
  122616. */
  122617. private _glowLayer;
  122618. /**
  122619. * Animations which can be used to tweak settings over a period of time
  122620. */
  122621. animations: Animation[];
  122622. private _imageProcessingConfigurationObserver;
  122623. private _sharpenEnabled;
  122624. private _bloomEnabled;
  122625. private _depthOfFieldEnabled;
  122626. private _depthOfFieldBlurLevel;
  122627. private _fxaaEnabled;
  122628. private _imageProcessingEnabled;
  122629. private _defaultPipelineTextureType;
  122630. private _bloomScale;
  122631. private _chromaticAberrationEnabled;
  122632. private _grainEnabled;
  122633. private _buildAllowed;
  122634. /**
  122635. * Gets active scene
  122636. */
  122637. readonly scene: Scene;
  122638. /**
  122639. * Enable or disable the sharpen process from the pipeline
  122640. */
  122641. sharpenEnabled: boolean;
  122642. private _resizeObserver;
  122643. private _hardwareScaleLevel;
  122644. private _bloomKernel;
  122645. /**
  122646. * Specifies the size of the bloom blur kernel, relative to the final output size
  122647. */
  122648. bloomKernel: number;
  122649. /**
  122650. * Specifies the weight of the bloom in the final rendering
  122651. */
  122652. private _bloomWeight;
  122653. /**
  122654. * Specifies the luma threshold for the area that will be blurred by the bloom
  122655. */
  122656. private _bloomThreshold;
  122657. private _hdr;
  122658. /**
  122659. * The strength of the bloom.
  122660. */
  122661. bloomWeight: number;
  122662. /**
  122663. * The strength of the bloom.
  122664. */
  122665. bloomThreshold: number;
  122666. /**
  122667. * The scale of the bloom, lower value will provide better performance.
  122668. */
  122669. bloomScale: number;
  122670. /**
  122671. * Enable or disable the bloom from the pipeline
  122672. */
  122673. bloomEnabled: boolean;
  122674. private _rebuildBloom;
  122675. /**
  122676. * If the depth of field is enabled.
  122677. */
  122678. depthOfFieldEnabled: boolean;
  122679. /**
  122680. * Blur level of the depth of field effect. (Higher blur will effect performance)
  122681. */
  122682. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  122683. /**
  122684. * If the anti aliasing is enabled.
  122685. */
  122686. fxaaEnabled: boolean;
  122687. private _samples;
  122688. /**
  122689. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122690. */
  122691. samples: number;
  122692. /**
  122693. * If image processing is enabled.
  122694. */
  122695. imageProcessingEnabled: boolean;
  122696. /**
  122697. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  122698. */
  122699. glowLayerEnabled: boolean;
  122700. /**
  122701. * Gets the glow layer (or null if not defined)
  122702. */
  122703. readonly glowLayer: Nullable<GlowLayer>;
  122704. /**
  122705. * Enable or disable the chromaticAberration process from the pipeline
  122706. */
  122707. chromaticAberrationEnabled: boolean;
  122708. /**
  122709. * Enable or disable the grain process from the pipeline
  122710. */
  122711. grainEnabled: boolean;
  122712. /**
  122713. * @constructor
  122714. * @param name - The rendering pipeline name (default: "")
  122715. * @param hdr - If high dynamic range textures should be used (default: true)
  122716. * @param scene - The scene linked to this pipeline (default: the last created scene)
  122717. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  122718. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  122719. */
  122720. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  122721. /**
  122722. * Get the class name
  122723. * @returns "DefaultRenderingPipeline"
  122724. */
  122725. getClassName(): string;
  122726. /**
  122727. * Force the compilation of the entire pipeline.
  122728. */
  122729. prepare(): void;
  122730. private _hasCleared;
  122731. private _prevPostProcess;
  122732. private _prevPrevPostProcess;
  122733. private _setAutoClearAndTextureSharing;
  122734. private _depthOfFieldSceneObserver;
  122735. private _buildPipeline;
  122736. private _disposePostProcesses;
  122737. /**
  122738. * Adds a camera to the pipeline
  122739. * @param camera the camera to be added
  122740. */
  122741. addCamera(camera: Camera): void;
  122742. /**
  122743. * Removes a camera from the pipeline
  122744. * @param camera the camera to remove
  122745. */
  122746. removeCamera(camera: Camera): void;
  122747. /**
  122748. * Dispose of the pipeline and stop all post processes
  122749. */
  122750. dispose(): void;
  122751. /**
  122752. * Serialize the rendering pipeline (Used when exporting)
  122753. * @returns the serialized object
  122754. */
  122755. serialize(): any;
  122756. /**
  122757. * Parse the serialized pipeline
  122758. * @param source Source pipeline.
  122759. * @param scene The scene to load the pipeline to.
  122760. * @param rootUrl The URL of the serialized pipeline.
  122761. * @returns An instantiated pipeline from the serialized object.
  122762. */
  122763. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  122764. }
  122765. }
  122766. declare module BABYLON {
  122767. /** @hidden */
  122768. export var lensHighlightsPixelShader: {
  122769. name: string;
  122770. shader: string;
  122771. };
  122772. }
  122773. declare module BABYLON {
  122774. /** @hidden */
  122775. export var depthOfFieldPixelShader: {
  122776. name: string;
  122777. shader: string;
  122778. };
  122779. }
  122780. declare module BABYLON {
  122781. /**
  122782. * BABYLON.JS Chromatic Aberration GLSL Shader
  122783. * Author: Olivier Guyot
  122784. * Separates very slightly R, G and B colors on the edges of the screen
  122785. * Inspired by Francois Tarlier & Martins Upitis
  122786. */
  122787. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  122788. /**
  122789. * @ignore
  122790. * The chromatic aberration PostProcess id in the pipeline
  122791. */
  122792. LensChromaticAberrationEffect: string;
  122793. /**
  122794. * @ignore
  122795. * The highlights enhancing PostProcess id in the pipeline
  122796. */
  122797. HighlightsEnhancingEffect: string;
  122798. /**
  122799. * @ignore
  122800. * The depth-of-field PostProcess id in the pipeline
  122801. */
  122802. LensDepthOfFieldEffect: string;
  122803. private _scene;
  122804. private _depthTexture;
  122805. private _grainTexture;
  122806. private _chromaticAberrationPostProcess;
  122807. private _highlightsPostProcess;
  122808. private _depthOfFieldPostProcess;
  122809. private _edgeBlur;
  122810. private _grainAmount;
  122811. private _chromaticAberration;
  122812. private _distortion;
  122813. private _highlightsGain;
  122814. private _highlightsThreshold;
  122815. private _dofDistance;
  122816. private _dofAperture;
  122817. private _dofDarken;
  122818. private _dofPentagon;
  122819. private _blurNoise;
  122820. /**
  122821. * @constructor
  122822. *
  122823. * Effect parameters are as follow:
  122824. * {
  122825. * chromatic_aberration: number; // from 0 to x (1 for realism)
  122826. * edge_blur: number; // from 0 to x (1 for realism)
  122827. * distortion: number; // from 0 to x (1 for realism)
  122828. * grain_amount: number; // from 0 to 1
  122829. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  122830. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  122831. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  122832. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  122833. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  122834. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  122835. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  122836. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  122837. * }
  122838. * Note: if an effect parameter is unset, effect is disabled
  122839. *
  122840. * @param name The rendering pipeline name
  122841. * @param parameters - An object containing all parameters (see above)
  122842. * @param scene The scene linked to this pipeline
  122843. * @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)
  122844. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122845. */
  122846. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  122847. /**
  122848. * Get the class name
  122849. * @returns "LensRenderingPipeline"
  122850. */
  122851. getClassName(): string;
  122852. /**
  122853. * Gets associated scene
  122854. */
  122855. readonly scene: Scene;
  122856. /**
  122857. * Gets or sets the edge blur
  122858. */
  122859. edgeBlur: number;
  122860. /**
  122861. * Gets or sets the grain amount
  122862. */
  122863. grainAmount: number;
  122864. /**
  122865. * Gets or sets the chromatic aberration amount
  122866. */
  122867. chromaticAberration: number;
  122868. /**
  122869. * Gets or sets the depth of field aperture
  122870. */
  122871. dofAperture: number;
  122872. /**
  122873. * Gets or sets the edge distortion
  122874. */
  122875. edgeDistortion: number;
  122876. /**
  122877. * Gets or sets the depth of field distortion
  122878. */
  122879. dofDistortion: number;
  122880. /**
  122881. * Gets or sets the darken out of focus amount
  122882. */
  122883. darkenOutOfFocus: number;
  122884. /**
  122885. * Gets or sets a boolean indicating if blur noise is enabled
  122886. */
  122887. blurNoise: boolean;
  122888. /**
  122889. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  122890. */
  122891. pentagonBokeh: boolean;
  122892. /**
  122893. * Gets or sets the highlight grain amount
  122894. */
  122895. highlightsGain: number;
  122896. /**
  122897. * Gets or sets the highlight threshold
  122898. */
  122899. highlightsThreshold: number;
  122900. /**
  122901. * Sets the amount of blur at the edges
  122902. * @param amount blur amount
  122903. */
  122904. setEdgeBlur(amount: number): void;
  122905. /**
  122906. * Sets edge blur to 0
  122907. */
  122908. disableEdgeBlur(): void;
  122909. /**
  122910. * Sets the amout of grain
  122911. * @param amount Amount of grain
  122912. */
  122913. setGrainAmount(amount: number): void;
  122914. /**
  122915. * Set grain amount to 0
  122916. */
  122917. disableGrain(): void;
  122918. /**
  122919. * Sets the chromatic aberration amount
  122920. * @param amount amount of chromatic aberration
  122921. */
  122922. setChromaticAberration(amount: number): void;
  122923. /**
  122924. * Sets chromatic aberration amount to 0
  122925. */
  122926. disableChromaticAberration(): void;
  122927. /**
  122928. * Sets the EdgeDistortion amount
  122929. * @param amount amount of EdgeDistortion
  122930. */
  122931. setEdgeDistortion(amount: number): void;
  122932. /**
  122933. * Sets edge distortion to 0
  122934. */
  122935. disableEdgeDistortion(): void;
  122936. /**
  122937. * Sets the FocusDistance amount
  122938. * @param amount amount of FocusDistance
  122939. */
  122940. setFocusDistance(amount: number): void;
  122941. /**
  122942. * Disables depth of field
  122943. */
  122944. disableDepthOfField(): void;
  122945. /**
  122946. * Sets the Aperture amount
  122947. * @param amount amount of Aperture
  122948. */
  122949. setAperture(amount: number): void;
  122950. /**
  122951. * Sets the DarkenOutOfFocus amount
  122952. * @param amount amount of DarkenOutOfFocus
  122953. */
  122954. setDarkenOutOfFocus(amount: number): void;
  122955. private _pentagonBokehIsEnabled;
  122956. /**
  122957. * Creates a pentagon bokeh effect
  122958. */
  122959. enablePentagonBokeh(): void;
  122960. /**
  122961. * Disables the pentagon bokeh effect
  122962. */
  122963. disablePentagonBokeh(): void;
  122964. /**
  122965. * Enables noise blur
  122966. */
  122967. enableNoiseBlur(): void;
  122968. /**
  122969. * Disables noise blur
  122970. */
  122971. disableNoiseBlur(): void;
  122972. /**
  122973. * Sets the HighlightsGain amount
  122974. * @param amount amount of HighlightsGain
  122975. */
  122976. setHighlightsGain(amount: number): void;
  122977. /**
  122978. * Sets the HighlightsThreshold amount
  122979. * @param amount amount of HighlightsThreshold
  122980. */
  122981. setHighlightsThreshold(amount: number): void;
  122982. /**
  122983. * Disables highlights
  122984. */
  122985. disableHighlights(): void;
  122986. /**
  122987. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  122988. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  122989. */
  122990. dispose(disableDepthRender?: boolean): void;
  122991. private _createChromaticAberrationPostProcess;
  122992. private _createHighlightsPostProcess;
  122993. private _createDepthOfFieldPostProcess;
  122994. private _createGrainTexture;
  122995. }
  122996. }
  122997. declare module BABYLON {
  122998. /** @hidden */
  122999. export var ssao2PixelShader: {
  123000. name: string;
  123001. shader: string;
  123002. };
  123003. }
  123004. declare module BABYLON {
  123005. /** @hidden */
  123006. export var ssaoCombinePixelShader: {
  123007. name: string;
  123008. shader: string;
  123009. };
  123010. }
  123011. declare module BABYLON {
  123012. /**
  123013. * Render pipeline to produce ssao effect
  123014. */
  123015. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  123016. /**
  123017. * @ignore
  123018. * The PassPostProcess id in the pipeline that contains the original scene color
  123019. */
  123020. SSAOOriginalSceneColorEffect: string;
  123021. /**
  123022. * @ignore
  123023. * The SSAO PostProcess id in the pipeline
  123024. */
  123025. SSAORenderEffect: string;
  123026. /**
  123027. * @ignore
  123028. * The horizontal blur PostProcess id in the pipeline
  123029. */
  123030. SSAOBlurHRenderEffect: string;
  123031. /**
  123032. * @ignore
  123033. * The vertical blur PostProcess id in the pipeline
  123034. */
  123035. SSAOBlurVRenderEffect: string;
  123036. /**
  123037. * @ignore
  123038. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123039. */
  123040. SSAOCombineRenderEffect: string;
  123041. /**
  123042. * The output strength of the SSAO post-process. Default value is 1.0.
  123043. */
  123044. totalStrength: number;
  123045. /**
  123046. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  123047. */
  123048. maxZ: number;
  123049. /**
  123050. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  123051. */
  123052. minZAspect: number;
  123053. private _samples;
  123054. /**
  123055. * Number of samples used for the SSAO calculations. Default value is 8
  123056. */
  123057. samples: number;
  123058. private _textureSamples;
  123059. /**
  123060. * Number of samples to use for antialiasing
  123061. */
  123062. textureSamples: number;
  123063. /**
  123064. * Ratio object used for SSAO ratio and blur ratio
  123065. */
  123066. private _ratio;
  123067. /**
  123068. * Dynamically generated sphere sampler.
  123069. */
  123070. private _sampleSphere;
  123071. /**
  123072. * Blur filter offsets
  123073. */
  123074. private _samplerOffsets;
  123075. private _expensiveBlur;
  123076. /**
  123077. * If bilateral blur should be used
  123078. */
  123079. expensiveBlur: boolean;
  123080. /**
  123081. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  123082. */
  123083. radius: number;
  123084. /**
  123085. * The base color of the SSAO post-process
  123086. * The final result is "base + ssao" between [0, 1]
  123087. */
  123088. base: number;
  123089. /**
  123090. * Support test.
  123091. */
  123092. static readonly IsSupported: boolean;
  123093. private _scene;
  123094. private _depthTexture;
  123095. private _normalTexture;
  123096. private _randomTexture;
  123097. private _originalColorPostProcess;
  123098. private _ssaoPostProcess;
  123099. private _blurHPostProcess;
  123100. private _blurVPostProcess;
  123101. private _ssaoCombinePostProcess;
  123102. private _firstUpdate;
  123103. /**
  123104. * Gets active scene
  123105. */
  123106. readonly scene: Scene;
  123107. /**
  123108. * @constructor
  123109. * @param name The rendering pipeline name
  123110. * @param scene The scene linked to this pipeline
  123111. * @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 }
  123112. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123113. */
  123114. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123115. /**
  123116. * Get the class name
  123117. * @returns "SSAO2RenderingPipeline"
  123118. */
  123119. getClassName(): string;
  123120. /**
  123121. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123122. */
  123123. dispose(disableGeometryBufferRenderer?: boolean): void;
  123124. private _createBlurPostProcess;
  123125. /** @hidden */
  123126. _rebuild(): void;
  123127. private _bits;
  123128. private _radicalInverse_VdC;
  123129. private _hammersley;
  123130. private _hemisphereSample_uniform;
  123131. private _generateHemisphere;
  123132. private _createSSAOPostProcess;
  123133. private _createSSAOCombinePostProcess;
  123134. private _createRandomTexture;
  123135. /**
  123136. * Serialize the rendering pipeline (Used when exporting)
  123137. * @returns the serialized object
  123138. */
  123139. serialize(): any;
  123140. /**
  123141. * Parse the serialized pipeline
  123142. * @param source Source pipeline.
  123143. * @param scene The scene to load the pipeline to.
  123144. * @param rootUrl The URL of the serialized pipeline.
  123145. * @returns An instantiated pipeline from the serialized object.
  123146. */
  123147. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  123148. }
  123149. }
  123150. declare module BABYLON {
  123151. /** @hidden */
  123152. export var ssaoPixelShader: {
  123153. name: string;
  123154. shader: string;
  123155. };
  123156. }
  123157. declare module BABYLON {
  123158. /**
  123159. * Render pipeline to produce ssao effect
  123160. */
  123161. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  123162. /**
  123163. * @ignore
  123164. * The PassPostProcess id in the pipeline that contains the original scene color
  123165. */
  123166. SSAOOriginalSceneColorEffect: string;
  123167. /**
  123168. * @ignore
  123169. * The SSAO PostProcess id in the pipeline
  123170. */
  123171. SSAORenderEffect: string;
  123172. /**
  123173. * @ignore
  123174. * The horizontal blur PostProcess id in the pipeline
  123175. */
  123176. SSAOBlurHRenderEffect: string;
  123177. /**
  123178. * @ignore
  123179. * The vertical blur PostProcess id in the pipeline
  123180. */
  123181. SSAOBlurVRenderEffect: string;
  123182. /**
  123183. * @ignore
  123184. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123185. */
  123186. SSAOCombineRenderEffect: string;
  123187. /**
  123188. * The output strength of the SSAO post-process. Default value is 1.0.
  123189. */
  123190. totalStrength: number;
  123191. /**
  123192. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  123193. */
  123194. radius: number;
  123195. /**
  123196. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  123197. * Must not be equal to fallOff and superior to fallOff.
  123198. * Default value is 0.0075
  123199. */
  123200. area: number;
  123201. /**
  123202. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  123203. * Must not be equal to area and inferior to area.
  123204. * Default value is 0.000001
  123205. */
  123206. fallOff: number;
  123207. /**
  123208. * The base color of the SSAO post-process
  123209. * The final result is "base + ssao" between [0, 1]
  123210. */
  123211. base: number;
  123212. private _scene;
  123213. private _depthTexture;
  123214. private _randomTexture;
  123215. private _originalColorPostProcess;
  123216. private _ssaoPostProcess;
  123217. private _blurHPostProcess;
  123218. private _blurVPostProcess;
  123219. private _ssaoCombinePostProcess;
  123220. private _firstUpdate;
  123221. /**
  123222. * Gets active scene
  123223. */
  123224. readonly scene: Scene;
  123225. /**
  123226. * @constructor
  123227. * @param name - The rendering pipeline name
  123228. * @param scene - The scene linked to this pipeline
  123229. * @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 }
  123230. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  123231. */
  123232. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123233. /**
  123234. * Get the class name
  123235. * @returns "SSAORenderingPipeline"
  123236. */
  123237. getClassName(): string;
  123238. /**
  123239. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123240. */
  123241. dispose(disableDepthRender?: boolean): void;
  123242. private _createBlurPostProcess;
  123243. /** @hidden */
  123244. _rebuild(): void;
  123245. private _createSSAOPostProcess;
  123246. private _createSSAOCombinePostProcess;
  123247. private _createRandomTexture;
  123248. }
  123249. }
  123250. declare module BABYLON {
  123251. /** @hidden */
  123252. export var standardPixelShader: {
  123253. name: string;
  123254. shader: string;
  123255. };
  123256. }
  123257. declare module BABYLON {
  123258. /**
  123259. * Standard rendering pipeline
  123260. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123261. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  123262. */
  123263. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123264. /**
  123265. * Public members
  123266. */
  123267. /**
  123268. * Post-process which contains the original scene color before the pipeline applies all the effects
  123269. */
  123270. originalPostProcess: Nullable<PostProcess>;
  123271. /**
  123272. * Post-process used to down scale an image x4
  123273. */
  123274. downSampleX4PostProcess: Nullable<PostProcess>;
  123275. /**
  123276. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  123277. */
  123278. brightPassPostProcess: Nullable<PostProcess>;
  123279. /**
  123280. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  123281. */
  123282. blurHPostProcesses: PostProcess[];
  123283. /**
  123284. * Post-process array storing all the vertical blur post-processes used by the pipeline
  123285. */
  123286. blurVPostProcesses: PostProcess[];
  123287. /**
  123288. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  123289. */
  123290. textureAdderPostProcess: Nullable<PostProcess>;
  123291. /**
  123292. * Post-process used to create volumetric lighting effect
  123293. */
  123294. volumetricLightPostProcess: Nullable<PostProcess>;
  123295. /**
  123296. * Post-process used to smooth the previous volumetric light post-process on the X axis
  123297. */
  123298. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  123299. /**
  123300. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  123301. */
  123302. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  123303. /**
  123304. * Post-process used to merge the volumetric light effect and the real scene color
  123305. */
  123306. volumetricLightMergePostProces: Nullable<PostProcess>;
  123307. /**
  123308. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  123309. */
  123310. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  123311. /**
  123312. * Base post-process used to calculate the average luminance of the final image for HDR
  123313. */
  123314. luminancePostProcess: Nullable<PostProcess>;
  123315. /**
  123316. * Post-processes used to create down sample post-processes in order to get
  123317. * the average luminance of the final image for HDR
  123318. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123319. */
  123320. luminanceDownSamplePostProcesses: PostProcess[];
  123321. /**
  123322. * Post-process used to create a HDR effect (light adaptation)
  123323. */
  123324. hdrPostProcess: Nullable<PostProcess>;
  123325. /**
  123326. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123327. */
  123328. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123329. /**
  123330. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123331. */
  123332. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123333. /**
  123334. * Post-process used to merge the final HDR post-process and the real scene color
  123335. */
  123336. hdrFinalPostProcess: Nullable<PostProcess>;
  123337. /**
  123338. * Post-process used to create a lens flare effect
  123339. */
  123340. lensFlarePostProcess: Nullable<PostProcess>;
  123341. /**
  123342. * Post-process that merges the result of the lens flare post-process and the real scene color
  123343. */
  123344. lensFlareComposePostProcess: Nullable<PostProcess>;
  123345. /**
  123346. * Post-process used to create a motion blur effect
  123347. */
  123348. motionBlurPostProcess: Nullable<PostProcess>;
  123349. /**
  123350. * Post-process used to create a depth of field effect
  123351. */
  123352. depthOfFieldPostProcess: Nullable<PostProcess>;
  123353. /**
  123354. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123355. */
  123356. fxaaPostProcess: Nullable<FxaaPostProcess>;
  123357. /**
  123358. * Represents the brightness threshold in order to configure the illuminated surfaces
  123359. */
  123360. brightThreshold: number;
  123361. /**
  123362. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  123363. */
  123364. blurWidth: number;
  123365. /**
  123366. * Sets if the blur for highlighted surfaces must be only horizontal
  123367. */
  123368. horizontalBlur: boolean;
  123369. /**
  123370. * Gets the overall exposure used by the pipeline
  123371. */
  123372. /**
  123373. * Sets the overall exposure used by the pipeline
  123374. */
  123375. exposure: number;
  123376. /**
  123377. * Texture used typically to simulate "dirty" on camera lens
  123378. */
  123379. lensTexture: Nullable<Texture>;
  123380. /**
  123381. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  123382. */
  123383. volumetricLightCoefficient: number;
  123384. /**
  123385. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  123386. */
  123387. volumetricLightPower: number;
  123388. /**
  123389. * Used the set the blur intensity to smooth the volumetric lights
  123390. */
  123391. volumetricLightBlurScale: number;
  123392. /**
  123393. * Light (spot or directional) used to generate the volumetric lights rays
  123394. * The source light must have a shadow generate so the pipeline can get its
  123395. * depth map
  123396. */
  123397. sourceLight: Nullable<SpotLight | DirectionalLight>;
  123398. /**
  123399. * For eye adaptation, represents the minimum luminance the eye can see
  123400. */
  123401. hdrMinimumLuminance: number;
  123402. /**
  123403. * For eye adaptation, represents the decrease luminance speed
  123404. */
  123405. hdrDecreaseRate: number;
  123406. /**
  123407. * For eye adaptation, represents the increase luminance speed
  123408. */
  123409. hdrIncreaseRate: number;
  123410. /**
  123411. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123412. */
  123413. /**
  123414. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123415. */
  123416. hdrAutoExposure: boolean;
  123417. /**
  123418. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  123419. */
  123420. lensColorTexture: Nullable<Texture>;
  123421. /**
  123422. * The overall strengh for the lens flare effect
  123423. */
  123424. lensFlareStrength: number;
  123425. /**
  123426. * Dispersion coefficient for lens flare ghosts
  123427. */
  123428. lensFlareGhostDispersal: number;
  123429. /**
  123430. * Main lens flare halo width
  123431. */
  123432. lensFlareHaloWidth: number;
  123433. /**
  123434. * Based on the lens distortion effect, defines how much the lens flare result
  123435. * is distorted
  123436. */
  123437. lensFlareDistortionStrength: number;
  123438. /**
  123439. * Lens star texture must be used to simulate rays on the flares and is available
  123440. * in the documentation
  123441. */
  123442. lensStarTexture: Nullable<Texture>;
  123443. /**
  123444. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  123445. * flare effect by taking account of the dirt texture
  123446. */
  123447. lensFlareDirtTexture: Nullable<Texture>;
  123448. /**
  123449. * Represents the focal length for the depth of field effect
  123450. */
  123451. depthOfFieldDistance: number;
  123452. /**
  123453. * Represents the blur intensity for the blurred part of the depth of field effect
  123454. */
  123455. depthOfFieldBlurWidth: number;
  123456. /**
  123457. * Gets how much the image is blurred by the movement while using the motion blur post-process
  123458. */
  123459. /**
  123460. * Sets how much the image is blurred by the movement while using the motion blur post-process
  123461. */
  123462. motionStrength: number;
  123463. /**
  123464. * Gets wether or not the motion blur post-process is object based or screen based.
  123465. */
  123466. /**
  123467. * Sets wether or not the motion blur post-process should be object based or screen based
  123468. */
  123469. objectBasedMotionBlur: boolean;
  123470. /**
  123471. * List of animations for the pipeline (IAnimatable implementation)
  123472. */
  123473. animations: Animation[];
  123474. /**
  123475. * Private members
  123476. */
  123477. private _scene;
  123478. private _currentDepthOfFieldSource;
  123479. private _basePostProcess;
  123480. private _fixedExposure;
  123481. private _currentExposure;
  123482. private _hdrAutoExposure;
  123483. private _hdrCurrentLuminance;
  123484. private _motionStrength;
  123485. private _isObjectBasedMotionBlur;
  123486. private _floatTextureType;
  123487. private _ratio;
  123488. private _bloomEnabled;
  123489. private _depthOfFieldEnabled;
  123490. private _vlsEnabled;
  123491. private _lensFlareEnabled;
  123492. private _hdrEnabled;
  123493. private _motionBlurEnabled;
  123494. private _fxaaEnabled;
  123495. private _motionBlurSamples;
  123496. private _volumetricLightStepsCount;
  123497. private _samples;
  123498. /**
  123499. * @ignore
  123500. * Specifies if the bloom pipeline is enabled
  123501. */
  123502. BloomEnabled: boolean;
  123503. /**
  123504. * @ignore
  123505. * Specifies if the depth of field pipeline is enabed
  123506. */
  123507. DepthOfFieldEnabled: boolean;
  123508. /**
  123509. * @ignore
  123510. * Specifies if the lens flare pipeline is enabed
  123511. */
  123512. LensFlareEnabled: boolean;
  123513. /**
  123514. * @ignore
  123515. * Specifies if the HDR pipeline is enabled
  123516. */
  123517. HDREnabled: boolean;
  123518. /**
  123519. * @ignore
  123520. * Specifies if the volumetric lights scattering effect is enabled
  123521. */
  123522. VLSEnabled: boolean;
  123523. /**
  123524. * @ignore
  123525. * Specifies if the motion blur effect is enabled
  123526. */
  123527. MotionBlurEnabled: boolean;
  123528. /**
  123529. * Specifies if anti-aliasing is enabled
  123530. */
  123531. fxaaEnabled: boolean;
  123532. /**
  123533. * Specifies the number of steps used to calculate the volumetric lights
  123534. * Typically in interval [50, 200]
  123535. */
  123536. volumetricLightStepsCount: number;
  123537. /**
  123538. * Specifies the number of samples used for the motion blur effect
  123539. * Typically in interval [16, 64]
  123540. */
  123541. motionBlurSamples: number;
  123542. /**
  123543. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123544. */
  123545. samples: number;
  123546. /**
  123547. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123548. * @constructor
  123549. * @param name The rendering pipeline name
  123550. * @param scene The scene linked to this pipeline
  123551. * @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)
  123552. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  123553. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123554. */
  123555. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  123556. private _buildPipeline;
  123557. private _createDownSampleX4PostProcess;
  123558. private _createBrightPassPostProcess;
  123559. private _createBlurPostProcesses;
  123560. private _createTextureAdderPostProcess;
  123561. private _createVolumetricLightPostProcess;
  123562. private _createLuminancePostProcesses;
  123563. private _createHdrPostProcess;
  123564. private _createLensFlarePostProcess;
  123565. private _createDepthOfFieldPostProcess;
  123566. private _createMotionBlurPostProcess;
  123567. private _getDepthTexture;
  123568. private _disposePostProcesses;
  123569. /**
  123570. * Dispose of the pipeline and stop all post processes
  123571. */
  123572. dispose(): void;
  123573. /**
  123574. * Serialize the rendering pipeline (Used when exporting)
  123575. * @returns the serialized object
  123576. */
  123577. serialize(): any;
  123578. /**
  123579. * Parse the serialized pipeline
  123580. * @param source Source pipeline.
  123581. * @param scene The scene to load the pipeline to.
  123582. * @param rootUrl The URL of the serialized pipeline.
  123583. * @returns An instantiated pipeline from the serialized object.
  123584. */
  123585. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  123586. /**
  123587. * Luminance steps
  123588. */
  123589. static LuminanceSteps: number;
  123590. }
  123591. }
  123592. declare module BABYLON {
  123593. /** @hidden */
  123594. export var tonemapPixelShader: {
  123595. name: string;
  123596. shader: string;
  123597. };
  123598. }
  123599. declare module BABYLON {
  123600. /** Defines operator used for tonemapping */
  123601. export enum TonemappingOperator {
  123602. /** Hable */
  123603. Hable = 0,
  123604. /** Reinhard */
  123605. Reinhard = 1,
  123606. /** HejiDawson */
  123607. HejiDawson = 2,
  123608. /** Photographic */
  123609. Photographic = 3
  123610. }
  123611. /**
  123612. * Defines a post process to apply tone mapping
  123613. */
  123614. export class TonemapPostProcess extends PostProcess {
  123615. private _operator;
  123616. /** Defines the required exposure adjustement */
  123617. exposureAdjustment: number;
  123618. /**
  123619. * Creates a new TonemapPostProcess
  123620. * @param name defines the name of the postprocess
  123621. * @param _operator defines the operator to use
  123622. * @param exposureAdjustment defines the required exposure adjustement
  123623. * @param camera defines the camera to use (can be null)
  123624. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  123625. * @param engine defines the hosting engine (can be ignore if camera is set)
  123626. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  123627. */
  123628. constructor(name: string, _operator: TonemappingOperator,
  123629. /** Defines the required exposure adjustement */
  123630. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  123631. }
  123632. }
  123633. declare module BABYLON {
  123634. /** @hidden */
  123635. export var depthVertexShader: {
  123636. name: string;
  123637. shader: string;
  123638. };
  123639. }
  123640. declare module BABYLON {
  123641. /** @hidden */
  123642. export var volumetricLightScatteringPixelShader: {
  123643. name: string;
  123644. shader: string;
  123645. };
  123646. }
  123647. declare module BABYLON {
  123648. /** @hidden */
  123649. export var volumetricLightScatteringPassVertexShader: {
  123650. name: string;
  123651. shader: string;
  123652. };
  123653. }
  123654. declare module BABYLON {
  123655. /** @hidden */
  123656. export var volumetricLightScatteringPassPixelShader: {
  123657. name: string;
  123658. shader: string;
  123659. };
  123660. }
  123661. declare module BABYLON {
  123662. /**
  123663. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  123664. */
  123665. export class VolumetricLightScatteringPostProcess extends PostProcess {
  123666. private _volumetricLightScatteringPass;
  123667. private _volumetricLightScatteringRTT;
  123668. private _viewPort;
  123669. private _screenCoordinates;
  123670. private _cachedDefines;
  123671. /**
  123672. * If not undefined, the mesh position is computed from the attached node position
  123673. */
  123674. attachedNode: {
  123675. position: Vector3;
  123676. };
  123677. /**
  123678. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  123679. */
  123680. customMeshPosition: Vector3;
  123681. /**
  123682. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  123683. */
  123684. useCustomMeshPosition: boolean;
  123685. /**
  123686. * If the post-process should inverse the light scattering direction
  123687. */
  123688. invert: boolean;
  123689. /**
  123690. * The internal mesh used by the post-process
  123691. */
  123692. mesh: Mesh;
  123693. /**
  123694. * @hidden
  123695. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  123696. */
  123697. useDiffuseColor: boolean;
  123698. /**
  123699. * Array containing the excluded meshes not rendered in the internal pass
  123700. */
  123701. excludedMeshes: AbstractMesh[];
  123702. /**
  123703. * Controls the overall intensity of the post-process
  123704. */
  123705. exposure: number;
  123706. /**
  123707. * Dissipates each sample's contribution in range [0, 1]
  123708. */
  123709. decay: number;
  123710. /**
  123711. * Controls the overall intensity of each sample
  123712. */
  123713. weight: number;
  123714. /**
  123715. * Controls the density of each sample
  123716. */
  123717. density: number;
  123718. /**
  123719. * @constructor
  123720. * @param name The post-process name
  123721. * @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)
  123722. * @param camera The camera that the post-process will be attached to
  123723. * @param mesh The mesh used to create the light scattering
  123724. * @param samples The post-process quality, default 100
  123725. * @param samplingModeThe post-process filtering mode
  123726. * @param engine The babylon engine
  123727. * @param reusable If the post-process is reusable
  123728. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  123729. */
  123730. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  123731. /**
  123732. * Returns the string "VolumetricLightScatteringPostProcess"
  123733. * @returns "VolumetricLightScatteringPostProcess"
  123734. */
  123735. getClassName(): string;
  123736. private _isReady;
  123737. /**
  123738. * Sets the new light position for light scattering effect
  123739. * @param position The new custom light position
  123740. */
  123741. setCustomMeshPosition(position: Vector3): void;
  123742. /**
  123743. * Returns the light position for light scattering effect
  123744. * @return Vector3 The custom light position
  123745. */
  123746. getCustomMeshPosition(): Vector3;
  123747. /**
  123748. * Disposes the internal assets and detaches the post-process from the camera
  123749. */
  123750. dispose(camera: Camera): void;
  123751. /**
  123752. * Returns the render target texture used by the post-process
  123753. * @return the render target texture used by the post-process
  123754. */
  123755. getPass(): RenderTargetTexture;
  123756. private _meshExcluded;
  123757. private _createPass;
  123758. private _updateMeshScreenCoordinates;
  123759. /**
  123760. * Creates a default mesh for the Volumeric Light Scattering post-process
  123761. * @param name The mesh name
  123762. * @param scene The scene where to create the mesh
  123763. * @return the default mesh
  123764. */
  123765. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  123766. }
  123767. }
  123768. declare module BABYLON {
  123769. interface Scene {
  123770. /** @hidden (Backing field) */
  123771. _boundingBoxRenderer: BoundingBoxRenderer;
  123772. /** @hidden (Backing field) */
  123773. _forceShowBoundingBoxes: boolean;
  123774. /**
  123775. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  123776. */
  123777. forceShowBoundingBoxes: boolean;
  123778. /**
  123779. * Gets the bounding box renderer associated with the scene
  123780. * @returns a BoundingBoxRenderer
  123781. */
  123782. getBoundingBoxRenderer(): BoundingBoxRenderer;
  123783. }
  123784. interface AbstractMesh {
  123785. /** @hidden (Backing field) */
  123786. _showBoundingBox: boolean;
  123787. /**
  123788. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  123789. */
  123790. showBoundingBox: boolean;
  123791. }
  123792. /**
  123793. * Component responsible of rendering the bounding box of the meshes in a scene.
  123794. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  123795. */
  123796. export class BoundingBoxRenderer implements ISceneComponent {
  123797. /**
  123798. * The component name helpfull to identify the component in the list of scene components.
  123799. */
  123800. readonly name: string;
  123801. /**
  123802. * The scene the component belongs to.
  123803. */
  123804. scene: Scene;
  123805. /**
  123806. * Color of the bounding box lines placed in front of an object
  123807. */
  123808. frontColor: Color3;
  123809. /**
  123810. * Color of the bounding box lines placed behind an object
  123811. */
  123812. backColor: Color3;
  123813. /**
  123814. * Defines if the renderer should show the back lines or not
  123815. */
  123816. showBackLines: boolean;
  123817. /**
  123818. * @hidden
  123819. */
  123820. renderList: SmartArray<BoundingBox>;
  123821. private _colorShader;
  123822. private _vertexBuffers;
  123823. private _indexBuffer;
  123824. private _fillIndexBuffer;
  123825. private _fillIndexData;
  123826. /**
  123827. * Instantiates a new bounding box renderer in a scene.
  123828. * @param scene the scene the renderer renders in
  123829. */
  123830. constructor(scene: Scene);
  123831. /**
  123832. * Registers the component in a given scene
  123833. */
  123834. register(): void;
  123835. private _evaluateSubMesh;
  123836. private _activeMesh;
  123837. private _prepareRessources;
  123838. private _createIndexBuffer;
  123839. /**
  123840. * Rebuilds the elements related to this component in case of
  123841. * context lost for instance.
  123842. */
  123843. rebuild(): void;
  123844. /**
  123845. * @hidden
  123846. */
  123847. reset(): void;
  123848. /**
  123849. * Render the bounding boxes of a specific rendering group
  123850. * @param renderingGroupId defines the rendering group to render
  123851. */
  123852. render(renderingGroupId: number): void;
  123853. /**
  123854. * In case of occlusion queries, we can render the occlusion bounding box through this method
  123855. * @param mesh Define the mesh to render the occlusion bounding box for
  123856. */
  123857. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  123858. /**
  123859. * Dispose and release the resources attached to this renderer.
  123860. */
  123861. dispose(): void;
  123862. }
  123863. }
  123864. declare module BABYLON {
  123865. /** @hidden */
  123866. export var depthPixelShader: {
  123867. name: string;
  123868. shader: string;
  123869. };
  123870. }
  123871. declare module BABYLON {
  123872. /**
  123873. * This represents a depth renderer in Babylon.
  123874. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  123875. */
  123876. export class DepthRenderer {
  123877. private _scene;
  123878. private _depthMap;
  123879. private _effect;
  123880. private readonly _storeNonLinearDepth;
  123881. private readonly _clearColor;
  123882. /** Get if the depth renderer is using packed depth or not */
  123883. readonly isPacked: boolean;
  123884. private _cachedDefines;
  123885. private _camera;
  123886. /**
  123887. * Specifiess that the depth renderer will only be used within
  123888. * the camera it is created for.
  123889. * This can help forcing its rendering during the camera processing.
  123890. */
  123891. useOnlyInActiveCamera: boolean;
  123892. /** @hidden */
  123893. static _SceneComponentInitialization: (scene: Scene) => void;
  123894. /**
  123895. * Instantiates a depth renderer
  123896. * @param scene The scene the renderer belongs to
  123897. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  123898. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  123899. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123900. */
  123901. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  123902. /**
  123903. * Creates the depth rendering effect and checks if the effect is ready.
  123904. * @param subMesh The submesh to be used to render the depth map of
  123905. * @param useInstances If multiple world instances should be used
  123906. * @returns if the depth renderer is ready to render the depth map
  123907. */
  123908. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123909. /**
  123910. * Gets the texture which the depth map will be written to.
  123911. * @returns The depth map texture
  123912. */
  123913. getDepthMap(): RenderTargetTexture;
  123914. /**
  123915. * Disposes of the depth renderer.
  123916. */
  123917. dispose(): void;
  123918. }
  123919. }
  123920. declare module BABYLON {
  123921. interface Scene {
  123922. /** @hidden (Backing field) */
  123923. _depthRenderer: {
  123924. [id: string]: DepthRenderer;
  123925. };
  123926. /**
  123927. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  123928. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  123929. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123930. * @returns the created depth renderer
  123931. */
  123932. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  123933. /**
  123934. * Disables a depth renderer for a given camera
  123935. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  123936. */
  123937. disableDepthRenderer(camera?: Nullable<Camera>): void;
  123938. }
  123939. /**
  123940. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  123941. * in several rendering techniques.
  123942. */
  123943. export class DepthRendererSceneComponent implements ISceneComponent {
  123944. /**
  123945. * The component name helpfull to identify the component in the list of scene components.
  123946. */
  123947. readonly name: string;
  123948. /**
  123949. * The scene the component belongs to.
  123950. */
  123951. scene: Scene;
  123952. /**
  123953. * Creates a new instance of the component for the given scene
  123954. * @param scene Defines the scene to register the component in
  123955. */
  123956. constructor(scene: Scene);
  123957. /**
  123958. * Registers the component in a given scene
  123959. */
  123960. register(): void;
  123961. /**
  123962. * Rebuilds the elements related to this component in case of
  123963. * context lost for instance.
  123964. */
  123965. rebuild(): void;
  123966. /**
  123967. * Disposes the component and the associated ressources
  123968. */
  123969. dispose(): void;
  123970. private _gatherRenderTargets;
  123971. private _gatherActiveCameraRenderTargets;
  123972. }
  123973. }
  123974. declare module BABYLON {
  123975. /** @hidden */
  123976. export var outlinePixelShader: {
  123977. name: string;
  123978. shader: string;
  123979. };
  123980. }
  123981. declare module BABYLON {
  123982. /** @hidden */
  123983. export var outlineVertexShader: {
  123984. name: string;
  123985. shader: string;
  123986. };
  123987. }
  123988. declare module BABYLON {
  123989. interface Scene {
  123990. /** @hidden */
  123991. _outlineRenderer: OutlineRenderer;
  123992. /**
  123993. * Gets the outline renderer associated with the scene
  123994. * @returns a OutlineRenderer
  123995. */
  123996. getOutlineRenderer(): OutlineRenderer;
  123997. }
  123998. interface AbstractMesh {
  123999. /** @hidden (Backing field) */
  124000. _renderOutline: boolean;
  124001. /**
  124002. * Gets or sets a boolean indicating if the outline must be rendered as well
  124003. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  124004. */
  124005. renderOutline: boolean;
  124006. /** @hidden (Backing field) */
  124007. _renderOverlay: boolean;
  124008. /**
  124009. * Gets or sets a boolean indicating if the overlay must be rendered as well
  124010. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  124011. */
  124012. renderOverlay: boolean;
  124013. }
  124014. /**
  124015. * This class is responsible to draw bothe outline/overlay of meshes.
  124016. * It should not be used directly but through the available method on mesh.
  124017. */
  124018. export class OutlineRenderer implements ISceneComponent {
  124019. /**
  124020. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  124021. */
  124022. private static _StencilReference;
  124023. /**
  124024. * The name of the component. Each component must have a unique name.
  124025. */
  124026. name: string;
  124027. /**
  124028. * The scene the component belongs to.
  124029. */
  124030. scene: Scene;
  124031. /**
  124032. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  124033. */
  124034. zOffset: number;
  124035. private _engine;
  124036. private _effect;
  124037. private _cachedDefines;
  124038. private _savedDepthWrite;
  124039. /**
  124040. * Instantiates a new outline renderer. (There could be only one per scene).
  124041. * @param scene Defines the scene it belongs to
  124042. */
  124043. constructor(scene: Scene);
  124044. /**
  124045. * Register the component to one instance of a scene.
  124046. */
  124047. register(): void;
  124048. /**
  124049. * Rebuilds the elements related to this component in case of
  124050. * context lost for instance.
  124051. */
  124052. rebuild(): void;
  124053. /**
  124054. * Disposes the component and the associated ressources.
  124055. */
  124056. dispose(): void;
  124057. /**
  124058. * Renders the outline in the canvas.
  124059. * @param subMesh Defines the sumesh to render
  124060. * @param batch Defines the batch of meshes in case of instances
  124061. * @param useOverlay Defines if the rendering is for the overlay or the outline
  124062. */
  124063. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  124064. /**
  124065. * Returns whether or not the outline renderer is ready for a given submesh.
  124066. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  124067. * @param subMesh Defines the submesh to check readyness for
  124068. * @param useInstances Defines wheter wee are trying to render instances or not
  124069. * @returns true if ready otherwise false
  124070. */
  124071. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124072. private _beforeRenderingMesh;
  124073. private _afterRenderingMesh;
  124074. }
  124075. }
  124076. declare module BABYLON {
  124077. /**
  124078. * Class used to manage multiple sprites of different sizes on the same spritesheet
  124079. * @see http://doc.babylonjs.com/babylon101/sprites
  124080. */
  124081. export class SpritePackedManager extends SpriteManager {
  124082. /** defines the packed manager's name */
  124083. name: string;
  124084. /**
  124085. * Creates a new sprite manager from a packed sprite sheet
  124086. * @param name defines the manager's name
  124087. * @param imgUrl defines the sprite sheet url
  124088. * @param capacity defines the maximum allowed number of sprites
  124089. * @param scene defines the hosting scene
  124090. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  124091. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  124092. * @param samplingMode defines the smapling mode to use with spritesheet
  124093. * @param fromPacked set to true; do not alter
  124094. */
  124095. constructor(
  124096. /** defines the packed manager's name */
  124097. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  124098. }
  124099. }
  124100. declare module BABYLON {
  124101. /**
  124102. * Defines the list of states available for a task inside a AssetsManager
  124103. */
  124104. export enum AssetTaskState {
  124105. /**
  124106. * Initialization
  124107. */
  124108. INIT = 0,
  124109. /**
  124110. * Running
  124111. */
  124112. RUNNING = 1,
  124113. /**
  124114. * Done
  124115. */
  124116. DONE = 2,
  124117. /**
  124118. * Error
  124119. */
  124120. ERROR = 3
  124121. }
  124122. /**
  124123. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  124124. */
  124125. export abstract class AbstractAssetTask {
  124126. /**
  124127. * Task name
  124128. */ name: string;
  124129. /**
  124130. * Callback called when the task is successful
  124131. */
  124132. onSuccess: (task: any) => void;
  124133. /**
  124134. * Callback called when the task is not successful
  124135. */
  124136. onError: (task: any, message?: string, exception?: any) => void;
  124137. /**
  124138. * Creates a new AssetsManager
  124139. * @param name defines the name of the task
  124140. */
  124141. constructor(
  124142. /**
  124143. * Task name
  124144. */ name: string);
  124145. private _isCompleted;
  124146. private _taskState;
  124147. private _errorObject;
  124148. /**
  124149. * Get if the task is completed
  124150. */
  124151. readonly isCompleted: boolean;
  124152. /**
  124153. * Gets the current state of the task
  124154. */
  124155. readonly taskState: AssetTaskState;
  124156. /**
  124157. * Gets the current error object (if task is in error)
  124158. */
  124159. readonly errorObject: {
  124160. message?: string;
  124161. exception?: any;
  124162. };
  124163. /**
  124164. * Internal only
  124165. * @hidden
  124166. */
  124167. _setErrorObject(message?: string, exception?: any): void;
  124168. /**
  124169. * Execute the current task
  124170. * @param scene defines the scene where you want your assets to be loaded
  124171. * @param onSuccess is a callback called when the task is successfully executed
  124172. * @param onError is a callback called if an error occurs
  124173. */
  124174. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124175. /**
  124176. * Execute the current task
  124177. * @param scene defines the scene where you want your assets to be loaded
  124178. * @param onSuccess is a callback called when the task is successfully executed
  124179. * @param onError is a callback called if an error occurs
  124180. */
  124181. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124182. /**
  124183. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  124184. * This can be used with failed tasks that have the reason for failure fixed.
  124185. */
  124186. reset(): void;
  124187. private onErrorCallback;
  124188. private onDoneCallback;
  124189. }
  124190. /**
  124191. * Define the interface used by progress events raised during assets loading
  124192. */
  124193. export interface IAssetsProgressEvent {
  124194. /**
  124195. * Defines the number of remaining tasks to process
  124196. */
  124197. remainingCount: number;
  124198. /**
  124199. * Defines the total number of tasks
  124200. */
  124201. totalCount: number;
  124202. /**
  124203. * Defines the task that was just processed
  124204. */
  124205. task: AbstractAssetTask;
  124206. }
  124207. /**
  124208. * Class used to share progress information about assets loading
  124209. */
  124210. export class AssetsProgressEvent implements IAssetsProgressEvent {
  124211. /**
  124212. * Defines the number of remaining tasks to process
  124213. */
  124214. remainingCount: number;
  124215. /**
  124216. * Defines the total number of tasks
  124217. */
  124218. totalCount: number;
  124219. /**
  124220. * Defines the task that was just processed
  124221. */
  124222. task: AbstractAssetTask;
  124223. /**
  124224. * Creates a AssetsProgressEvent
  124225. * @param remainingCount defines the number of remaining tasks to process
  124226. * @param totalCount defines the total number of tasks
  124227. * @param task defines the task that was just processed
  124228. */
  124229. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  124230. }
  124231. /**
  124232. * Define a task used by AssetsManager to load meshes
  124233. */
  124234. export class MeshAssetTask extends AbstractAssetTask {
  124235. /**
  124236. * Defines the name of the task
  124237. */
  124238. name: string;
  124239. /**
  124240. * Defines the list of mesh's names you want to load
  124241. */
  124242. meshesNames: any;
  124243. /**
  124244. * Defines the root url to use as a base to load your meshes and associated resources
  124245. */
  124246. rootUrl: string;
  124247. /**
  124248. * Defines the filename of the scene to load from
  124249. */
  124250. sceneFilename: string;
  124251. /**
  124252. * Gets the list of loaded meshes
  124253. */
  124254. loadedMeshes: Array<AbstractMesh>;
  124255. /**
  124256. * Gets the list of loaded particle systems
  124257. */
  124258. loadedParticleSystems: Array<IParticleSystem>;
  124259. /**
  124260. * Gets the list of loaded skeletons
  124261. */
  124262. loadedSkeletons: Array<Skeleton>;
  124263. /**
  124264. * Gets the list of loaded animation groups
  124265. */
  124266. loadedAnimationGroups: Array<AnimationGroup>;
  124267. /**
  124268. * Callback called when the task is successful
  124269. */
  124270. onSuccess: (task: MeshAssetTask) => void;
  124271. /**
  124272. * Callback called when the task is successful
  124273. */
  124274. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  124275. /**
  124276. * Creates a new MeshAssetTask
  124277. * @param name defines the name of the task
  124278. * @param meshesNames defines the list of mesh's names you want to load
  124279. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  124280. * @param sceneFilename defines the filename of the scene to load from
  124281. */
  124282. constructor(
  124283. /**
  124284. * Defines the name of the task
  124285. */
  124286. name: string,
  124287. /**
  124288. * Defines the list of mesh's names you want to load
  124289. */
  124290. meshesNames: any,
  124291. /**
  124292. * Defines the root url to use as a base to load your meshes and associated resources
  124293. */
  124294. rootUrl: string,
  124295. /**
  124296. * Defines the filename of the scene to load from
  124297. */
  124298. sceneFilename: string);
  124299. /**
  124300. * Execute the current task
  124301. * @param scene defines the scene where you want your assets to be loaded
  124302. * @param onSuccess is a callback called when the task is successfully executed
  124303. * @param onError is a callback called if an error occurs
  124304. */
  124305. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124306. }
  124307. /**
  124308. * Define a task used by AssetsManager to load text content
  124309. */
  124310. export class TextFileAssetTask extends AbstractAssetTask {
  124311. /**
  124312. * Defines the name of the task
  124313. */
  124314. name: string;
  124315. /**
  124316. * Defines the location of the file to load
  124317. */
  124318. url: string;
  124319. /**
  124320. * Gets the loaded text string
  124321. */
  124322. text: string;
  124323. /**
  124324. * Callback called when the task is successful
  124325. */
  124326. onSuccess: (task: TextFileAssetTask) => void;
  124327. /**
  124328. * Callback called when the task is successful
  124329. */
  124330. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  124331. /**
  124332. * Creates a new TextFileAssetTask object
  124333. * @param name defines the name of the task
  124334. * @param url defines the location of the file to load
  124335. */
  124336. constructor(
  124337. /**
  124338. * Defines the name of the task
  124339. */
  124340. name: string,
  124341. /**
  124342. * Defines the location of the file to load
  124343. */
  124344. url: string);
  124345. /**
  124346. * Execute the current task
  124347. * @param scene defines the scene where you want your assets to be loaded
  124348. * @param onSuccess is a callback called when the task is successfully executed
  124349. * @param onError is a callback called if an error occurs
  124350. */
  124351. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124352. }
  124353. /**
  124354. * Define a task used by AssetsManager to load binary data
  124355. */
  124356. export class BinaryFileAssetTask extends AbstractAssetTask {
  124357. /**
  124358. * Defines the name of the task
  124359. */
  124360. name: string;
  124361. /**
  124362. * Defines the location of the file to load
  124363. */
  124364. url: string;
  124365. /**
  124366. * Gets the lodaded data (as an array buffer)
  124367. */
  124368. data: ArrayBuffer;
  124369. /**
  124370. * Callback called when the task is successful
  124371. */
  124372. onSuccess: (task: BinaryFileAssetTask) => void;
  124373. /**
  124374. * Callback called when the task is successful
  124375. */
  124376. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  124377. /**
  124378. * Creates a new BinaryFileAssetTask object
  124379. * @param name defines the name of the new task
  124380. * @param url defines the location of the file to load
  124381. */
  124382. constructor(
  124383. /**
  124384. * Defines the name of the task
  124385. */
  124386. name: string,
  124387. /**
  124388. * Defines the location of the file to load
  124389. */
  124390. url: string);
  124391. /**
  124392. * Execute the current task
  124393. * @param scene defines the scene where you want your assets to be loaded
  124394. * @param onSuccess is a callback called when the task is successfully executed
  124395. * @param onError is a callback called if an error occurs
  124396. */
  124397. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124398. }
  124399. /**
  124400. * Define a task used by AssetsManager to load images
  124401. */
  124402. export class ImageAssetTask extends AbstractAssetTask {
  124403. /**
  124404. * Defines the name of the task
  124405. */
  124406. name: string;
  124407. /**
  124408. * Defines the location of the image to load
  124409. */
  124410. url: string;
  124411. /**
  124412. * Gets the loaded images
  124413. */
  124414. image: HTMLImageElement;
  124415. /**
  124416. * Callback called when the task is successful
  124417. */
  124418. onSuccess: (task: ImageAssetTask) => void;
  124419. /**
  124420. * Callback called when the task is successful
  124421. */
  124422. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  124423. /**
  124424. * Creates a new ImageAssetTask
  124425. * @param name defines the name of the task
  124426. * @param url defines the location of the image to load
  124427. */
  124428. constructor(
  124429. /**
  124430. * Defines the name of the task
  124431. */
  124432. name: string,
  124433. /**
  124434. * Defines the location of the image to load
  124435. */
  124436. url: string);
  124437. /**
  124438. * Execute the current task
  124439. * @param scene defines the scene where you want your assets to be loaded
  124440. * @param onSuccess is a callback called when the task is successfully executed
  124441. * @param onError is a callback called if an error occurs
  124442. */
  124443. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124444. }
  124445. /**
  124446. * Defines the interface used by texture loading tasks
  124447. */
  124448. export interface ITextureAssetTask<TEX extends BaseTexture> {
  124449. /**
  124450. * Gets the loaded texture
  124451. */
  124452. texture: TEX;
  124453. }
  124454. /**
  124455. * Define a task used by AssetsManager to load 2D textures
  124456. */
  124457. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  124458. /**
  124459. * Defines the name of the task
  124460. */
  124461. name: string;
  124462. /**
  124463. * Defines the location of the file to load
  124464. */
  124465. url: string;
  124466. /**
  124467. * Defines if mipmap should not be generated (default is false)
  124468. */
  124469. noMipmap?: boolean | undefined;
  124470. /**
  124471. * Defines if texture must be inverted on Y axis (default is false)
  124472. */
  124473. invertY?: boolean | undefined;
  124474. /**
  124475. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124476. */
  124477. samplingMode: number;
  124478. /**
  124479. * Gets the loaded texture
  124480. */
  124481. texture: Texture;
  124482. /**
  124483. * Callback called when the task is successful
  124484. */
  124485. onSuccess: (task: TextureAssetTask) => void;
  124486. /**
  124487. * Callback called when the task is successful
  124488. */
  124489. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  124490. /**
  124491. * Creates a new TextureAssetTask object
  124492. * @param name defines the name of the task
  124493. * @param url defines the location of the file to load
  124494. * @param noMipmap defines if mipmap should not be generated (default is false)
  124495. * @param invertY defines if texture must be inverted on Y axis (default is false)
  124496. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124497. */
  124498. constructor(
  124499. /**
  124500. * Defines the name of the task
  124501. */
  124502. name: string,
  124503. /**
  124504. * Defines the location of the file to load
  124505. */
  124506. url: string,
  124507. /**
  124508. * Defines if mipmap should not be generated (default is false)
  124509. */
  124510. noMipmap?: boolean | undefined,
  124511. /**
  124512. * Defines if texture must be inverted on Y axis (default is false)
  124513. */
  124514. invertY?: boolean | undefined,
  124515. /**
  124516. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124517. */
  124518. samplingMode?: number);
  124519. /**
  124520. * Execute the current task
  124521. * @param scene defines the scene where you want your assets to be loaded
  124522. * @param onSuccess is a callback called when the task is successfully executed
  124523. * @param onError is a callback called if an error occurs
  124524. */
  124525. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124526. }
  124527. /**
  124528. * Define a task used by AssetsManager to load cube textures
  124529. */
  124530. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  124531. /**
  124532. * Defines the name of the task
  124533. */
  124534. name: string;
  124535. /**
  124536. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124537. */
  124538. url: string;
  124539. /**
  124540. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124541. */
  124542. extensions?: string[] | undefined;
  124543. /**
  124544. * Defines if mipmaps should not be generated (default is false)
  124545. */
  124546. noMipmap?: boolean | undefined;
  124547. /**
  124548. * Defines the explicit list of files (undefined by default)
  124549. */
  124550. files?: string[] | undefined;
  124551. /**
  124552. * Gets the loaded texture
  124553. */
  124554. texture: CubeTexture;
  124555. /**
  124556. * Callback called when the task is successful
  124557. */
  124558. onSuccess: (task: CubeTextureAssetTask) => void;
  124559. /**
  124560. * Callback called when the task is successful
  124561. */
  124562. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  124563. /**
  124564. * Creates a new CubeTextureAssetTask
  124565. * @param name defines the name of the task
  124566. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124567. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124568. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124569. * @param files defines the explicit list of files (undefined by default)
  124570. */
  124571. constructor(
  124572. /**
  124573. * Defines the name of the task
  124574. */
  124575. name: string,
  124576. /**
  124577. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124578. */
  124579. url: string,
  124580. /**
  124581. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124582. */
  124583. extensions?: string[] | undefined,
  124584. /**
  124585. * Defines if mipmaps should not be generated (default is false)
  124586. */
  124587. noMipmap?: boolean | undefined,
  124588. /**
  124589. * Defines the explicit list of files (undefined by default)
  124590. */
  124591. files?: string[] | undefined);
  124592. /**
  124593. * Execute the current task
  124594. * @param scene defines the scene where you want your assets to be loaded
  124595. * @param onSuccess is a callback called when the task is successfully executed
  124596. * @param onError is a callback called if an error occurs
  124597. */
  124598. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124599. }
  124600. /**
  124601. * Define a task used by AssetsManager to load HDR cube textures
  124602. */
  124603. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  124604. /**
  124605. * Defines the name of the task
  124606. */
  124607. name: string;
  124608. /**
  124609. * Defines the location of the file to load
  124610. */
  124611. url: string;
  124612. /**
  124613. * Defines the desired size (the more it increases the longer the generation will be)
  124614. */
  124615. size: number;
  124616. /**
  124617. * Defines if mipmaps should not be generated (default is false)
  124618. */
  124619. noMipmap: boolean;
  124620. /**
  124621. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124622. */
  124623. generateHarmonics: boolean;
  124624. /**
  124625. * 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)
  124626. */
  124627. gammaSpace: boolean;
  124628. /**
  124629. * Internal Use Only
  124630. */
  124631. reserved: boolean;
  124632. /**
  124633. * Gets the loaded texture
  124634. */
  124635. texture: HDRCubeTexture;
  124636. /**
  124637. * Callback called when the task is successful
  124638. */
  124639. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  124640. /**
  124641. * Callback called when the task is successful
  124642. */
  124643. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  124644. /**
  124645. * Creates a new HDRCubeTextureAssetTask object
  124646. * @param name defines the name of the task
  124647. * @param url defines the location of the file to load
  124648. * @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.
  124649. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124650. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124651. * @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)
  124652. * @param reserved Internal use only
  124653. */
  124654. constructor(
  124655. /**
  124656. * Defines the name of the task
  124657. */
  124658. name: string,
  124659. /**
  124660. * Defines the location of the file to load
  124661. */
  124662. url: string,
  124663. /**
  124664. * Defines the desired size (the more it increases the longer the generation will be)
  124665. */
  124666. size: number,
  124667. /**
  124668. * Defines if mipmaps should not be generated (default is false)
  124669. */
  124670. noMipmap?: boolean,
  124671. /**
  124672. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124673. */
  124674. generateHarmonics?: boolean,
  124675. /**
  124676. * 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)
  124677. */
  124678. gammaSpace?: boolean,
  124679. /**
  124680. * Internal Use Only
  124681. */
  124682. reserved?: boolean);
  124683. /**
  124684. * Execute the current task
  124685. * @param scene defines the scene where you want your assets to be loaded
  124686. * @param onSuccess is a callback called when the task is successfully executed
  124687. * @param onError is a callback called if an error occurs
  124688. */
  124689. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124690. }
  124691. /**
  124692. * Define a task used by AssetsManager to load Equirectangular cube textures
  124693. */
  124694. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  124695. /**
  124696. * Defines the name of the task
  124697. */
  124698. name: string;
  124699. /**
  124700. * Defines the location of the file to load
  124701. */
  124702. url: string;
  124703. /**
  124704. * Defines the desired size (the more it increases the longer the generation will be)
  124705. */
  124706. size: number;
  124707. /**
  124708. * Defines if mipmaps should not be generated (default is false)
  124709. */
  124710. noMipmap: boolean;
  124711. /**
  124712. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124713. * but the standard material would require them in Gamma space) (default is true)
  124714. */
  124715. gammaSpace: boolean;
  124716. /**
  124717. * Gets the loaded texture
  124718. */
  124719. texture: EquiRectangularCubeTexture;
  124720. /**
  124721. * Callback called when the task is successful
  124722. */
  124723. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  124724. /**
  124725. * Callback called when the task is successful
  124726. */
  124727. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  124728. /**
  124729. * Creates a new EquiRectangularCubeTextureAssetTask object
  124730. * @param name defines the name of the task
  124731. * @param url defines the location of the file to load
  124732. * @param size defines the desired size (the more it increases the longer the generation will be)
  124733. * If the size is omitted this implies you are using a preprocessed cubemap.
  124734. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124735. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  124736. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  124737. * (default is true)
  124738. */
  124739. constructor(
  124740. /**
  124741. * Defines the name of the task
  124742. */
  124743. name: string,
  124744. /**
  124745. * Defines the location of the file to load
  124746. */
  124747. url: string,
  124748. /**
  124749. * Defines the desired size (the more it increases the longer the generation will be)
  124750. */
  124751. size: number,
  124752. /**
  124753. * Defines if mipmaps should not be generated (default is false)
  124754. */
  124755. noMipmap?: boolean,
  124756. /**
  124757. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124758. * but the standard material would require them in Gamma space) (default is true)
  124759. */
  124760. gammaSpace?: boolean);
  124761. /**
  124762. * Execute the current task
  124763. * @param scene defines the scene where you want your assets to be loaded
  124764. * @param onSuccess is a callback called when the task is successfully executed
  124765. * @param onError is a callback called if an error occurs
  124766. */
  124767. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124768. }
  124769. /**
  124770. * This class can be used to easily import assets into a scene
  124771. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  124772. */
  124773. export class AssetsManager {
  124774. private _scene;
  124775. private _isLoading;
  124776. protected _tasks: AbstractAssetTask[];
  124777. protected _waitingTasksCount: number;
  124778. protected _totalTasksCount: number;
  124779. /**
  124780. * Callback called when all tasks are processed
  124781. */
  124782. onFinish: (tasks: AbstractAssetTask[]) => void;
  124783. /**
  124784. * Callback called when a task is successful
  124785. */
  124786. onTaskSuccess: (task: AbstractAssetTask) => void;
  124787. /**
  124788. * Callback called when a task had an error
  124789. */
  124790. onTaskError: (task: AbstractAssetTask) => void;
  124791. /**
  124792. * Callback called when a task is done (whatever the result is)
  124793. */
  124794. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  124795. /**
  124796. * Observable called when all tasks are processed
  124797. */
  124798. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  124799. /**
  124800. * Observable called when a task had an error
  124801. */
  124802. onTaskErrorObservable: Observable<AbstractAssetTask>;
  124803. /**
  124804. * Observable called when all tasks were executed
  124805. */
  124806. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  124807. /**
  124808. * Observable called when a task is done (whatever the result is)
  124809. */
  124810. onProgressObservable: Observable<IAssetsProgressEvent>;
  124811. /**
  124812. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  124813. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  124814. */
  124815. useDefaultLoadingScreen: boolean;
  124816. /**
  124817. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  124818. * when all assets have been downloaded.
  124819. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  124820. */
  124821. autoHideLoadingUI: boolean;
  124822. /**
  124823. * Creates a new AssetsManager
  124824. * @param scene defines the scene to work on
  124825. */
  124826. constructor(scene: Scene);
  124827. /**
  124828. * Add a MeshAssetTask to the list of active tasks
  124829. * @param taskName defines the name of the new task
  124830. * @param meshesNames defines the name of meshes to load
  124831. * @param rootUrl defines the root url to use to locate files
  124832. * @param sceneFilename defines the filename of the scene file
  124833. * @returns a new MeshAssetTask object
  124834. */
  124835. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  124836. /**
  124837. * Add a TextFileAssetTask to the list of active tasks
  124838. * @param taskName defines the name of the new task
  124839. * @param url defines the url of the file to load
  124840. * @returns a new TextFileAssetTask object
  124841. */
  124842. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  124843. /**
  124844. * Add a BinaryFileAssetTask to the list of active tasks
  124845. * @param taskName defines the name of the new task
  124846. * @param url defines the url of the file to load
  124847. * @returns a new BinaryFileAssetTask object
  124848. */
  124849. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  124850. /**
  124851. * Add a ImageAssetTask to the list of active tasks
  124852. * @param taskName defines the name of the new task
  124853. * @param url defines the url of the file to load
  124854. * @returns a new ImageAssetTask object
  124855. */
  124856. addImageTask(taskName: string, url: string): ImageAssetTask;
  124857. /**
  124858. * Add a TextureAssetTask to the list of active tasks
  124859. * @param taskName defines the name of the new task
  124860. * @param url defines the url of the file to load
  124861. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124862. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  124863. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  124864. * @returns a new TextureAssetTask object
  124865. */
  124866. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  124867. /**
  124868. * Add a CubeTextureAssetTask to the list of active tasks
  124869. * @param taskName defines the name of the new task
  124870. * @param url defines the url of the file to load
  124871. * @param extensions defines the extension to use to load the cube map (can be null)
  124872. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124873. * @param files defines the list of files to load (can be null)
  124874. * @returns a new CubeTextureAssetTask object
  124875. */
  124876. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  124877. /**
  124878. *
  124879. * Add a HDRCubeTextureAssetTask to the list of active tasks
  124880. * @param taskName defines the name of the new task
  124881. * @param url defines the url of the file to load
  124882. * @param size defines the size you want for the cubemap (can be null)
  124883. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124884. * @param generateHarmonics defines if you want to automatically generate (true by default)
  124885. * @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)
  124886. * @param reserved Internal use only
  124887. * @returns a new HDRCubeTextureAssetTask object
  124888. */
  124889. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  124890. /**
  124891. *
  124892. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  124893. * @param taskName defines the name of the new task
  124894. * @param url defines the url of the file to load
  124895. * @param size defines the size you want for the cubemap (can be null)
  124896. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124897. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  124898. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  124899. * @returns a new EquiRectangularCubeTextureAssetTask object
  124900. */
  124901. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  124902. /**
  124903. * Remove a task from the assets manager.
  124904. * @param task the task to remove
  124905. */
  124906. removeTask(task: AbstractAssetTask): void;
  124907. private _decreaseWaitingTasksCount;
  124908. private _runTask;
  124909. /**
  124910. * Reset the AssetsManager and remove all tasks
  124911. * @return the current instance of the AssetsManager
  124912. */
  124913. reset(): AssetsManager;
  124914. /**
  124915. * Start the loading process
  124916. * @return the current instance of the AssetsManager
  124917. */
  124918. load(): AssetsManager;
  124919. /**
  124920. * Start the loading process as an async operation
  124921. * @return a promise returning the list of failed tasks
  124922. */
  124923. loadAsync(): Promise<void>;
  124924. }
  124925. }
  124926. declare module BABYLON {
  124927. /**
  124928. * Wrapper class for promise with external resolve and reject.
  124929. */
  124930. export class Deferred<T> {
  124931. /**
  124932. * The promise associated with this deferred object.
  124933. */
  124934. readonly promise: Promise<T>;
  124935. private _resolve;
  124936. private _reject;
  124937. /**
  124938. * The resolve method of the promise associated with this deferred object.
  124939. */
  124940. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  124941. /**
  124942. * The reject method of the promise associated with this deferred object.
  124943. */
  124944. readonly reject: (reason?: any) => void;
  124945. /**
  124946. * Constructor for this deferred object.
  124947. */
  124948. constructor();
  124949. }
  124950. }
  124951. declare module BABYLON {
  124952. /**
  124953. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  124954. */
  124955. export class MeshExploder {
  124956. private _centerMesh;
  124957. private _meshes;
  124958. private _meshesOrigins;
  124959. private _toCenterVectors;
  124960. private _scaledDirection;
  124961. private _newPosition;
  124962. private _centerPosition;
  124963. /**
  124964. * Explodes meshes from a center mesh.
  124965. * @param meshes The meshes to explode.
  124966. * @param centerMesh The mesh to be center of explosion.
  124967. */
  124968. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  124969. private _setCenterMesh;
  124970. /**
  124971. * Get class name
  124972. * @returns "MeshExploder"
  124973. */
  124974. getClassName(): string;
  124975. /**
  124976. * "Exploded meshes"
  124977. * @returns Array of meshes with the centerMesh at index 0.
  124978. */
  124979. getMeshes(): Array<Mesh>;
  124980. /**
  124981. * Explodes meshes giving a specific direction
  124982. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  124983. */
  124984. explode(direction?: number): void;
  124985. }
  124986. }
  124987. declare module BABYLON {
  124988. /**
  124989. * Class used to help managing file picking and drag'n'drop
  124990. */
  124991. export class FilesInput {
  124992. /**
  124993. * List of files ready to be loaded
  124994. */
  124995. static readonly FilesToLoad: {
  124996. [key: string]: File;
  124997. };
  124998. /**
  124999. * Callback called when a file is processed
  125000. */
  125001. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  125002. private _engine;
  125003. private _currentScene;
  125004. private _sceneLoadedCallback;
  125005. private _progressCallback;
  125006. private _additionalRenderLoopLogicCallback;
  125007. private _textureLoadingCallback;
  125008. private _startingProcessingFilesCallback;
  125009. private _onReloadCallback;
  125010. private _errorCallback;
  125011. private _elementToMonitor;
  125012. private _sceneFileToLoad;
  125013. private _filesToLoad;
  125014. /**
  125015. * Creates a new FilesInput
  125016. * @param engine defines the rendering engine
  125017. * @param scene defines the hosting scene
  125018. * @param sceneLoadedCallback callback called when scene is loaded
  125019. * @param progressCallback callback called to track progress
  125020. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  125021. * @param textureLoadingCallback callback called when a texture is loading
  125022. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  125023. * @param onReloadCallback callback called when a reload is requested
  125024. * @param errorCallback callback call if an error occurs
  125025. */
  125026. 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);
  125027. private _dragEnterHandler;
  125028. private _dragOverHandler;
  125029. private _dropHandler;
  125030. /**
  125031. * Calls this function to listen to drag'n'drop events on a specific DOM element
  125032. * @param elementToMonitor defines the DOM element to track
  125033. */
  125034. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  125035. /**
  125036. * Release all associated resources
  125037. */
  125038. dispose(): void;
  125039. private renderFunction;
  125040. private drag;
  125041. private drop;
  125042. private _traverseFolder;
  125043. private _processFiles;
  125044. /**
  125045. * Load files from a drop event
  125046. * @param event defines the drop event to use as source
  125047. */
  125048. loadFiles(event: any): void;
  125049. private _processReload;
  125050. /**
  125051. * Reload the current scene from the loaded files
  125052. */
  125053. reload(): void;
  125054. }
  125055. }
  125056. declare module BABYLON {
  125057. /**
  125058. * Defines the root class used to create scene optimization to use with SceneOptimizer
  125059. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125060. */
  125061. export class SceneOptimization {
  125062. /**
  125063. * Defines the priority of this optimization (0 by default which means first in the list)
  125064. */
  125065. priority: number;
  125066. /**
  125067. * Gets a string describing the action executed by the current optimization
  125068. * @returns description string
  125069. */
  125070. getDescription(): string;
  125071. /**
  125072. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125073. * @param scene defines the current scene where to apply this optimization
  125074. * @param optimizer defines the current optimizer
  125075. * @returns true if everything that can be done was applied
  125076. */
  125077. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125078. /**
  125079. * Creates the SceneOptimization object
  125080. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125081. * @param desc defines the description associated with the optimization
  125082. */
  125083. constructor(
  125084. /**
  125085. * Defines the priority of this optimization (0 by default which means first in the list)
  125086. */
  125087. priority?: number);
  125088. }
  125089. /**
  125090. * Defines an optimization used to reduce the size of render target textures
  125091. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125092. */
  125093. export class TextureOptimization extends SceneOptimization {
  125094. /**
  125095. * Defines the priority of this optimization (0 by default which means first in the list)
  125096. */
  125097. priority: number;
  125098. /**
  125099. * 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
  125100. */
  125101. maximumSize: number;
  125102. /**
  125103. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125104. */
  125105. step: number;
  125106. /**
  125107. * Gets a string describing the action executed by the current optimization
  125108. * @returns description string
  125109. */
  125110. getDescription(): string;
  125111. /**
  125112. * Creates the TextureOptimization object
  125113. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125114. * @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
  125115. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125116. */
  125117. constructor(
  125118. /**
  125119. * Defines the priority of this optimization (0 by default which means first in the list)
  125120. */
  125121. priority?: number,
  125122. /**
  125123. * 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
  125124. */
  125125. maximumSize?: number,
  125126. /**
  125127. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125128. */
  125129. step?: number);
  125130. /**
  125131. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125132. * @param scene defines the current scene where to apply this optimization
  125133. * @param optimizer defines the current optimizer
  125134. * @returns true if everything that can be done was applied
  125135. */
  125136. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125137. }
  125138. /**
  125139. * Defines an optimization used to increase or decrease the rendering resolution
  125140. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125141. */
  125142. export class HardwareScalingOptimization extends SceneOptimization {
  125143. /**
  125144. * Defines the priority of this optimization (0 by default which means first in the list)
  125145. */
  125146. priority: number;
  125147. /**
  125148. * Defines the maximum scale to use (2 by default)
  125149. */
  125150. maximumScale: number;
  125151. /**
  125152. * Defines the step to use between two passes (0.5 by default)
  125153. */
  125154. step: number;
  125155. private _currentScale;
  125156. private _directionOffset;
  125157. /**
  125158. * Gets a string describing the action executed by the current optimization
  125159. * @return description string
  125160. */
  125161. getDescription(): string;
  125162. /**
  125163. * Creates the HardwareScalingOptimization object
  125164. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125165. * @param maximumScale defines the maximum scale to use (2 by default)
  125166. * @param step defines the step to use between two passes (0.5 by default)
  125167. */
  125168. constructor(
  125169. /**
  125170. * Defines the priority of this optimization (0 by default which means first in the list)
  125171. */
  125172. priority?: number,
  125173. /**
  125174. * Defines the maximum scale to use (2 by default)
  125175. */
  125176. maximumScale?: number,
  125177. /**
  125178. * Defines the step to use between two passes (0.5 by default)
  125179. */
  125180. step?: number);
  125181. /**
  125182. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125183. * @param scene defines the current scene where to apply this optimization
  125184. * @param optimizer defines the current optimizer
  125185. * @returns true if everything that can be done was applied
  125186. */
  125187. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125188. }
  125189. /**
  125190. * Defines an optimization used to remove shadows
  125191. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125192. */
  125193. export class ShadowsOptimization extends SceneOptimization {
  125194. /**
  125195. * Gets a string describing the action executed by the current optimization
  125196. * @return description string
  125197. */
  125198. getDescription(): string;
  125199. /**
  125200. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125201. * @param scene defines the current scene where to apply this optimization
  125202. * @param optimizer defines the current optimizer
  125203. * @returns true if everything that can be done was applied
  125204. */
  125205. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125206. }
  125207. /**
  125208. * Defines an optimization used to turn post-processes off
  125209. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125210. */
  125211. export class PostProcessesOptimization extends SceneOptimization {
  125212. /**
  125213. * Gets a string describing the action executed by the current optimization
  125214. * @return description string
  125215. */
  125216. getDescription(): string;
  125217. /**
  125218. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125219. * @param scene defines the current scene where to apply this optimization
  125220. * @param optimizer defines the current optimizer
  125221. * @returns true if everything that can be done was applied
  125222. */
  125223. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125224. }
  125225. /**
  125226. * Defines an optimization used to turn lens flares off
  125227. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125228. */
  125229. export class LensFlaresOptimization extends SceneOptimization {
  125230. /**
  125231. * Gets a string describing the action executed by the current optimization
  125232. * @return description string
  125233. */
  125234. getDescription(): string;
  125235. /**
  125236. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125237. * @param scene defines the current scene where to apply this optimization
  125238. * @param optimizer defines the current optimizer
  125239. * @returns true if everything that can be done was applied
  125240. */
  125241. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125242. }
  125243. /**
  125244. * Defines an optimization based on user defined callback.
  125245. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125246. */
  125247. export class CustomOptimization extends SceneOptimization {
  125248. /**
  125249. * Callback called to apply the custom optimization.
  125250. */
  125251. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  125252. /**
  125253. * Callback called to get custom description
  125254. */
  125255. onGetDescription: () => string;
  125256. /**
  125257. * Gets a string describing the action executed by the current optimization
  125258. * @returns description string
  125259. */
  125260. getDescription(): string;
  125261. /**
  125262. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125263. * @param scene defines the current scene where to apply this optimization
  125264. * @param optimizer defines the current optimizer
  125265. * @returns true if everything that can be done was applied
  125266. */
  125267. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125268. }
  125269. /**
  125270. * Defines an optimization used to turn particles off
  125271. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125272. */
  125273. export class ParticlesOptimization extends SceneOptimization {
  125274. /**
  125275. * Gets a string describing the action executed by the current optimization
  125276. * @return description string
  125277. */
  125278. getDescription(): string;
  125279. /**
  125280. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125281. * @param scene defines the current scene where to apply this optimization
  125282. * @param optimizer defines the current optimizer
  125283. * @returns true if everything that can be done was applied
  125284. */
  125285. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125286. }
  125287. /**
  125288. * Defines an optimization used to turn render targets off
  125289. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125290. */
  125291. export class RenderTargetsOptimization extends SceneOptimization {
  125292. /**
  125293. * Gets a string describing the action executed by the current optimization
  125294. * @return description string
  125295. */
  125296. getDescription(): string;
  125297. /**
  125298. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125299. * @param scene defines the current scene where to apply this optimization
  125300. * @param optimizer defines the current optimizer
  125301. * @returns true if everything that can be done was applied
  125302. */
  125303. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125304. }
  125305. /**
  125306. * Defines an optimization used to merge meshes with compatible materials
  125307. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125308. */
  125309. export class MergeMeshesOptimization extends SceneOptimization {
  125310. private static _UpdateSelectionTree;
  125311. /**
  125312. * Gets or sets a boolean which defines if optimization octree has to be updated
  125313. */
  125314. /**
  125315. * Gets or sets a boolean which defines if optimization octree has to be updated
  125316. */
  125317. static UpdateSelectionTree: boolean;
  125318. /**
  125319. * Gets a string describing the action executed by the current optimization
  125320. * @return description string
  125321. */
  125322. getDescription(): string;
  125323. private _canBeMerged;
  125324. /**
  125325. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125326. * @param scene defines the current scene where to apply this optimization
  125327. * @param optimizer defines the current optimizer
  125328. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  125329. * @returns true if everything that can be done was applied
  125330. */
  125331. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  125332. }
  125333. /**
  125334. * Defines a list of options used by SceneOptimizer
  125335. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125336. */
  125337. export class SceneOptimizerOptions {
  125338. /**
  125339. * Defines the target frame rate to reach (60 by default)
  125340. */
  125341. targetFrameRate: number;
  125342. /**
  125343. * Defines the interval between two checkes (2000ms by default)
  125344. */
  125345. trackerDuration: number;
  125346. /**
  125347. * Gets the list of optimizations to apply
  125348. */
  125349. optimizations: SceneOptimization[];
  125350. /**
  125351. * Creates a new list of options used by SceneOptimizer
  125352. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  125353. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  125354. */
  125355. constructor(
  125356. /**
  125357. * Defines the target frame rate to reach (60 by default)
  125358. */
  125359. targetFrameRate?: number,
  125360. /**
  125361. * Defines the interval between two checkes (2000ms by default)
  125362. */
  125363. trackerDuration?: number);
  125364. /**
  125365. * Add a new optimization
  125366. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  125367. * @returns the current SceneOptimizerOptions
  125368. */
  125369. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  125370. /**
  125371. * Add a new custom optimization
  125372. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  125373. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  125374. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125375. * @returns the current SceneOptimizerOptions
  125376. */
  125377. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  125378. /**
  125379. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  125380. * @param targetFrameRate defines the target frame rate (60 by default)
  125381. * @returns a SceneOptimizerOptions object
  125382. */
  125383. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125384. /**
  125385. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  125386. * @param targetFrameRate defines the target frame rate (60 by default)
  125387. * @returns a SceneOptimizerOptions object
  125388. */
  125389. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125390. /**
  125391. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  125392. * @param targetFrameRate defines the target frame rate (60 by default)
  125393. * @returns a SceneOptimizerOptions object
  125394. */
  125395. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125396. }
  125397. /**
  125398. * Class used to run optimizations in order to reach a target frame rate
  125399. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125400. */
  125401. export class SceneOptimizer implements IDisposable {
  125402. private _isRunning;
  125403. private _options;
  125404. private _scene;
  125405. private _currentPriorityLevel;
  125406. private _targetFrameRate;
  125407. private _trackerDuration;
  125408. private _currentFrameRate;
  125409. private _sceneDisposeObserver;
  125410. private _improvementMode;
  125411. /**
  125412. * Defines an observable called when the optimizer reaches the target frame rate
  125413. */
  125414. onSuccessObservable: Observable<SceneOptimizer>;
  125415. /**
  125416. * Defines an observable called when the optimizer enables an optimization
  125417. */
  125418. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  125419. /**
  125420. * Defines an observable called when the optimizer is not able to reach the target frame rate
  125421. */
  125422. onFailureObservable: Observable<SceneOptimizer>;
  125423. /**
  125424. * Gets a boolean indicating if the optimizer is in improvement mode
  125425. */
  125426. readonly isInImprovementMode: boolean;
  125427. /**
  125428. * Gets the current priority level (0 at start)
  125429. */
  125430. readonly currentPriorityLevel: number;
  125431. /**
  125432. * Gets the current frame rate checked by the SceneOptimizer
  125433. */
  125434. readonly currentFrameRate: number;
  125435. /**
  125436. * Gets or sets the current target frame rate (60 by default)
  125437. */
  125438. /**
  125439. * Gets or sets the current target frame rate (60 by default)
  125440. */
  125441. targetFrameRate: number;
  125442. /**
  125443. * Gets or sets the current interval between two checks (every 2000ms by default)
  125444. */
  125445. /**
  125446. * Gets or sets the current interval between two checks (every 2000ms by default)
  125447. */
  125448. trackerDuration: number;
  125449. /**
  125450. * Gets the list of active optimizations
  125451. */
  125452. readonly optimizations: SceneOptimization[];
  125453. /**
  125454. * Creates a new SceneOptimizer
  125455. * @param scene defines the scene to work on
  125456. * @param options defines the options to use with the SceneOptimizer
  125457. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  125458. * @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)
  125459. */
  125460. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  125461. /**
  125462. * Stops the current optimizer
  125463. */
  125464. stop(): void;
  125465. /**
  125466. * Reset the optimizer to initial step (current priority level = 0)
  125467. */
  125468. reset(): void;
  125469. /**
  125470. * Start the optimizer. By default it will try to reach a specific framerate
  125471. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  125472. */
  125473. start(): void;
  125474. private _checkCurrentState;
  125475. /**
  125476. * Release all resources
  125477. */
  125478. dispose(): void;
  125479. /**
  125480. * Helper function to create a SceneOptimizer with one single line of code
  125481. * @param scene defines the scene to work on
  125482. * @param options defines the options to use with the SceneOptimizer
  125483. * @param onSuccess defines a callback to call on success
  125484. * @param onFailure defines a callback to call on failure
  125485. * @returns the new SceneOptimizer object
  125486. */
  125487. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  125488. }
  125489. }
  125490. declare module BABYLON {
  125491. /**
  125492. * Class used to serialize a scene into a string
  125493. */
  125494. export class SceneSerializer {
  125495. /**
  125496. * Clear cache used by a previous serialization
  125497. */
  125498. static ClearCache(): void;
  125499. /**
  125500. * Serialize a scene into a JSON compatible object
  125501. * @param scene defines the scene to serialize
  125502. * @returns a JSON compatible object
  125503. */
  125504. static Serialize(scene: Scene): any;
  125505. /**
  125506. * Serialize a mesh into a JSON compatible object
  125507. * @param toSerialize defines the mesh to serialize
  125508. * @param withParents defines if parents must be serialized as well
  125509. * @param withChildren defines if children must be serialized as well
  125510. * @returns a JSON compatible object
  125511. */
  125512. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  125513. }
  125514. }
  125515. declare module BABYLON {
  125516. /**
  125517. * Class used to host texture specific utilities
  125518. */
  125519. export class TextureTools {
  125520. /**
  125521. * Uses the GPU to create a copy texture rescaled at a given size
  125522. * @param texture Texture to copy from
  125523. * @param width defines the desired width
  125524. * @param height defines the desired height
  125525. * @param useBilinearMode defines if bilinear mode has to be used
  125526. * @return the generated texture
  125527. */
  125528. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  125529. }
  125530. }
  125531. declare module BABYLON {
  125532. /**
  125533. * This represents the different options available for the video capture.
  125534. */
  125535. export interface VideoRecorderOptions {
  125536. /** Defines the mime type of the video. */
  125537. mimeType: string;
  125538. /** Defines the FPS the video should be recorded at. */
  125539. fps: number;
  125540. /** Defines the chunk size for the recording data. */
  125541. recordChunckSize: number;
  125542. /** The audio tracks to attach to the recording. */
  125543. audioTracks?: MediaStreamTrack[];
  125544. }
  125545. /**
  125546. * This can help with recording videos from BabylonJS.
  125547. * This is based on the available WebRTC functionalities of the browser.
  125548. *
  125549. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  125550. */
  125551. export class VideoRecorder {
  125552. private static readonly _defaultOptions;
  125553. /**
  125554. * Returns whether or not the VideoRecorder is available in your browser.
  125555. * @param engine Defines the Babylon Engine.
  125556. * @returns true if supported otherwise false.
  125557. */
  125558. static IsSupported(engine: Engine): boolean;
  125559. private readonly _options;
  125560. private _canvas;
  125561. private _mediaRecorder;
  125562. private _recordedChunks;
  125563. private _fileName;
  125564. private _resolve;
  125565. private _reject;
  125566. /**
  125567. * True when a recording is already in progress.
  125568. */
  125569. readonly isRecording: boolean;
  125570. /**
  125571. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  125572. * @param engine Defines the BabylonJS Engine you wish to record.
  125573. * @param options Defines options that can be used to customize the capture.
  125574. */
  125575. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  125576. /**
  125577. * Stops the current recording before the default capture timeout passed in the startRecording function.
  125578. */
  125579. stopRecording(): void;
  125580. /**
  125581. * Starts recording the canvas for a max duration specified in parameters.
  125582. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  125583. * If null no automatic download will start and you can rely on the promise to get the data back.
  125584. * @param maxDuration Defines the maximum recording time in seconds.
  125585. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  125586. * @return A promise callback at the end of the recording with the video data in Blob.
  125587. */
  125588. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  125589. /**
  125590. * Releases internal resources used during the recording.
  125591. */
  125592. dispose(): void;
  125593. private _handleDataAvailable;
  125594. private _handleError;
  125595. private _handleStop;
  125596. }
  125597. }
  125598. declare module BABYLON {
  125599. /**
  125600. * Class containing a set of static utilities functions for screenshots
  125601. */
  125602. export class ScreenshotTools {
  125603. /**
  125604. * Captures a screenshot of the current rendering
  125605. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125606. * @param engine defines the rendering engine
  125607. * @param camera defines the source camera
  125608. * @param size This parameter can be set to a single number or to an object with the
  125609. * following (optional) properties: precision, width, height. If a single number is passed,
  125610. * it will be used for both width and height. If an object is passed, the screenshot size
  125611. * will be derived from the parameters. The precision property is a multiplier allowing
  125612. * rendering at a higher or lower resolution
  125613. * @param successCallback defines the callback receives a single parameter which contains the
  125614. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125615. * src parameter of an <img> to display it
  125616. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125617. * Check your browser for supported MIME types
  125618. */
  125619. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  125620. /**
  125621. * Captures a screenshot of the current rendering
  125622. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125623. * @param engine defines the rendering engine
  125624. * @param camera defines the source camera
  125625. * @param size This parameter can be set to a single number or to an object with the
  125626. * following (optional) properties: precision, width, height. If a single number is passed,
  125627. * it will be used for both width and height. If an object is passed, the screenshot size
  125628. * will be derived from the parameters. The precision property is a multiplier allowing
  125629. * rendering at a higher or lower resolution
  125630. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125631. * Check your browser for supported MIME types
  125632. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125633. * to the src parameter of an <img> to display it
  125634. */
  125635. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  125636. /**
  125637. * Generates an image screenshot from the specified camera.
  125638. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125639. * @param engine The engine to use for rendering
  125640. * @param camera The camera to use for rendering
  125641. * @param size This parameter can be set to a single number or to an object with the
  125642. * following (optional) properties: precision, width, height. If a single number is passed,
  125643. * it will be used for both width and height. If an object is passed, the screenshot size
  125644. * will be derived from the parameters. The precision property is a multiplier allowing
  125645. * rendering at a higher or lower resolution
  125646. * @param successCallback The callback receives a single parameter which contains the
  125647. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125648. * src parameter of an <img> to display it
  125649. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125650. * Check your browser for supported MIME types
  125651. * @param samples Texture samples (default: 1)
  125652. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125653. * @param fileName A name for for the downloaded file.
  125654. */
  125655. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  125656. /**
  125657. * Generates an image screenshot from the specified camera.
  125658. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125659. * @param engine The engine to use for rendering
  125660. * @param camera The camera to use for rendering
  125661. * @param size This parameter can be set to a single number or to an object with the
  125662. * following (optional) properties: precision, width, height. If a single number is passed,
  125663. * it will be used for both width and height. If an object is passed, the screenshot size
  125664. * will be derived from the parameters. The precision property is a multiplier allowing
  125665. * rendering at a higher or lower resolution
  125666. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125667. * Check your browser for supported MIME types
  125668. * @param samples Texture samples (default: 1)
  125669. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125670. * @param fileName A name for for the downloaded file.
  125671. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125672. * to the src parameter of an <img> to display it
  125673. */
  125674. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  125675. /**
  125676. * Gets height and width for screenshot size
  125677. * @private
  125678. */
  125679. private static _getScreenshotSize;
  125680. }
  125681. }
  125682. declare module BABYLON {
  125683. /**
  125684. * A cursor which tracks a point on a path
  125685. */
  125686. export class PathCursor {
  125687. private path;
  125688. /**
  125689. * Stores path cursor callbacks for when an onchange event is triggered
  125690. */
  125691. private _onchange;
  125692. /**
  125693. * The value of the path cursor
  125694. */
  125695. value: number;
  125696. /**
  125697. * The animation array of the path cursor
  125698. */
  125699. animations: Animation[];
  125700. /**
  125701. * Initializes the path cursor
  125702. * @param path The path to track
  125703. */
  125704. constructor(path: Path2);
  125705. /**
  125706. * Gets the cursor point on the path
  125707. * @returns A point on the path cursor at the cursor location
  125708. */
  125709. getPoint(): Vector3;
  125710. /**
  125711. * Moves the cursor ahead by the step amount
  125712. * @param step The amount to move the cursor forward
  125713. * @returns This path cursor
  125714. */
  125715. moveAhead(step?: number): PathCursor;
  125716. /**
  125717. * Moves the cursor behind by the step amount
  125718. * @param step The amount to move the cursor back
  125719. * @returns This path cursor
  125720. */
  125721. moveBack(step?: number): PathCursor;
  125722. /**
  125723. * Moves the cursor by the step amount
  125724. * If the step amount is greater than one, an exception is thrown
  125725. * @param step The amount to move the cursor
  125726. * @returns This path cursor
  125727. */
  125728. move(step: number): PathCursor;
  125729. /**
  125730. * Ensures that the value is limited between zero and one
  125731. * @returns This path cursor
  125732. */
  125733. private ensureLimits;
  125734. /**
  125735. * Runs onchange callbacks on change (used by the animation engine)
  125736. * @returns This path cursor
  125737. */
  125738. private raiseOnChange;
  125739. /**
  125740. * Executes a function on change
  125741. * @param f A path cursor onchange callback
  125742. * @returns This path cursor
  125743. */
  125744. onchange(f: (cursor: PathCursor) => void): PathCursor;
  125745. }
  125746. }
  125747. declare module BABYLON {
  125748. /** @hidden */
  125749. export var blurPixelShader: {
  125750. name: string;
  125751. shader: string;
  125752. };
  125753. }
  125754. declare module BABYLON {
  125755. /** @hidden */
  125756. export var pointCloudVertexDeclaration: {
  125757. name: string;
  125758. shader: string;
  125759. };
  125760. }
  125761. // Mixins
  125762. interface Window {
  125763. mozIndexedDB: IDBFactory;
  125764. webkitIndexedDB: IDBFactory;
  125765. msIndexedDB: IDBFactory;
  125766. webkitURL: typeof URL;
  125767. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  125768. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  125769. WebGLRenderingContext: WebGLRenderingContext;
  125770. MSGesture: MSGesture;
  125771. CANNON: any;
  125772. AudioContext: AudioContext;
  125773. webkitAudioContext: AudioContext;
  125774. PointerEvent: any;
  125775. Math: Math;
  125776. Uint8Array: Uint8ArrayConstructor;
  125777. Float32Array: Float32ArrayConstructor;
  125778. mozURL: typeof URL;
  125779. msURL: typeof URL;
  125780. VRFrameData: any; // WebVR, from specs 1.1
  125781. DracoDecoderModule: any;
  125782. setImmediate(handler: (...args: any[]) => void): number;
  125783. }
  125784. interface HTMLCanvasElement {
  125785. requestPointerLock(): void;
  125786. msRequestPointerLock?(): void;
  125787. mozRequestPointerLock?(): void;
  125788. webkitRequestPointerLock?(): void;
  125789. /** Track wether a record is in progress */
  125790. isRecording: boolean;
  125791. /** Capture Stream method defined by some browsers */
  125792. captureStream(fps?: number): MediaStream;
  125793. }
  125794. interface CanvasRenderingContext2D {
  125795. msImageSmoothingEnabled: boolean;
  125796. }
  125797. interface MouseEvent {
  125798. mozMovementX: number;
  125799. mozMovementY: number;
  125800. webkitMovementX: number;
  125801. webkitMovementY: number;
  125802. msMovementX: number;
  125803. msMovementY: number;
  125804. }
  125805. interface Navigator {
  125806. mozGetVRDevices: (any: any) => any;
  125807. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125808. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125809. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125810. webkitGetGamepads(): Gamepad[];
  125811. msGetGamepads(): Gamepad[];
  125812. webkitGamepads(): Gamepad[];
  125813. }
  125814. interface HTMLVideoElement {
  125815. mozSrcObject: any;
  125816. }
  125817. interface Math {
  125818. fround(x: number): number;
  125819. imul(a: number, b: number): number;
  125820. }
  125821. interface WebGLRenderingContext {
  125822. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  125823. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  125824. vertexAttribDivisor(index: number, divisor: number): void;
  125825. createVertexArray(): any;
  125826. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  125827. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  125828. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  125829. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  125830. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  125831. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  125832. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  125833. // Queries
  125834. createQuery(): WebGLQuery;
  125835. deleteQuery(query: WebGLQuery): void;
  125836. beginQuery(target: number, query: WebGLQuery): void;
  125837. endQuery(target: number): void;
  125838. getQueryParameter(query: WebGLQuery, pname: number): any;
  125839. getQuery(target: number, pname: number): any;
  125840. MAX_SAMPLES: number;
  125841. RGBA8: number;
  125842. READ_FRAMEBUFFER: number;
  125843. DRAW_FRAMEBUFFER: number;
  125844. UNIFORM_BUFFER: number;
  125845. HALF_FLOAT_OES: number;
  125846. RGBA16F: number;
  125847. RGBA32F: number;
  125848. R32F: number;
  125849. RG32F: number;
  125850. RGB32F: number;
  125851. R16F: number;
  125852. RG16F: number;
  125853. RGB16F: number;
  125854. RED: number;
  125855. RG: number;
  125856. R8: number;
  125857. RG8: number;
  125858. UNSIGNED_INT_24_8: number;
  125859. DEPTH24_STENCIL8: number;
  125860. /* Multiple Render Targets */
  125861. drawBuffers(buffers: number[]): void;
  125862. readBuffer(src: number): void;
  125863. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  125864. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  125865. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  125866. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  125867. // Occlusion Query
  125868. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  125869. ANY_SAMPLES_PASSED: number;
  125870. QUERY_RESULT_AVAILABLE: number;
  125871. QUERY_RESULT: number;
  125872. }
  125873. interface WebGLProgram {
  125874. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  125875. }
  125876. interface EXT_disjoint_timer_query {
  125877. QUERY_COUNTER_BITS_EXT: number;
  125878. TIME_ELAPSED_EXT: number;
  125879. TIMESTAMP_EXT: number;
  125880. GPU_DISJOINT_EXT: number;
  125881. QUERY_RESULT_EXT: number;
  125882. QUERY_RESULT_AVAILABLE_EXT: number;
  125883. queryCounterEXT(query: WebGLQuery, target: number): void;
  125884. createQueryEXT(): WebGLQuery;
  125885. beginQueryEXT(target: number, query: WebGLQuery): void;
  125886. endQueryEXT(target: number): void;
  125887. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  125888. deleteQueryEXT(query: WebGLQuery): void;
  125889. }
  125890. interface WebGLUniformLocation {
  125891. _currentState: any;
  125892. }
  125893. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  125894. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  125895. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  125896. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  125897. interface WebGLRenderingContext {
  125898. readonly RASTERIZER_DISCARD: number;
  125899. readonly DEPTH_COMPONENT24: number;
  125900. readonly TEXTURE_3D: number;
  125901. readonly TEXTURE_2D_ARRAY: number;
  125902. readonly TEXTURE_COMPARE_FUNC: number;
  125903. readonly TEXTURE_COMPARE_MODE: number;
  125904. readonly COMPARE_REF_TO_TEXTURE: number;
  125905. readonly TEXTURE_WRAP_R: number;
  125906. readonly HALF_FLOAT: number;
  125907. readonly RGB8: number;
  125908. readonly RED_INTEGER: number;
  125909. readonly RG_INTEGER: number;
  125910. readonly RGB_INTEGER: number;
  125911. readonly RGBA_INTEGER: number;
  125912. readonly R8_SNORM: number;
  125913. readonly RG8_SNORM: number;
  125914. readonly RGB8_SNORM: number;
  125915. readonly RGBA8_SNORM: number;
  125916. readonly R8I: number;
  125917. readonly RG8I: number;
  125918. readonly RGB8I: number;
  125919. readonly RGBA8I: number;
  125920. readonly R8UI: number;
  125921. readonly RG8UI: number;
  125922. readonly RGB8UI: number;
  125923. readonly RGBA8UI: number;
  125924. readonly R16I: number;
  125925. readonly RG16I: number;
  125926. readonly RGB16I: number;
  125927. readonly RGBA16I: number;
  125928. readonly R16UI: number;
  125929. readonly RG16UI: number;
  125930. readonly RGB16UI: number;
  125931. readonly RGBA16UI: number;
  125932. readonly R32I: number;
  125933. readonly RG32I: number;
  125934. readonly RGB32I: number;
  125935. readonly RGBA32I: number;
  125936. readonly R32UI: number;
  125937. readonly RG32UI: number;
  125938. readonly RGB32UI: number;
  125939. readonly RGBA32UI: number;
  125940. readonly RGB10_A2UI: number;
  125941. readonly R11F_G11F_B10F: number;
  125942. readonly RGB9_E5: number;
  125943. readonly RGB10_A2: number;
  125944. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  125945. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  125946. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  125947. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  125948. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  125949. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  125950. 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;
  125951. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  125952. readonly TRANSFORM_FEEDBACK: number;
  125953. readonly INTERLEAVED_ATTRIBS: number;
  125954. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  125955. createTransformFeedback(): WebGLTransformFeedback;
  125956. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  125957. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  125958. beginTransformFeedback(primitiveMode: number): void;
  125959. endTransformFeedback(): void;
  125960. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  125961. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125962. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125963. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125964. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  125965. }
  125966. interface ImageBitmap {
  125967. readonly width: number;
  125968. readonly height: number;
  125969. close(): void;
  125970. }
  125971. interface WebGLQuery extends WebGLObject {
  125972. }
  125973. declare var WebGLQuery: {
  125974. prototype: WebGLQuery;
  125975. new(): WebGLQuery;
  125976. };
  125977. interface WebGLSampler extends WebGLObject {
  125978. }
  125979. declare var WebGLSampler: {
  125980. prototype: WebGLSampler;
  125981. new(): WebGLSampler;
  125982. };
  125983. interface WebGLSync extends WebGLObject {
  125984. }
  125985. declare var WebGLSync: {
  125986. prototype: WebGLSync;
  125987. new(): WebGLSync;
  125988. };
  125989. interface WebGLTransformFeedback extends WebGLObject {
  125990. }
  125991. declare var WebGLTransformFeedback: {
  125992. prototype: WebGLTransformFeedback;
  125993. new(): WebGLTransformFeedback;
  125994. };
  125995. interface WebGLVertexArrayObject extends WebGLObject {
  125996. }
  125997. declare var WebGLVertexArrayObject: {
  125998. prototype: WebGLVertexArrayObject;
  125999. new(): WebGLVertexArrayObject;
  126000. };
  126001. // Type definitions for WebVR API
  126002. // Project: https://w3c.github.io/webvr/
  126003. // Definitions by: six a <https://github.com/lostfictions>
  126004. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126005. interface VRDisplay extends EventTarget {
  126006. /**
  126007. * Dictionary of capabilities describing the VRDisplay.
  126008. */
  126009. readonly capabilities: VRDisplayCapabilities;
  126010. /**
  126011. * z-depth defining the far plane of the eye view frustum
  126012. * enables mapping of values in the render target depth
  126013. * attachment to scene coordinates. Initially set to 10000.0.
  126014. */
  126015. depthFar: number;
  126016. /**
  126017. * z-depth defining the near plane of the eye view frustum
  126018. * enables mapping of values in the render target depth
  126019. * attachment to scene coordinates. Initially set to 0.01.
  126020. */
  126021. depthNear: number;
  126022. /**
  126023. * An identifier for this distinct VRDisplay. Used as an
  126024. * association point in the Gamepad API.
  126025. */
  126026. readonly displayId: number;
  126027. /**
  126028. * A display name, a user-readable name identifying it.
  126029. */
  126030. readonly displayName: string;
  126031. readonly isConnected: boolean;
  126032. readonly isPresenting: boolean;
  126033. /**
  126034. * If this VRDisplay supports room-scale experiences, the optional
  126035. * stage attribute contains details on the room-scale parameters.
  126036. */
  126037. readonly stageParameters: VRStageParameters | null;
  126038. /**
  126039. * Passing the value returned by `requestAnimationFrame` to
  126040. * `cancelAnimationFrame` will unregister the callback.
  126041. * @param handle Define the hanle of the request to cancel
  126042. */
  126043. cancelAnimationFrame(handle: number): void;
  126044. /**
  126045. * Stops presenting to the VRDisplay.
  126046. * @returns a promise to know when it stopped
  126047. */
  126048. exitPresent(): Promise<void>;
  126049. /**
  126050. * Return the current VREyeParameters for the given eye.
  126051. * @param whichEye Define the eye we want the parameter for
  126052. * @returns the eye parameters
  126053. */
  126054. getEyeParameters(whichEye: string): VREyeParameters;
  126055. /**
  126056. * Populates the passed VRFrameData with the information required to render
  126057. * the current frame.
  126058. * @param frameData Define the data structure to populate
  126059. * @returns true if ok otherwise false
  126060. */
  126061. getFrameData(frameData: VRFrameData): boolean;
  126062. /**
  126063. * Get the layers currently being presented.
  126064. * @returns the list of VR layers
  126065. */
  126066. getLayers(): VRLayer[];
  126067. /**
  126068. * Return a VRPose containing the future predicted pose of the VRDisplay
  126069. * when the current frame will be presented. The value returned will not
  126070. * change until JavaScript has returned control to the browser.
  126071. *
  126072. * The VRPose will contain the position, orientation, velocity,
  126073. * and acceleration of each of these properties.
  126074. * @returns the pose object
  126075. */
  126076. getPose(): VRPose;
  126077. /**
  126078. * Return the current instantaneous pose of the VRDisplay, with no
  126079. * prediction applied.
  126080. * @returns the current instantaneous pose
  126081. */
  126082. getImmediatePose(): VRPose;
  126083. /**
  126084. * The callback passed to `requestAnimationFrame` will be called
  126085. * any time a new frame should be rendered. When the VRDisplay is
  126086. * presenting the callback will be called at the native refresh
  126087. * rate of the HMD. When not presenting this function acts
  126088. * identically to how window.requestAnimationFrame acts. Content should
  126089. * make no assumptions of frame rate or vsync behavior as the HMD runs
  126090. * asynchronously from other displays and at differing refresh rates.
  126091. * @param callback Define the eaction to run next frame
  126092. * @returns the request handle it
  126093. */
  126094. requestAnimationFrame(callback: FrameRequestCallback): number;
  126095. /**
  126096. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  126097. * Repeat calls while already presenting will update the VRLayers being displayed.
  126098. * @param layers Define the list of layer to present
  126099. * @returns a promise to know when the request has been fulfilled
  126100. */
  126101. requestPresent(layers: VRLayer[]): Promise<void>;
  126102. /**
  126103. * Reset the pose for this display, treating its current position and
  126104. * orientation as the "origin/zero" values. VRPose.position,
  126105. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  126106. * updated when calling resetPose(). This should be called in only
  126107. * sitting-space experiences.
  126108. */
  126109. resetPose(): void;
  126110. /**
  126111. * The VRLayer provided to the VRDisplay will be captured and presented
  126112. * in the HMD. Calling this function has the same effect on the source
  126113. * canvas as any other operation that uses its source image, and canvases
  126114. * created without preserveDrawingBuffer set to true will be cleared.
  126115. * @param pose Define the pose to submit
  126116. */
  126117. submitFrame(pose?: VRPose): void;
  126118. }
  126119. declare var VRDisplay: {
  126120. prototype: VRDisplay;
  126121. new(): VRDisplay;
  126122. };
  126123. interface VRLayer {
  126124. leftBounds?: number[] | Float32Array | null;
  126125. rightBounds?: number[] | Float32Array | null;
  126126. source?: HTMLCanvasElement | null;
  126127. }
  126128. interface VRDisplayCapabilities {
  126129. readonly canPresent: boolean;
  126130. readonly hasExternalDisplay: boolean;
  126131. readonly hasOrientation: boolean;
  126132. readonly hasPosition: boolean;
  126133. readonly maxLayers: number;
  126134. }
  126135. interface VREyeParameters {
  126136. /** @deprecated */
  126137. readonly fieldOfView: VRFieldOfView;
  126138. readonly offset: Float32Array;
  126139. readonly renderHeight: number;
  126140. readonly renderWidth: number;
  126141. }
  126142. interface VRFieldOfView {
  126143. readonly downDegrees: number;
  126144. readonly leftDegrees: number;
  126145. readonly rightDegrees: number;
  126146. readonly upDegrees: number;
  126147. }
  126148. interface VRFrameData {
  126149. readonly leftProjectionMatrix: Float32Array;
  126150. readonly leftViewMatrix: Float32Array;
  126151. readonly pose: VRPose;
  126152. readonly rightProjectionMatrix: Float32Array;
  126153. readonly rightViewMatrix: Float32Array;
  126154. readonly timestamp: number;
  126155. }
  126156. interface VRPose {
  126157. readonly angularAcceleration: Float32Array | null;
  126158. readonly angularVelocity: Float32Array | null;
  126159. readonly linearAcceleration: Float32Array | null;
  126160. readonly linearVelocity: Float32Array | null;
  126161. readonly orientation: Float32Array | null;
  126162. readonly position: Float32Array | null;
  126163. readonly timestamp: number;
  126164. }
  126165. interface VRStageParameters {
  126166. sittingToStandingTransform?: Float32Array;
  126167. sizeX?: number;
  126168. sizeY?: number;
  126169. }
  126170. interface Navigator {
  126171. getVRDisplays(): Promise<VRDisplay[]>;
  126172. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  126173. }
  126174. interface Window {
  126175. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  126176. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  126177. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  126178. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126179. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126180. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  126181. }
  126182. interface Gamepad {
  126183. readonly displayId: number;
  126184. }
  126185. type XRSessionMode =
  126186. | "inline"
  126187. | "immersive-vr"
  126188. | "immersive-ar";
  126189. type XRReferenceSpaceType =
  126190. | "viewer"
  126191. | "local"
  126192. | "local-floor"
  126193. | "bounded-floor"
  126194. | "unbounded";
  126195. type XREnvironmentBlendMode =
  126196. | "opaque"
  126197. | "additive"
  126198. | "alpha-blend";
  126199. type XRVisibilityState =
  126200. | "visible"
  126201. | "visible-blurred"
  126202. | "hidden";
  126203. type XRHandedness =
  126204. | "none"
  126205. | "left"
  126206. | "right";
  126207. type XRTargetRayMode =
  126208. | "gaze"
  126209. | "tracked-pointer"
  126210. | "screen";
  126211. type XREye =
  126212. | "none"
  126213. | "left"
  126214. | "right";
  126215. interface XRSpace extends EventTarget {
  126216. }
  126217. interface XRRenderState {
  126218. depthNear?: number;
  126219. depthFar?: number;
  126220. inlineVerticalFieldOfView?: number;
  126221. baseLayer?: XRWebGLLayer;
  126222. }
  126223. interface XRInputSource {
  126224. handedness: XRHandedness;
  126225. targetRayMode: XRTargetRayMode;
  126226. targetRaySpace: XRSpace;
  126227. gripSpace: XRSpace | undefined;
  126228. gamepad: Gamepad | undefined;
  126229. profiles: Array<string>;
  126230. }
  126231. interface XRSession {
  126232. addEventListener: Function;
  126233. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  126234. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  126235. requestAnimationFrame: Function;
  126236. end(): Promise<void>;
  126237. renderState: XRRenderState;
  126238. inputSources: Array<XRInputSource>;
  126239. }
  126240. interface XRReferenceSpace extends XRSpace {
  126241. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  126242. onreset: any;
  126243. }
  126244. interface XRFrame {
  126245. session: XRSession;
  126246. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  126247. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  126248. }
  126249. interface XRViewerPose extends XRPose {
  126250. views: Array<XRView>;
  126251. }
  126252. interface XRPose {
  126253. transform: XRRigidTransform;
  126254. emulatedPosition: boolean;
  126255. }
  126256. declare var XRWebGLLayer: {
  126257. prototype: XRWebGLLayer;
  126258. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  126259. };
  126260. interface XRWebGLLayer {
  126261. framebuffer: WebGLFramebuffer;
  126262. framebufferWidth: number;
  126263. framebufferHeight: number;
  126264. getViewport: Function;
  126265. }
  126266. interface XRRigidTransform {
  126267. position: DOMPointReadOnly;
  126268. orientation: DOMPointReadOnly;
  126269. matrix: Float32Array;
  126270. inverse: XRRigidTransform;
  126271. }
  126272. interface XRView {
  126273. eye: XREye;
  126274. projectionMatrix: Float32Array;
  126275. transform: XRRigidTransform;
  126276. }
  126277. interface XRInputSourceChangeEvent {
  126278. session: XRSession;
  126279. removed: Array<XRInputSource>;
  126280. added: Array<XRInputSource>;
  126281. }